
Gortle |

Cleric
The Cleric used to be the reluctant compulsory party member in d20 games whose role it was to heal the party after the fighter. It hasn’t been that way for some time though. In PF2 healing out of combat is cheap thanks to the Treat Wounds ability of the Medicine skill and Continual Recovery. Healing is endless if you have enough 10 minutes breaks to recover. Similarly with a number of focus point spells like Lay on Hands, Goodberry, Rejuvenating Flames, Hymn of Healing, Life Boost, Nature's Bounty. So out of combat healing is not your main purpose, just an option. All clerics get free top level heal spells based on their Charisma bonus, which is the best in combat healing. So with the Medicine skill it has healing well covered.
The cleric is still a full caster. Divine is a good spell list even though it is the least number of different spells. A cleric has two main choices: remain an offensive caster, or become a buffing and utility caster giving it the space to do something else like say martial combat. This is the essence of the two doctrines (Cloistered or War Priest), though it's possible to go further along the spectrum with each one. There are two main builds for each - Strength based or Dexterity based.
A cleric's choice of weapons starts with only simple weapons and their choice of weapons is tied into their deity because of the Deadly Simplicity feat and their increase in proficiency. So simple weapons like Morningstar, Spear, Longspear, Fist, Sickle, Dagger, Light Mace, Dart, Staff are actually good with Deadly Simplicity. Other weapons are possible. Typically choose your favoured weapon, deity and alignment - then find the domain you like best, then check the extra spells that the deity adds to the divine list. Iterate till you are happy. You want at least one domain spell that you are likely to cast in most encounters, or why bother with having it as a Focus spell.
Useful domains for a cloistered cleric: Cold, Darkness, Decay, Dust, Earth, Fire, Indulgence, Magic, Pain, Sorrow, Soul, Sun, Wyrmkin
Useful domains for a battle cleric: Delirium, Destruction, Dreams, Freedom, Nature, Might, Perfection, Protection, Toil, Travel, Trickery, Zeal
Then setting aside the evil deities and checking out the spell lists for something good to add to the divine list I like these Inner Sea deities Erastil, Gorum, Gozreh, Iomedae, Irori, Nethys, Sarenrae. More recommendations here. Be aware that there are things like Splinter Faith that allow you to cherry pick domains.
Emblazon Armament is really only needed to cast a spell with material components, while having your hands full. Typically this is only the 3 action spell like a Summon or a burst Heal. So perhaps you can keep a hand free, or just take the extra actions to stow/draw your weapon as required.
Cloistered Cleric of Gozreh
I thought I’d start with a cleric with some different focus spells. Travel has some really useful nice little movement utilities, plus Cold gives you a reasonable attack spell, plus a nice defensive aura. With Diamond Dust you can easily wear a light giving item and always get the +2 status bonus to AC, then move away to attack.
Like every cleric this one really wants to take at least a 14 Cha if they can. It's often possible with voluntary flaws or the right racial modifiers.
Str 10 Dex 16 Con 12 Int 10 Wis 18 Cha 12 Gozreh, Travel
Basic equipment: Studded Leather via Armor Proficiency later Bracers of Armor, Shield and Trident with a returning rune
Class Feats: Level 1: Domain Initiate free, Level 2: Emblazon Armament, later Healing Hands, Level 4: Expanded Domain Initiate for Cold, Level 6:, Level 8: Advanced Domain, Level 10:, Level 12: Domain Focus,
Skills: Stealth, Religion, Medicine
But really the most important point of any caster build is the spells. Ignoring necromantic (many are awesome BTW) and the boring ”remove bad effect X” spells here are some Divine spell suggestions if you have a good spell DC
Cantrips : Daze, Haunting Hymn, Divine Lance, but you should think hard about Adopted Ancestry Human and take Adapted Cantrip to get Electric Arc
1st: Command, Fear, Sanctuary,
2nd: Calm Emotions, Inner Radiance Torrent, Spiritual Weapon if you don’t have a ranged weapon,
3rd: Fear, Slow
4th: Globe of Invulnerability, Spiritual Anamnesis, Divine Wrath potentially party friendly
5th: Shadow Blast,
6th: Repulsion, Spirit Blast,
7th: Sunburst
8th: Canticle of Everlasting Grief
9th: Overwhelming Presence,
Further Spell Suggestions that don’t care much about your spell DC.
Cantrips: Forbidding Ward or Shield, Detect Magic, Light, Guidance
1st: Bless, Heal, Summon Lesser Servitor
2nd: Augury, Faerie Fire, Darkness
3rd: Circle of Protection, Heroism
4th: Air Walk, Freedom of Movement, Silence
5th: Drop Dead, Prying Eye, Summon Celestial
6th: True Seeing
7th: Ethereal Jaunt,
8th: Antimagic Field, Discern Location, Divine Aura
9th: Crusade, Foresight
Cloistered Cleric of Sarenrae
With the addition of Burning Hands and Fireball to the Divine spell list, plus two good focus spells and a not terrible weapon there is no doubt that Sarenrae is rightly the most popular deity choice. The Sun domain spells Dazzling Flash, Positive Luminance are awesome but Fire domain is OK too. You can pick up a heavy armour via Champion Dedication and it does work well. Despite the excellent champion’s reaction you get, this cleric won’t be in the front line of combat deliberately, just close by.
Str 16 Dex 10 Con 12 Int 10 Wis 18 Cha 12 Sarenrae, Sun domain
Basic equipment: Full Plate,via Champion Dedication, Scimitar and/or optional Shield, or a LongSpear is nice from the second rank.
Class Feats: Level 1: Domain Initiate free, Level 2: Champion Dedication, later Healing Hands, Level 4:, Level 6: Champion's Reaction for Glimpse of Redemption, Level 8: Advanced Domain, Level 10:, Level 12: Domain Focus,
Skills: Athletics, Religion, Medicine
War Priest of Iomedae
If you just want to get into combat you might as well pick a deity with a good favoured weapon. The spells are good for melee True Strike, Enlarge, Fire Shield, and the domain spells are nice as well Weapon Surge and Zeal for Battle, even if you don’t have the best wisdom score for it. Instead focus on Intimidation and get into battle. With your Shield blocking and healing you should be tough enough. Buy a Sturdy Shield when you can afford it.
Str 16 Dex 12 Con 12 Int 10 Wis 12 Cha 16 to get extra heals Iomedae , Zeal
Basic equipment: Breastplate, Sturdy Shield and Longsword,
Class Feats: Level 1: Deadly Simplicity free, later take Domain Initiate , Level 2: Emblazon Armament, then Bastion Dedication, later Healing Hands, Level 4:, Level 6:, Level 8: Advanced Domain, Level 10:Quick Shield Block, Level 12: Domain Focus,
Skills: Intimidation, Athletics, Religion, Medicine
War Priest of Irori
Str 16 Dex 12 Con 10 Int 10 Wis 18 Cha 12 to try to keep a Ok Spell DC Irori, Might or
If you just want to get into combat you might as well pick a deity with a good favoured weapon. The spells are good, Jump is useful early, Haste is an important buff that Clerics don’t otherwise get, Stoneskin is just tough, and the domain spells are nice as well. Athletic Rush is a useful bonus to an athletics manoeuvres like Trip or Grapple. Enduring Might is a good defensive reaction. The Fist is simple so it goes up to d6 damage for you.
Str 16 Dex 12 Con 12 Int 10 Wis 12 Cha 16 to get extra heals Irori, Might
Basic equipment: Breastplate, Sturdy Shield and Fist, Handwraps of Mighty Blows
Class Feats: Level 1: Deadly Simplicity free, later take Domain Initiate Level 2: Emblazon Armament, then Bastion Dedication, later Healing Hands, Level 4:, Level 6:, Level 8: Advanced Domain, Level 10:Quick Shield Block, Level 12: Domain Focus,
Skills: Athletics, Religion, Medicine
War Priest of Erastil
Erastil gives you nice bonuses with archery and works well. Picking up a great little attack spell in True Strike, and a useful barrier in Wall of Thorns will keep you competitive as an archer. Nature domain has a nice defensive ability if you get caught in melee and focus point healing is good at saving those heals for when you need them. Yes technically you don’t have to be with Erastil for these feats to work, and cleric can use a bow like this, but this is on theme.
Str 10 Dex 16 Con 12 Int 10 Wis 18 Cha 12 to try to keep a Ok Spell DC Erastil, Nature
Basic equipment: Studded Leather, LongBow
Class Feats: Level 1: Deadly Simplicity free, later take Domain Initiate for Vibrant Thorns, Level 2: Archer Dedication , Level 4: Point-Blank Shot, Level 6:, Level 8: Advanced Domain for Nature's Bounty, Level 10:, Level 12: Domain Focus,
Skills: Stealth, Intimidation, Religion, Medicine
Todo: a Harm cleric

HumbleGamer |
War Priest of Iomedae
Str 16 Dex 10 Con 14 Int 10 Wis 14 Cha 12
Armor: Breastplate
Weapon: longsword + Shield
Deity: True Strike, Longsword, Might Domain
Feats: 1 ( natural ambition > Domain Initiate MIGHT), 2 Bastion Dedication, 4 Divine Smite, 6 Nimble Shield Hand, 8 Advanced Domain MIGHT, Quick Shield Block, Refocus x2, Deity's Protection
Skills: Medicine, Acrobatics, XXXXXXXX
How does this work:
- True strike will help you land Divine Smites.
- Reactive Shield + Quick shield block will help dealing with movement and action management ( You are being attacked? Reactive Shield. You are then hit by the attack? Quick Shield Block ).
- Depends the attack you alternate Quick shield block with Enduring Might.
- Upon using Enduring might, Deity's protection will give you a nice DR against all damage until the start of your turn.
- Nimble shield hand will allow you to interact ( beacon of life and battle medicine ) and also to use scrolls/wands/potions/etc...
- Acrobatics is there just to get kip up and nimble crawl ( no more flat footed when prone by lvl 15 ).
And that's it.
Lvl 16- Blessed one ( extra focus pool )
lvl 18- Refocux x3
lvl 20- Permanent AoE Bless or anything you might like.

Kyrone |

My favorite one is WarPriest Marshal, pick the dedication, get Topple Foe and Cast Down, the rest is all up to you, with those feats and you on the frontline the creatures around you will be basically permanently prone, nice optional feats are the Attack of Opportunity for when a creature stand up but you don't have an ally to help you to Topple foe and one of the Marshal Auras for passive buffs. I recomend 18 Wisdom on this one.
Monk Cloistered Cleric for Ki Blast spam is also cool, but comes kinda late as Ki blast is only available at lvl 12, but being divine and using wisdom makes that Cleric uses it really well.
- Monk Dedication
- One of the lvl 1 ki feats
- Ki blast
- Refocus feat
- Divine Inspiration Spell
This let you use 2/3 ki blasts, use divine inspiration on yourself, then cast more 2/3 Ki Blasts in the same battle.
Warpriest Wrestler is also one that I am messing around lately, playing with Whirling Thrown, Submission Hold and Spinebreaker, for a control debuffer melee build that at the same time have all the divine list for support or spells shenanigans, Cast Down again is an amazing feat here letting you do the Grab/"Trip" combo without a map.

Gortle |

Gozreh / Divine Lance: that doesn't work unfortunately. All of those spells look at the alignment of your deity.
True. One of the other Cold Deities perhaps Pulura would work better. It is unfortunately useful to have a Deity with at least one non neutral alignment.
I sort of provided a generic spell list or two as I didn't want to make a separate one for each build.But at the same time they are the most important part of a spell caster. So I felt I needed to give people a start.

Dorian 'Grey' |

I have been playing a 1/2 elf Cleric (Medic/Champion) of Irori in my weekly AoA home game.
We just started Book 6 Chapter 2 and reached 19th.
Fair warning though, he is too good at healing, because he has only been able to use Breath of Life once.
He had to curb stomped our Monk to bring him to Dying 4 so it triggered. Hey, he was actually out of options for the first time in his career. We had 4 running combats...lol.
My only other cleric experience was a PFS PF1e Negative Channeler...
I have enjoyed the PF2e Cleric. The Healing font is great, as it is always maxed and leaves spell slots for other spells.
He has yet to use them for Heals. Although, Book 6 is making him reconsider...lol.

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In my experience, Good damage is really good. If you're playing a heroic party with some social skill, you'll be able to persuade most non-evil opponents to back off. My gnome cleric of Cernunnos can talk to animals, so we only really end up strictly having to fight some oozes and constructs. Almost everyone else we fight is evil and takes Good damage.
I'm a big fan of the Divine Wrath spell. If your party is fairly in sync with your alignment you can easily drop it point blank. The sickening/slowing effect is quite potent and doesn't really fall off in usefulness, even at higher levels an un-heightened version is still a decent and cheap debuff.
So deity alignment, really relevant.
When looking at deity spells, I'd pay attention to the saving throws. The divine list feels really heavy on Fortitude saves. Surprisingly few spells are Will and unsurprisingly few are Reflex. This means that against big lumpy enemies like giants you aren't hitting so hard. And that a feat like Bon Mot which otherwise nicely fits a Charisma-heavy divine font, doesn't actually open up all that many spells. So this is something to look for when evaluating the deity's spells.

SuperBidi |
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There are 2 Warpriests that I find are missing:
Divine Smite one (Harm + True Strike, so limited to Gorum mostly), and non-Divine Smite Harm build.
Without Harm, unless you plan on fighting a lot of Undeads, Warpriest is just a frontloaded Cloistered that gets weaker at high level. It doesn't fulfill the fantasy much in my opinion.

HumbleGamer |
There are 2 Warpriests that I find are missing:
Divine Smite one (Harm + True Strike, so limited to Gorum mostly), and non-Divine Smite Harm build.Without Harm, unless you plan on fighting a lot of Undeads, Warpriest is just a frontloaded
I think the warpriest can be an excellent front line if properly built, but there are too "if", as a deity ties the characters in terms of spells and weapon.
Back to the blasting warpriest, what about getting the magus dedication to give 1 free big hit per fight?
I know it suffers from being MAD, but it might result into more flexibility and versatility, allowing also the character to 'blast" For a higher number of rounds/fights.
...
And I still miss that not all classes have been given effortless concentration. Being able to sustain for free stuff like protector sphere would have been awesome.

SuperBidi |

Back to the blasting warpriest, what about getting the magus dedication to give 1 free big hit per fight?
I think it's a really bad idea. Giving 14 Int to a Warpriest is really hard. And you have Divine Smite that does nearly the same thing. So I fail to see the point of Magus Dedication on a Warpriest.

Gortle |

War Priest of Gorum
If you prefer to use your channel in a spike of damage then Gorum has the priest for you. The spells are good for melee True Strike, Enlarge, Weapon storm, and the domain spells are nice as well Cry of Destruction and Destructive Aura, but it may take a while before you get around to taking them. You have the option of using your harm spell with True Strike and Channel Smite for a very big damage round, or you can just go Strike, Harm, Harm and put out a lot of damage in one round at the cost of your spell resources. This particular build is very aggressive and really needs the extra support of Plate Armour to survive. But there is so much that is important to get early. So you will have to delay something.
Str 16 Dex 10 Con 12 Int 10 Wis 18 Cha 12 to get extra heals/harms Gorum, Destruction
Basic equipment: Breastplate then Full Plate,via Champion Dedication, Greatsword,
Class Feats: Level 1: Deadly Simplicity free, Level 2: Champion Dedication then Emblazon Armament, later Versatile Font, Level 4:Channel Smite, Level 6:Champion's Reaction for Liberating Step, Level 8:, Level 10: , Level 12:, Level 14: Diverse Armor Expert
Skills: Intimidation, Athletics, Religion, Medicine

HumbleGamer |
HumbleGamer wrote:I think it's a really bad idea. Giving 14 Int to a Warpriest is really hard. And you have Divine Smite that does nearly the same thing. So I fail to see the point of Magus Dedication on a Warpriest.Back to the blasting warpriest, what about getting the magus dedication to give 1 free big hit per fight?
The point is that you'd be able to cast high level spellstrikes/smite all day long.
Assuming 40/50 combat rounds per day and that the highest slots that can be efficient are the last 3 levels ( so 9 slots) as well as, eventually, charisma based bonus harm spells if you have the negative font ( 3-4 spells), you won't be ever able to be competitive.
Being able to alternate spellstrike, even once per round, will drastically boost the class effectiveness.
As always, in a fps scenario with 2 fights that lasts 1rouns each, resources are not an issue. But as mentioned before, I am talking about normal plays.

Blave |
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War Priest of Gorum
Class Feats: Level 1: Deadly Simplicity free, Level 2: Champion Dedication then Emblazon Armament, later Versatile Font, Level 4:Channel Smite, Level 6:Champion's Reaction for Liberating Step, Level 8:, Level 10: , Level 12:, Level 14: Diverse Armor Expert
Skills: Intimidation, Athletics, Religion, Medicine
Our Lord in Iron no longer has patience with puny CG followers.
Ragathiel is a nice alternative. Bastardsword, Destruction Domain, True Strike and Haste. And can get harming font.

SuperBidi |

SuperBidi wrote:HumbleGamer wrote:I think it's a really bad idea. Giving 14 Int to a Warpriest is really hard. And you have Divine Smite that does nearly the same thing. So I fail to see the point of Magus Dedication on a Warpriest.Back to the blasting warpriest, what about getting the magus dedication to give 1 free big hit per fight?
The point is that you'd be able to cast high level spellstrikes/smite all day long.
Assuming 40/50 combat rounds per day and that the highest slots that can be efficient are the last 3 levels ( so 9 slots) as well as, eventually, charisma based bonus harm spells if you have the negative font ( 3-4 spells), you won't be ever able to be competitive.
Being able to alternate spellstrike, even once per round, will drastically boost the class effectiveness.
As always, in a fps scenario with 2 fights that lasts 1rouns each, resources are not an issue. But as mentioned before, I am talking about normal plays.
We will strongly disagree about average number of rounds per day. At 40/50 combat rounds in a day and 20 minutes per round, we are speaking of 3 sessions for a single adventuring day. You lost me a long time ago at that stage.
Also, you'll meet issues with your build. Mostly where do you find the dozen of True Strikes you need? Unless you fight with a one handed melee weapon and no shield, you'll quickly meet an issue finding them. In my opinion, it's completely overkill. So, I still don't think Magus won't help much this build.

HumbleGamer |
We will strongly disagree about average number of rounds per day. At 40/50 combat rounds in a day and 20 minutes per round, we are speaking of 3 sessions for a single adventuring day. You lost me a long time ago at that stage.
Indeed there are several variables involved in the calculation:
- Party size
- Players Speed
- DM speed
- Processes ( VTT vs TT mostly, and required time for every single process ).
In my experience, we are around 18/20 minutes per round with 5 players +1 DM and 7/8 enemies ( but it's more like a royal rumble rather than a standard encounter, so it counts like 2 encounters in 1. Sometimes even 3 ). This would make less effective the spellstrike, I am aware of that.
For example, my players are currently ending dealing with a 2x moderate 1x normal encounter. We hit the tenth round last week, and we probably finish this up by round 14/15 this wednesday.
A dps warpriest would have wasted a tons of spells even considering the free spellstrike every encounter.
Also, you'll meet issues with your build. Mostly where do you find the dozen of True Strikes you need? Unless you fight with a one handed melee weapon and no shield, you'll quickly meet an issue finding them. In my opinion, it's completely overkill. So, I still don't think Magus won't help much this build.
I don't really rely on true strikes but, if a player were to go for it, this can be partially solved by getting a divination staff with double charges.
A familiar passing a scroll ( nimble shield hand ) every two rounds.
Getting a scroll already in hand at the beginning of fight ( then with low level spells )
Magus Spellcasting + Ring of wizardry.
What I mean is that though I am not the one who pushes towards the true strike spell ( because I consider it an exploit and I dislike it ), there are plenty of possibilities.

SuperBidi |
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I don't really rely on true strikes
Without True Strike, neither Divine Smite nor Spellstrike are really worth it. You can deal similar damage by just striking with your sword stupidly and it won't cost you any resource.
I don't really rely on true strikes but, if a player were to go for it, this can be partially solved by getting a divination staff with double charges.
A familiar passing a scroll ( nimble shield hand ) every two rounds.
Getting a scroll already in hand at the beginning of fight ( then with low level spells )
It means that you use a one-handed weapon, which is a strong reduction of your damage output.
I really think it's better to get them out of your spell slots. In normal condition, you can easily get a bunch of low level spell slots for True Strike. Now, if you start piling on abilities that use them, you end up with a spell list cluttered with True Strikes.
In my opinion, you want to maximize a specific playstyle that is supposed to be quite circumstancial. The Warpriest is not just about Divine Smite, it's a tool in its belt. There's no point in my opinion to get a second source of similar abilities.
If I ever play a Warpriest with Divine Smite, I'll only use my Font Harms to fuel it. And as such, I'll only need a few True Strikes (that my first level spell slots should give me, with maybe a few second level slots).

HumbleGamer |
In my opinion, you want to maximize a specific playstyle that is supposed to be quite circumstancial. The Warpriest is not just about Divine Smite, it's a tool in its belt. There's no point in my opinion to get a second source of similar abilities.
I do agree with you about the divine smite being a tool, but I think I go further and consider getting a spellstrike per minute as a way to give more room for other stuff.
Not saying that it's the best, but just it can be a nice alternative ( as you also mentioned, gettin 14 int on a MAD class comes at a huge cost ).
About two handed warpriest, I never considered them because I feel at ease with tankier characters ( shield, might domain, protection domain, nimble shield hand, etc... ), but it's true a 1d12 weapon would do way more damage than a 1d8 one.

SuperBidi |

SuperBidi wrote:
In my opinion, you want to maximize a specific playstyle that is supposed to be quite circumstancial. The Warpriest is not just about Divine Smite, it's a tool in its belt. There's no point in my opinion to get a second source of similar abilities.I do agree with you about the divine smite being a tool, but I think I go further and consider getting a spellstrike per minute as a way to give more room for other stuff.
Not saying that it's the best, but just it can be a nice alternative ( as you also mentioned, gettin 14 int on a MAD class comes at a huge cost ).
About two handed warpriest, I never considered them because I feel at ease with tankier characters ( shield, might domain, protection domain, nimble shield hand, etc... ), but it's true a 1d12 weapon would do way more damage than a 1d8 one.
I never really liked tanky Str-based Warpriests. I can't say I'm right, but I'm not convinced by tanky gishes, I find that staying on the frontline is not an ideal position for a caster: You take AoOs, you suffer from grapples and such. If, on top of that, you don't do interesting damage (and dealing interesting damage with a caster is a fight uphill), what's the point?
That's why I prefer d12 caster gishes. You are not resilient enough to stay on the frontline but you don't have to as you are first and foremost a full caster. And when you decide to go on the frontline, you have a strong impact. It's more of a high risk high gain choice, but it's the only one that satisfies me.I do agree with you about the divine smite being a tool, but I think I go further and consider getting a spellstrike per minute as a way to give more room for other stuff.
Why don't you get a different ability to both expand what you can do and give you more room? I think I'll go in this direction. Having more of the same thing gives you more room but don't give you more versatility. I feel you can find a way to get both with another ability (especially a cheaper one).

HumbleGamer |
Why don't you get a different ability to both expand what you can do and give you more room? I think I'll go in this direction. Having more of the same thing gives you more room but don't give you more versatility. I feel you can find a way to get both with another ability (especially a cheaper one).
Gotta say that's a very nice point ( especially given how limited feats are in this 2e ).
It may also get along with the base stats too ( str/dex,con, wis, cha ).
Definitely going to try a non tanky one with that approach.

gesalt |

The sarenrae cleric in your initial post doesn't have the 14 cha needed for the dedication at level 2. If you want that 14 cha while keeping the 18 wis and 16 str your only choice is dropping dex and int to 8 and losing the extra AC from heavy armor. At least you keep the bulwark saves.
Cloistered Archer (dread striker core)
Half-elf
10(8)/16/12/10(8)/18/12(14)
Deity: elven pantheon
Level 1: anything that grants electric arc
Level 2: rogue dedication
Level 3: ancestral paragon(natural ambition[healing hands])
Level 4: basic simplicity(mobility, nimble dodge or trap finder) pick based on campaign/gm style
Level 6: sneak attacker
Level 8: dread striker
This build assumes you can either manage volley without PBS, are fine with falling back to electric arc in close-quarters, or that you're using a shortbow.
Deadly simplicity does nothing for bows (as far as I know) and medium armor does nothing for high-dex builds so cloistered here makes more sense to me. The light armor from rogue will last you all the way from 2-12 before becoming outdated at 13. The damage difference between an 8str archer without composite and a 14str archer with it is 1 point so feel free to dump str hard. The rogue dedication reclaims the skill lost from dumping int. Elven pantheon is chosen to give shortbow as an option, and for the tree stride access.
Aside from that, this is the basic dread striker package stapled to divine full caster. Cast a spell, shoot arrow, repeat. If you don't have a bard to perma fear, spend your level 1 spells on it. Not as effective for accuracy as true strike but benefits the whole team offensively and defensively and effective -3AC isn't exactly bad.
Post-level 8, you can take this build wherever you want. Bard package 9-12 to supply your own dirge in close-quarters, cleric emblazon feats for more bonus damage, profession archetype if you need more skill boosts, whatever you want.

Gortle |

The sarenrae cleric in your initial post doesn't have the 14 cha needed for the dedication at level 2. If you want that 14 cha while keeping the 18 wis and 16 str your only choice is dropping dex and int to 8 and losing the extra AC from heavy armor. At least you keep the bulwark saves.
Cloistered Archer (dread striker core)
** spoiler omitted **
Thnaks for the build
Have to make the champion build via voluntary flaws then
Str 16 Dex 10 Con 10 Int 8 Wis 18 Cha 14

HumbleGamer |
gesalt wrote:The sarenrae cleric in your initial post doesn't have the 14 cha needed for the dedication at level 2. If you want that 14 cha while keeping the 18 wis and 16 str your only choice is dropping dex and int to 8 and losing the extra AC from heavy armor. At least you keep the bulwark saves.
Cloistered Archer (dread striker core)
** spoiler omitted **Thnaks for the build
Have to make the champion build via voluntary flaws then
Str 16 Dex 10 Con 10 Int 8 Wis 18 Cha 14
Are you sure you want to include voluntaruy flaws within a basic build?

Gortle |

Gortle wrote:Are you sure you want to include voluntaruy flaws within a basic build?gesalt wrote:The sarenrae cleric in your initial post doesn't have the 14 cha needed for the dedication at level 2. If you want that 14 cha while keeping the 18 wis and 16 str your only choice is dropping dex and int to 8 and losing the extra AC from heavy armor. At least you keep the bulwark saves.
Cloistered Archer (dread striker core)
** spoiler omitted **Thnaks for the build
Have to make the champion build via voluntary flaws then
Str 16 Dex 10 Con 10 Int 8 Wis 18 Cha 14
No I don't, but the build doesn't work without it.

Castilliano |

HumbleGamer wrote:No I don't, but the build doesn't work without it.Gortle wrote:Are you sure you want to include voluntaruy flaws within a basic build?gesalt wrote:The sarenrae cleric in your initial post doesn't have the 14 cha needed for the dedication at level 2. If you want that 14 cha while keeping the 18 wis and 16 str your only choice is dropping dex and int to 8 and losing the extra AC from heavy armor. At least you keep the bulwark saves.
Cloistered Archer (dread striker core)
** spoiler omitted **Thnaks for the build
Have to make the champion build via voluntary flaws then
Str 16 Dex 10 Con 10 Int 8 Wis 18 Cha 14
With 10 Con + 8 h.p./level, the build doesn't work with it either.
I see it noted they won't be in the front, but w/ Champion's Reaction, they will be close enough to die once they draw attention.
Gortle |

Gortle wrote:HumbleGamer wrote:No I don't, but the build doesn't work without it.Gortle wrote:Are you sure you want to include voluntaruy flaws within a basic build?gesalt wrote:The sarenrae cleric in your initial post doesn't have the 14 cha needed for the dedication at level 2. If you want that 14 cha while keeping the 18 wis and 16 str your only choice is dropping dex and int to 8 and losing the extra AC from heavy armor. At least you keep the bulwark saves.
Cloistered Archer (dread striker core)
** spoiler omitted **Thnaks for the build
Have to make the champion build via voluntary flaws then
Str 16 Dex 10 Con 10 Int 8 Wis 18 Cha 14
With 10 Con + 8 h.p./level, the build doesn't work with it either.
I see it noted they won't be in the front, but w/ Champion's Reaction, they will be close enough to die once they draw attention.
I don't think you need to be that paranoid about the situation a cleric has a lot of healing. Anyway on reflection I've decided to recommend
Str 14 Dex 10 Con 12 Int 10 Wis 18 Cha 14
The build is not really going to use its strength to attack much if at all. I'm not that concerned about a lower movement rate either.