4th Level Cleric of Desna


Advice


Hi Guys, I need help.

I need to build a 4th level Cleric of Desna, but can only use: The Core Book, Advanced Players Guide and Ultimate Magic.

The Character's a Halfling with rolled Ability scores comprising of: 17,15, 14, 13, 12, 11.

can use the feats presented in the Core Rulebook, the Advanced Player's Guide, and the Inner Sea World Guide.

The feats Additional Traits (APG p. 150) and Leadership (CRB p. 129-130) are not available

I can have three traits, rather than the two specified as standard in the Advanced Player's Guide (p. 236). One must be a campaign trait, selected from the Rise of the Runelords Player's Guide. The other two can be selected from those presented in the Advanced Player's Guide.

I have 220 GP as starting wealth and 6000gp to equip myself with any magic items.

broken down as such: 25% weapons and offensive items, 25% armour and protective items, 25% other items, 15% consumable items, 10% coins and mundane items) but you can spend no more than half of your starting wealth on a single item, as a hard limit.

The rest of the party consists of:

A Synthesist Summoner
An Arcane Trickster
a Shaonti Unchained Barbarian
A Varisian Witch

Any Help appreciated

Shadow Lodge

Jacko wrote:

Hi Guys, I need help.

I need to build a 4th level Cleric of Desna, but can only use: The Core Book, Advanced Players Guide and Ultimate Magic.

The Character's a Halfling with rolled Ability scores comprising of: 17,15, 14, 13, 12, 11.

can use the feats presented in the Core Rulebook, the Advanced Player's Guide, and the Inner Sea World Guide.

The feats Additional Traits (APG p. 150) and Leadership (CRB p. 129-130) are not available

I can have three traits, rather than the two specified as standard in the Advanced Player's Guide (p. 236). One must be a campaign trait, selected from the Rise of the Runelords Player's Guide. The other two can be selected from those presented in the Advanced Player's Guide.

I have 220 GP as starting wealth and 6000gp to equip myself with any magic items.

broken down as such: 25% weapons and offensive items, 25% armour and protective items, 25% other items, 15% consumable items, 10% coins and mundane items) but you can spend no more than half of your starting wealth on a single item, as a hard limit.

The rest of the party consists of:

A Synthesist Summoner
An Arcane Trickster
a Shaonti Unchained Barbarian
A Varisian Witch

Any Help appreciated

Follow up questions:

1) The Arcane Trickster Prestige Class isn't available until 5th level at best (you need 4 ranks in several skill before you take your first level in this class) and even this is kinda tough to do (Rogue 1 + Wizard 3 + Accomplished Sneak Attacker feat at level 3 should do it): Is this just a character that is going to become an arcane trickster soon or is something else going on here?
2) I assume you can assign your stats in any order?
3) Your stats aren't including the +1 Stat Bonus at level 4, correct?
4) Most importantly, What do you actually want to do with this character? It sounds like your group is probably good on melee (Synthesist & Barbarian, plus maybe the trickster) and the synthesist probably has the 'face' role covered, but it's hard to tell much else.


Have to get it out of the way, but are you set on cleric? Oracle can do a lot of the same things while being charisma focused to match the halfling. Heavens mystery matches Desna well. Or life mastery can make a great healer.

If you are set on cleric, what do you want to get out of it?

The Exchange

It looks like the best niche you can fill is as a support character: party “buffer” with a sideline in healing and condition removal. A lot of the “Desna-focused” stuff - like Butterfly’s Sting - are in books that aren’t available to you.

Real shame that Ultimate Combat isn’t available, the Evangelist (cleric archetype) would be a great fit, and works pretty well thematically with Desna as well.

Unfortunately with the books available being a support cleric often means passing out long-duration buffs (magic vestment, greater magic weapon, etc.) early in the day and then delaying and waiting for something to go wrong in combat. You don’t get a lot of spotlight time but when your party does need your abilities. . . you are the hero.

Domain-wise, Liberation and Travel both have great abilities.

Traits: Exalted of the Society is going to almost a no-brainer for your campaign trait. The others are going to depend on exactly what you want to do. You can’t go wrong with Reactionary. If you are playing a full Shattered Star campaign, Magical Lineage is great if you plan out far enough in advance.

Shadow Lodge

Belafon wrote:

...

Traits: Exalted of the Society is going to almost a no-brainer for your campaign trait. The others are going to depend on exactly what you want to do. You can’t go wrong with Reactionary. If you are playing a full Shattered Star campaign, Magical Lineage is great if you plan out far enough in advance.

Exalted of the Society is not from any of the OPs available sources (Shattered Star Player's Guide pg. 5, Faction Guide pg. 62) since he/she stated 'One must be a campaign trait, selected from the Rise of the Runelords Player's Guide. The other two can be selected from those presented in the Advanced Player's Guide'. I was going to recommend the Seeker trait as a perpetual favorite of mine, but that's also not an option (Ultimate Campaign pg. 61)...

EDIT: Lacking any further information, Student of Faith seems like the 'default' cleric campaign trait choice:

Source Rise of the Runelords Anniversary Edition Player's Guide pg. 4

Category Campaign
While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

The Exchange

I completely flipped “Rise of the Runelords” with “Shattered Star”. Really not sure how I did that. I’ll use swiping back and forth between apps on my phone as an excuse.


With being limited to only those books I was going to suggest a summon focused cleric, but with a Summoner that does not look like a good idea. With the race and class, you have specified it is going to be hard to create a decent character given the campaign limits on source material.

Shadow Lodge

2 people marked this as a favorite.
Mysterious Stranger wrote:
With being limited to only those books I was going to suggest a summon focused cleric, but with a Summoner that does not look like a good idea. With the race and class, you have specified it is going to be hard to create a decent character given the campaign limits on source material.

Creating a decent cleric is pretty easy with just the CRB: Creating one that you enjoy playing might be a very different story...


Belafon wrote:


Domain-wise, Liberation and Travel both have great abilities.

Domain-wise, I have gone with Luck and Travel


Taja the Barbarian wrote:


2) I assume you can assign your stats in any order?
3) Your stats aren't including the +1 Stat Bonus at level 4, correct?
4) Most importantly, What do you actually want to do with this...

1. I'm not interested in whats going on with the Arcane Trickster, that is just what the player has indicated that he will be going that way.

2. Can assign the stats any way.
3. Stats don't include any bonuses.
4. That's the problem, was looking at a character that buffs and heals the party, but can if needed share some of the combat load rather than just hiding at the back.

Shadow Lodge

Jacko wrote:

...

1. I'm not interested in whats going on with the Arcane Trickster, that is just what the player has indicated that he will be going that way.
...

There are two possibly important takeaways from that description:

1) The character is an Arcane Trickster because the campaign is using a stack of house rules three inches thick and you are basically playing a game that is completely different for any that we have ever played (this does happen every so often in these forums).
2) The character is only 'half-baked' (for lack of a better term) at level 4 and might take several more levels to actually start working effectively.

As for your stats, maybe emphasize casting/channeling with:
STR 12 -2 racial = 10
DEX 14 +2 racial = 16
CON 13
INT 11
WIS 17 +1 Leveling = 18
CHA 15 +2 racial = 17

If you apply your favored class bonus as an extra skill point, you should be able to keep three skills maxed. Decent options include
Diplomacy (if not covered by someone else in the party) or Heal
Perception (not a class skill, but still a good choice)
Sense Motive

Traits are largely a personal choice (since Fate's Favored is not an option)...

For Feats, Selective Channeling is probably mandatory and Extra Channel might not be bad. Lucky Halfling could be helpful...

It looks like your starting equipment limitations are from the CRB, but the exact split is more of a guideline that is supposed to vary by character:

Source PRPG Core Rulebook pg. 399

...
Table 12–4 can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

The main issue is 6,000g doesn't go very far when you break it into little pieces like this.

You almost certainly want a Headband of Inspired Wisdom +2 but it doesn't seem like you will be able to start with one, so let's go down the list:

Weapons and Offensive Items: You don't really want any: Maybe a masterwork sling for 300g, but that seems kinda silly. You should have a simple melee weapon for emergencies, but there's little point in investing in a masterwork version.
Armor and Protective Items: The classic Mithril Shirt for 1,100g? You probably want to stick to light armor to avoid the medium armor speed reduction, and you want to keep your equipment weight down where possible. If you can spend up to half your budget on this, getting a +1 version might not be horrible (not a great investment, but you don't really have a lot of good options and you'll certainly wear it for a long time). A Masterwork (155g) or Mithril (1,005g) Buckler might not be a bad idea either, with or without a +1 Enchantment
Other Items: Everburning Torch for 110g?
Consumables: The classic Wand of Cure Light Wounds for 750g?
Coins and Mundane Items: Mostly coins I'd think, plus a Cleric's Kit of general adventuring gear (you'll need to purchase the items individually since Ultimate Equipment is not available for you, and you'll probably want to skip the torches to save weight) and a dagger (for general cutting rather than combat).

Subject to your GM's approval, I'd suggest Mithril Shirt +1 (2,100g), Mithril Buckler +1 (2,005g), Wand of Cure Light Wounds (750g), Scroll of Restoration, Lesser x4 (600g) and 545g in coins and general gear from the Cleric's kit (and throw in some Holy Water, a mundane melee weapon, and a sling for good measure).

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / 4th Level Cleric of Desna All Messageboards

Want to post a reply? Sign in.