Melkiador |
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My favorite cleric is a summoning herald caller. This is pretty different than a standard cleric though. It focuses a lot more on the spell casting than the usual martial side of the class.
I think I mainly like the versatility of the herald caller. You get more skills per level than a cleric, but without the skill taxes of most monster summoners. Being able to magically communicate to your summoned monsters means you don't really need maxed linguistics and maxed handle animal. So, you get more skills while needing less skills. Besides skills, your ability to spontaneously cast both cure spells and summon monster spells means you almost never have to stress over what spells to prepare each day.
It can be especially fun to combine this with the versatile summon monster feat. Summon an aerial dolphin and tell it go and grab something high up or push a button. Whatever you need done really. Summon an aerial octopus and instead of having it attack your enemies tell it to just make a grapple with it's nice grappling bonuses.
Obviously Sacred Summons will be a popular choice for this build. And you'll want to take some feats to give you more options for that feat, like summon good monster or expanded summon monster.
The only real downside of the archetype is that it strongly favors a half neutral alignment, so neutral good or lawful neutral, etc.
VoodistMonk |
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Divine Paragon 5/Evangelist 10
You end up with 14 effective Cleric levels, BAB +10, +7/+6/+7 base saves, CL 14, 7th-level spells, 7D6 Channel, and six (yes, SIX) deific boons. It is all things Cleric in my opinion. The uber-Cleric. A true, dare I say, Paragon.
Second favorite Cleric build would be the Evangelist archetype, go full Bard build with a Longspear, Flagbearer, Banner of Ancient Kings, Dervish Sikke, Discordant Voice, etc... and pick up as much Summoning stuffs you can squeeze into the build. Starting with any of the races that allow one to start with Spell Focus Conjuration goes a long way in this build. Sacred Summons is a must-have so you can start a Performance and Summon in the same round...
Belafon |
Voodist Monk is of the opinion that you can get one set of boons from the Divine Paragon cleric archetype, then another from the Evangelist prestige class despite what the text of Deific Obedience says:
Quote:If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.It's perfectly fine for the GM to allow you to get more boons than this would allow, just make sure you clear it with your GM first.
VoodistMonk |
Meh, just choose to take Sentinel boons as a Divine Paragon... it says you lose access to "Exalted" boons, but we don't have any of those. Lol.
Divine Paragon does, in fact, allow one to choose which boons they access... and if people want get down and dirty with what is and is not allowed, then they can go to AoN and see it written in stone. Or... or, we can just say it works without arguing...
It's not like it actually does anything except make a flavorful character. There might be half a dozen combinations out there that are super powerful, but most of us are too lazy to sort through all the fully fleshed out boons to find exactly what can break the game. It's still just a Cleric...
Mark Hoover 330 |
Wow. VM, as always, your builds completely eclipse anything I could add in. I was jumping into this thread to say I like short-ranged clerics using a Dex build and ranged weapons, like a halfling using a sling, Magic Stone and so on... but I don't have any fancy archetypes, gestalts, VMC suggestions etc.
Also, I've never played a Herald Caller or even a cleric focused on summoning in general. In the past I've played Small sized clerics with ranged weapons and the Animal domain to eventually get an AC as a mount, or I've added cleric levels to other classes that create such a build.
The thing I've always liked about clerics is just that they get access to every spell on their list when a level of spells unlocks, period. I like that b/c 1. I always have a fellow PC in the party who at least has Scribe Scroll if not other Item Creation feats and 2. many of the cleric spells are good buff spells.
I LOVE being helpful to the rest of my party. All of my characters have some focus around this. Cleric to me is just a natural extension of that; thanks to the other PC writing scrolls I've got an accordion file full of buffs and healing, I've got a longspear for reach Aid Another, but building as a dex build with medium armor I'm ok to tank and deliver short ranged attacks as well, when needed.
Mark Hoover 330 |
So, I never really looked at Deific Obedience before but this has now become one of my favorite feats. If I worship Nethys for example, that's a 24 hour period of +4 on Concentration checks for the price of an hour's worth of daily prep and casting an orison. I'd likely be playing a Good cleric, so that's a Sacred bonus, meaning that could be stacked with traits and a feat if I really want to ensure I make all of said checks.
But then, if VM is right and between those two archetypes you get 6 boons, this character could get pretty fun. Evangelist gives me
1: Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day
2: Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities of viewed creatures, as noted in the spell description.
3: Robes of Nethys (Su) You can manifest an illusory robe that absorbs hostile spells for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.
Then Exalted gives me
1: Magical Essences (Sp) magic aura 3/day, misdirection 2/day, or arcane sight 1/day
2: Staff Channel (Su) You can deliver touch spells with a casting time of one standard action or longer through a quarterstaff. Using this ability doesn’t change the casting time or other qualities of the spell, but you must make a melee attack with your quarterstaff against the target’s AC rather than a touch attack against its touch AC. If you hit the target, you deal quarterstaff damage as well as discharge the spell effect. You can hold the charge as normal when delivering a touch spell through a quarterstaff.
3: Pure Magic Aura (Su) You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. You and any allies within 20 feet of you increase your caster levels by 1d4. Roll this die when you activate this ability and use the same value for all who gain this benefit. The increase affects spell qualities (such as duration and number of targets) that rely on caster level, as well as caster level checks made to overcome spell resistance. The bonus caster levels don’t grant higher-level spell slots or cause the recipients to learn new spells.
Now, I don't know if, as a Cleric I'm ever gonna have a lot of Touch spells to deliver through a quarterstaff, but having a minor, minor globe of invulnerability on myself while also boosting mine and the other spellcasters' caster level by 1-4 levels for a single fight/day could come in PRETTY darn handy!
VoodistMonk |
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Belafon wrote:Voodist Monk is of the opinion that you can get one set of boons from the Divine Paragon cleric archetype, then another from the Evangelist prestige class despite what the text of Deific Obedience says:
Quote:If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.It's perfectly fine for the GM to allow you to get more boons than this would allow, just make sure you clear it with your GM first.
I'm actually glad you brought this back up, again... maybe we can just put it bed, this time...
You aren't wrong, I will start with that... what you quoted is correct... FOR THE DEIFIC OBEDIENCE FEAT, itself.
However, the Divine Paragon archetype is a special case of that feat's application... the archetype even includes printed language listing the exceptions to the general rule.
Sure, yes, it does NOT include specific exceptions for "Exalted" boons... but if you draw THOSE lines... I don't play at your table. Period.
Sure, again, rules is rules, son... and, guess what... I don't care. I provided a legit loophole workaround with choosing Sentinel boons, but I still don't care...
If you play or GM where this difference matters, I don't play or GM with you...
So, my friend, can you stop spamming every post I bring up Divine Paragon 5/Evangelist 10 with your exact same reply to my last thread? We get it, I promise...
VoodistMonk |
Then let me officially change my recommendation to:
Divine Paragon 5 (pick the Sentinel booms at this time to get everyone off your back)
Then...
Enter the Evangelist prestige class for all 10 levels.
Yay. Six boons... and nobody can do anything about it.
My favorite Cleric, presented to you after everyone else's "input"...
PS. This is why I don't play or GM for people like YOU... you know who you are... Divine Paragon literally has exceptions to the rule, but Deific Obedience states "Exalted" boons by name... really? REALLY? GTFOH...
Melkiador |
1 person marked this as a favorite. |
Eh. GMing is hard and I try to make their jobs easier rather than harder. I have lots of sketchy things I "think" should work, but I almost never try to push them on a GM unless I know the GM well enough to know how they'll react to that kind of stuff.
But some people who read these threads are too shy to ever ask about these kinds of things to their own GMs. Better to let them know it's questionable beforehand.
VoodistMonk |
I do, absolutely, possess the fault that others view the world through a comparable filter as my own... I just kind of assume that my "normal" is everyone elses' "normal"...
Quick personal, yet useless, backstory... I have been exposed to environments where this is NOT the standard... I do, actually, know that other standards of living exist, and thus personal views may change...
But if the organized structure of the Divine Paragon Cleric archetype causes you so much personal discomfort that you MUST say something... we will never play at the same table. I just cannot deal with that level of, ummm... rules?
Mark Hoover 330 |
I always thought the grippili feat Agile Tongue (that delivers Touch attacks and can juggle up to 5 lb objects per an application of the Sleight of Hand skill which is usable with the titular tongue per the feat) should count as an attack type that fits under Weapon Finesse, but I've been told I'm wrong by players and GMs alike. Doesn't mean I don't rule it the way I do in my homebrew games, but I'll never deny the RAW of it.
Anyway, keep throwing out cool cleric builds! Its my fave Core class so the more love it gets, the happier I am.
Arkham Joker |
Interesting question OP.... when it comes to Clerics I have a sort of template approach to my type:
FCB
85% of the time I go for the +1hp to effectively make the Cleric a D10 HD 9th level caster. Will sometimes go for +1 skill point if I have something skillsy in mind.
Its amusing….. out of all the classes, the Cleric genuinely gets the most mileage out of the most basic option.
TYPE
1) Pure summoner + skills
2) Summoner + caster
3) Tank + summoner
4) Buffer
5) Pure caster
RACE (for each above type)
1) Human/halfing - always solid for a cleric. Often the prime choice when I'm going pure summoner due to the bonus feat but has potential uses for all types. Halfling is the surprise here, but can in fact make amazing skill clerics (in particular stealth) and has great uses for its luck bonus abilities. The fact that it doesn’t get a WIS bonus option doesn’t matter for this particular role. One of my favourite clerics of all time was a Halfling Herald Caller with the Trickery Domain and heavily investing in Stealth – monsters were appearing all over the place and the enemy had no clue where they were coming from…..devastating.
2) Human/Dwarf/Aasimar/Samsaran
Dwarf has the inherently great Cleric boosts for WIS and CON and as Channelling isn’t quite as important the CHA hit isn’t too bad. Plus it offers access to the amazing Glory of Old + Steel Soul combo.
Aasimar is a natural Cleric race with some excellent flexibility on sub types.
Samsaran – MPL of course (Adept/Inquisitor/Hunter are the best choices IMO), the quick and dirty way to boost your casting as a Cleric, irrespective of your archetype!
3) Dwarf – the quintessential tank.
4) Human/Dwarf/Aasimar/Samsaran
Similar reasons to the above – WIS decent but not maxed other stats can be adjusted to suit the build specifics
5) Dwarf/Aasimar/Samsaran
WIS maxed, CHA + STR dumped (eg 8) – and with Dwarf I even will start with CHA 5. CON/INT/DEX tweaked to suit needs.
For the above I use the following archetypes:
Ecclesitheurge – suits the Summoner + caster and Pure caster roles.
STR to 8 and dump CHA as low as it can go! BOF although not that amazing can be used perfectly OK with a dumped CHA. You will 100% need a decent CON/DEX to keep you alive! If you worship a GOO/OG, Dreamed Secrets (WIS needs maxing) is of course a must.
Herald Caller - suits the Pure summoner + skills and Summoner + caster roles
Even without SS, the archetype due to its bonus abilities, can make a very good summoner + skills, although of course SS would be the optimal choice. It is this fact that also means HC can be used as a fairly decent Summoner + caster role too. If you worship a GOO/OG, Dreamed Secrets (WIS needs maxing) is of course a must. For the Pure summoner + skills role, WIS can be decent but does not need maxing. For optimal summoning, take the usual feats, and at 1st level the trait which gives a +2 CL for summoning spells too.
Vanilla – suits the Tank + summoner and Buffer roles.
SS and access to both domains and heavy armour if you need it, means that you make can fulfil either role well.
Varisian Pilgrim and Evangelist - suit the Buffer roles.
People mention the Evangelist as a great summoner, and it can certainly perform the role, but I feel the HC is better tuned to it and I prefer the Evangelist as a general party buffer. Varisian Pilgrim is an uncommonly used archetype but can make a superb party buffer.
Divine Paragon – interestingly when combined with the Evangelist PrC and the correct deity (and the subsequent total of 6 boons) can potentially fill any of the roles pretty well. A skills cleric in particular becomes very viable. The most famous Divine Paragon is of course the notorious Divine Paragon of Tsukiyo to eventually become a sublime debuffer.
Ps For those that query the potential for gaining 6 boons…. Remember the 100% golden rule – SPECIFIC >> GENERAL
FINAL NOTE
Deity choice can make a significant impact on a Cleric build for several reasons. The bonus spells granted being particularly useful in some cases.
Diego Rossi |
Late and with a derail, but seeing your post about "rules sketchy", I wanted to point out a small problem in your build:
It can be especially fun to combine this with the versatile summon monster feat. Summon an aerial dolphin and tell it go and grab something high up or push a button. Whatever you need done really. Summon an aerial octopus and instead of having it attack your enemies tell it to just make a grapple with it's nice grappling bonuses.
An Octopus (in Pathfinder) has the Aquatic subtype, and that says "An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality." Getting the Air subtype doesn't remove the Acquiatic subtype.
In RL an octopus can survive and move for a long time outside of the water, in Pathfinder it will die of asphyxiation in a few rounds.I noticed that after transforming once to a giant octopus form with my druid.
As a GM I would allow an octopus to survive for a long time outside of water and would make an octopus with the air subtype an air-breathing creature, but I think that should be the GM decision, not a simple oversight.
Melkiador |
The octopus would die in a few rounds, but being a rounds per level spell, that probably won’t matter.
Drowning
Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
Octopus has 14 constitution meaning it can hold its breath for 14 rounds, but really just 7 if it’s active every round. So that makes that option good from level 3 to 7. Which isn’t terrible and there will be replacements at higher levels of summon monster by then. But also, it’s rare for a fight to go for more than 7 rounds and this spell doesn’t go into effect till the 2nd round.
Diego Rossi |
The octopus would die in a few rounds, but being a rounds per level spell, that probably won’t matter.
Quote:Octopus has 14 constitution meaning it can hold its breath for 14 rounds, but really just 7 if it’s active every round. So that makes that option good from level 3 to 7. Which isn’t terrible and there will be replacements at higher levels of summon monster by then. But also, it’s rare for a fight to go for more than 7 rounds and this spell doesn’t go into effect till the 2nd round.Drowning
Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
For a shapechanging druid or for a spell caster that uses one of the XX shape spells, it is a bit different, and they can transform in the base creature only. In theory, you don't lose the need to breathe, but you lose your lugs, so stuff like Undead Anatomy I and turning into a skeleton has strange effects.
For summonings, as a GM, I would accept only viable templates. In theory, you are summoning a copy of an existing creature, and that creature should be capable to live in its home plane. YMMV.
Sysryke |
Assuming it's a home game (which almost all of mine are), what I like most about a cleric is choosing, building, or customizing a deity. I don't worry about mechanics too much, it's more about finding a cause or lens through which to focus on morality (usually Good). I'm also more than happy to be the party heal bot with a cleric, but spontaneous convert to cure spells is usually enough to cover that, so I can use all the other mechanics of the class to flesh out the characters more unique backstory, personality, and tactics.
Back in 4e I had a Human cleric of the Raven Queen. His whole concept was all about being a healing servant of a death goddess. But, all life is a tribute to the Queen. Healing only comes to those who are worthy, or who still have more to add to their "tribute". Healing anyone who was actively dying was a "no no" for this character, as until the dying character stabilized, they were in the hands of the Raven Queen, and it's not for us to decide when it's our time. Once stable, heal away. He also had a thing for horsemanship, and wielded a scythe. He was a blast to play.
Mark Hoover 330 |
I don't understand the "cleric as heal-bot" mentality. Yes, the generic cleric gets Channel Energy which could heal and also spontaneous conversion to healing spells, but really look at the basics of the generic cleric:
3/4 BAB, Good Fort and Will saves, decent armor and shield choices, proficiency in your deity's favored weapon, and initially very FEW spells, but with a ton of decent buff spells that scale nicely through the mid levels.
These points, to me, scream "martial spellcaster with a side of healing," not "heal-bot." The spells clerics get are ideal candidates for consumable magic items. They mainly heal, buff, or mitigate some condition or effect, so high CL and Wis bonus is often not necessary.
Last point I'll make about cleric spells; check the duration on those buff spells they get. It's often minute/level. This is another thing that suggests to me that clerics are meant to perpetuate long days of adventuring, not to nova on single fights, bringing me back to the idea that clerics are martials for whom healing is a "sometimes treat."
Melkiador |
The core book has only one really meaningful healer. The druid can do some of it, but not as well or easily. Healing is more than just hit point recovery. Healing is also removing status ailments. The cleric was the only core class that could do this well. So, that's what people expected of the cleric.
In 3.0 D&D, a lot of those cleric spells were hour per level. The designers had intended the cleric to cast those on their teammates. But what actually happened is every cleric just buffed themselves up at the beginning of the day and outperformed the fighter at what he was supposed to be good at. The cleric was intended to be a buffer/healer. But most gamers have a very soloist mindset that is impossible to get around.
The 3.5 changes removed most of the hours per level buffs, especially those belonging to the cleric. The cleric wasn't intended to be a martial class really, so the game changed to make sure they couldn't fulfill that role as well.
Mark Hoover 330 |
@the door of Melkia: let me rephrase; I don't understand the "cleric as heal-bot" mentality... now.
3.0 came out over 21 years ago. Updates from 3.5 would be 16 years old as well. Heck, even the CRB for PF1 is 12 years old now. I know it takes time for culture to shift but I gotta believe a decade is enough time for folks to at least begin to understand things are changing.
Honestly if you look at how the generic cleric shows up in the Core its a bit confusing. All their class abilities are frontloaded at level 1; Domains only give powers at level 1 and 8 (I think there's a couple exceptions, but always only 2 things); Domain spells aren't a huge resource; their spell list suggests that they're supposed to be the healers, but ALSO that their buff spells are supposed to make up for the fact that they get no bonus feats and no attack-enhancing class abilities.
So... you've got a 3/4 BAB martial that doesn't get bonus feats or combat-focused class abilities, then you've got a caster with 9 levels of spells, but they're expected to pull double duty keeping the entire party Restored and Healed while ALSO using those spells to buff their martial abilities.
Last, but certainly not least, I WISH I could get to the levels where clerics have enough spells where they can shift away from their martial side to full spellcasting. For whatever reason all the Divine casters I've played have only made it to between 6th-8th level.
DeathlessOne |
Cleric is actually one of the few class in Pathfinder 1e that I haven't played. I've GM'd quite a few NPC clerics and I've had players that play clerics. But I don't. The class is mechanically boring to me and the closest I'd ever come to considering playing one is with the ecclesitheurge archetype. Or as a dip for (up to) three levels just to qualify for Mystic Theurge.
I'm not knocking those of you that like to play clerics. I certainly understand the thematic draw and potential character concepts that work off of the lore and devotion to a deity.
If I were to build a Cleric (straight up, no archetypes), I'd likely create a CN Cleric of Gorum, pickup Ironbound Master, and serve as a frontline fighter that is capable of massive carnage with blade and spell.
Sysryke |
Just to be clear @Mark: I don't think a cleric HAS TO BE a/the "heal-bot", I'm just comfortable picking up that job with a cleric if that's what my group needs. I know there are numerous classes that can cover healing vary well, but is there a class that is more suited to "heal-bot" in your mind? The channeling and spontaneous conversion just seem to make healing easier or more natural coming from a cleric. I can't immediately think of any other class besides maybe Paladin, that has core features that lend to that role.
Either way, as I said before, I like using all the rest of the class to be more than just the "heal bot".
VoodistMonk |
I like Clerics with the "Strategy" variant multiclassing for the Aid Another bonus. Huge fan of Aid Another, and I enjoy finding new and creative ways to abuse it [Aid Another].
Torag has the "Strategy" area of concern. But oddly enough, Torag's Cleric archetype, the Divine Strategist, gives up Channel Energy... so my favorite Clerics of Torag actually do not follow that archetype. I do, however, still appreciate the Divine Strategist archetype quite a bit. Divine Strategist VMC Cavalier is pretty legit.
Divine Strategist's Caster Support provides a circumstance bonus on Caster Level checks and Concentration checks. Whilst Order of the Staff's Spell Aid provides a competence bonus to Caster Level checks, Concentration checks, and Dispel checks... making for a pretty potent bonus triggered off the same Aid Another action.
VMC also gives the Divine Strategist access to Tactician, which seems fitting. VMC Cavalier for Order of Dragon goes well on the Cleric of Torag that is using the "Strategy" variant channeling. Both options can benefit from handing out Harrying Partnets via Tactician.
On a different note, I really like the Ecclesitheurge for its Bonded Holy Symbol, especially when combined with something like the Birthmark or Holy Tattoo trait(s). Your Bonded Holy Symbol is literally a part of you, and can be upgraded/enchanted like a Wizards' arcane bonded object... with anything that can be applied to the neck slot. The Amulet of Mighty Fist goes on the neck slot, and is stupidly overpriced, so we can save some pennies... nice. This gets even better with gestalt combining Ecclesitheurge with Brawler or Unmonk.
Melkiador |
I know there are numerous classes that can cover healing vary well, but is there a class that is more suited to "heal-bot" in your mind? The channeling and spontaneous conversion just seem to make healing easier or more natural coming from a cleric. I can't immediately think of any other class besides maybe Paladin, that has core features that lend to that role.
The cleric is the best healer without trying to be a healer. A cleric has to actively move away from being able to competently heal.
The Oracle can be the strongest healer, if you want to focus on that. The life mystery was over geared and there are archetypes that can push it over the top. The pai zin can pump out way more healing and easy status removal. The spirit guide can put out ludicrous hp healing, by combining life mystery with life spirit.
Honestly, if I just want to play healer, cleric isn’t in my top choices. Instead, when I want to play clerics, I end up covering healing too.
VoodistMonk |
Sysryke wrote:I know there are numerous classes that can cover healing vary well, but is there a class that is more suited to "heal-bot" in your mind? The channeling and spontaneous conversion just seem to make healing easier or more natural coming from a cleric. I can't immediately think of any other class besides maybe Paladin, that has core features that lend to that role.The cleric is the best healer without trying to be a healer. A cleric has to actively move away from being able to competently heal.
The Oracle can be the strongest healer, if you want to focus on that. The life mystery was over geared and there are archetypes that can push it over the top. The pai zin can pump out way more healing and easy status removal. The spirit guide can put out ludicrous hp healing, by combining life mystery with life spirit.
Honestly, if I just want to play healer, cleric isn’t in my top choices. Instead, when I want to play clerics, I end up covering healing too.
The Spirit Guide Oracle with the Life/Life combination is just silly. All the heals. And the Pei Zin Oracle can get equally silly when VMC'ed with Cleric [Brigh] for Divine Alchemy, or Druid for Druidic Herbalism.
I think my favorite "healer" is still the Soulthief Vitalist, though. Not that it has anything to do with Clerics.
Arkham Joker |
I
On a different note, I really like the Ecclesitheurge for its Bonded Holy Symbol, especially when combined with something like the Birthmark or Holy Tattoo trait(s). Your Bonded Holy Symbol is literally a part of you, and can be upgraded/enchanted like a Wizards' arcane bonded object... with anything that can be applied to the neck slot. The Amulet of Mighty Fist goes on the neck slot, and is stupidly overpriced, so we can save some pennies... nice. This gets even better with gestalt combining Ecclesitheurge with Brawler or Unmonk.
Bonded Holy Symbol is an interesting one...
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item
People forget that by RAW the item can take any form that a holy symbol can take. And in terms of the magic abilities, look through the magic items that function also as a holy symbol - these abilities would thus qualify. And then irrespective of which slot your Bonded Holy Symbol takes you can then also put abilities in it that would be good for a neck slot item.
Its all in the phrasing...!
Mark Hoover 330 |
Are you talking about Create Reliquary Arms and Shields? Or are you thinking of other items that qualify as holy symbols? Either way, I'm sure there's a case for having some unique item as your bonded holy symbol and then giving it item appropriate or neck-slot powers.
Darigaaz the Igniter |
Human cleric
tank Int, get 13 str, 14+ con and cha, 17+ wisdom
worship Gorum, channel negative energy
start with channel smite and guided hand for wisdom to attack and damage
pick up power attack at 3rd
domains you can go with strength(ferocity) and destruction to add ~level to damage 3+wis times a day on top of your channel smites OR chaos(protean) plus war(tactics) to have more versatile domain spells and abilities.
Arkham Joker |
Are you talking about Create Reliquary Arms and Shields? Or are you thinking of other items that qualify as holy symbols? Either way, I'm sure there's a case for having some unique item as your bonded holy symbol and then giving it item appropriate or neck-slot powers.
Well for example, there is nothing in the Ecclesitheurge RAW that precludes having a Holy Symbol (Tattoo) or one of the Channel Foci as your Bonded Holy Symbol.
The tattoo option is particularly good as it doesn't use up a valuable slot.
Ps Just came across a great item for a summoning Cleric - a Summoner's Idol. A Herald Caller that starts using these would have some extremely durable summons..
+2 hp per HD from Augment Summons
+2 hp per HD from a Summoner's Idol
Infinite range and auto selecting heals from any Channelling
Michael Talley 759 |
Hmmm my favorite cleric build - Cleric of Abadar LN
Domains - Protection & Travel
Feats
Human- Skill Focus {Alchemy}
1st- Dodge
3rd- Brew Potion
5th- Mobility
7th- Craft Wand
9th- Combat Expertise
11th- Empower Spell
this creates a healer that can move about the battlefield and heal/help all people. Leaving Channel Energy only after a conflict is over to help everyone.
Creating Alchemical healing supplies, Potions, and wands.
Group members may or may not enjoy a discount depending on how they treat said cleric.
Personal equipment should also focus on personal protection over damage dealing. Because if the Healer does go down, the others might not be able to revive them, but that would also be the reason for Potions since they can be used by others to help the Cleric recover.
Stat focus would be Wis, Dex, and then Charisma
20 point build would be:
Str 10 Dex 13 Con 14 Int 13 Wis 15 Cha 12
Humans would add either the +2 to Constitution or Wisdom But the leveling up should focus on the Wisdom. Personally, I put the +2 into Con, and then as I level I increase Wisdom.
This gives me HD 1d8+3 {Society Style Play: 11 HP +8 per Level}
and 5 skill points per level.
Skills that I generally pick are: Craft- Alchemy, Diplomacy, Heal, Knowledge History/Religion (Alternating), and Spellcraft
edit: don't forget to charge for all services you render, some Game Masters have been known to stop divine power for not acting like a merchant. To get around this I generally role Play out the creation of a Contract of service to an adventuring party.