What theme should I build my mythic cleric around?


Advice


So my DM is considering starting a mythic game where we build characters around a specific theme/niche with all the items that could boost that one theme. So for example, one player is going the niche of summoning so they build a master summoner with all the appropriate summoner feats like superior, augmented, evolved etc feats and mythic abilities(along with a scaling artifact the dm made since we couldn’t find a primary item for him). Another build around the enchanter niche so nine tailed heir kitsune with psychic bloodline to cast in fox shape and feats to boost enchantment dc and hide casting.

So we are missing a sort of traditional divine caster so I want to play it but I can’t really decide what kind of niche a cleric could fill. Initially I was thinking of a turning specialist since I built that before for 3.5e but the crux of that build was that I could turn things like outsiders and plants using epic feats or prestige classes and could make my turning massively more effective with sun domain and the sun god prestige classes which I don’t think I have heard of for pathfinder. Can someone give me some ideas


1 person marked this as a favorite.

base your build/theme on a really good (or 'bad') pun. It's your mything link.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My advice is to decide on the type of cleric you want first, then use the mythic options to make the character "better" at what you focused on. There are quite a few different ways you can make an "effective" cleric.

Take a look at the cleric on Archives of Nethys, especially the archetypes, domains, and variant channeling.


In a mythic game I would recommend an Oracle over a cleric. Inspired spell allows an oracle to cast any spell on their list. This lessens the impact of only knowing a limited number of spells. A Oracle has a lot more class features than a cleric due to revelations, and the ability to gain more by taking extra revelations. Mythic Domain boosts all revelations by 4 levels.

Oracle’s have a theme backed into the class from their mystery and curse.

The Exchange

Don’t know what other classs beside the two you listed are being played, but a battle cleric (or oracle with the Battle Mystery) might be a really good choice.


If you do want to stick with cleric an Aasimar cleric with the sun and glory domains focusing on channeling can be very effective. If the campaign has a lot of undead and evil outsiders your channel energy will do a lot of damage. Between the sun domain and the Aasimar favored class bonus you end up doing an extra 1.5 points of damage per level. I have a player who is running one in a undead focused mythic campaign I am running and he does quite well.

Personally I would probably go with an oracle of heavens and spam out mythic color spray. The heavens mystery has a lot of decent combat revelations and spells. Take the blackened curse to add some fire spells to you list of spells known. As I mentioned before Inspired spell will allow you access to any cleric spell so you can still handle condition removal without having to waste spells known or depend on items.


Azothath wrote:
base your build/theme on a really good (or 'bad') pun. It's your mything link.

Sure, go fungal pilgrim and tell them you follow the Holy Shiitake, but you're a fungi to be with.

Can play luck as a superpower as a serendipity shaman named Rab Bitfoot. Unfortunately, if you go the hierophant path as usual for divine casters, then you'll have to ask your GM, "pretty please" if you can take hex abilities from the archimage path. Who knows, you might get lucky!

I'd see myself to the door, but I'd probably be tossed by the bouncers by this point. There was that slight misunderstanding when I did that vivisection on Michael at the pub.


Mysterious Stranger wrote:

If you do want to stick with cleric an Aasimar cleric with the sun and glory domains focusing on channeling can be very effective. If the campaign has a lot of undead and evil outsiders your channel energy will do a lot of damage. Between the sun domain and the Aasimar favored class bonus you end up doing an extra 1.5 points of damage per level. I have a player who is running one in a undead focused mythic campaign I am running and he does quite well.

Personally I would probably go with an oracle of heavens and spam out mythic color spray. The heavens mystery has a lot of decent combat revelations and spells. Take the blackened curse to add some fire spells to you list of spells known. As I mentioned before Inspired spell will allow you access to any cleric spell so you can still handle condition removal without having to waste spells known or depend on items.

That’s interesting. After seeing your comment I went to look for some tips on making a channeling build and I think I might consider it. On top of what you said I could get vmc order of the stars cavalier to get half my character lvl(which counts as cavalier levels here) added to cleric lvl to get more dice so 5 more dice. Maybe take either holy vindicator(extra dice and some lvls in envoy of balance for extra ways to use the channel energy. I haven’t properly stated it out yet since I am still deciding but maybe it could be interesting and fit the theme of the game.


I grok do u wrote:
Azothath wrote:
base your build/theme on a really good (or 'bad') pun. It's your mything link.

Sure, go fungal pilgrim and tell them you follow the Holy Shiitake, but you're a fungi to be with.

Can play luck as a superpower as a serendipity shaman named Rab Bitfoot. Unfortunately, if you go the hierophant path as usual for divine casters, then you'll have to ask your GM, "pretty please" if you can take hex abilities from the archimage path. Who knows, you might get lucky!

I'd see myself to the door, but I'd probably be tossed by the bouncers by this point. There was that slight misunderstanding when I did that vivisection on Michael at the pub.

That’s pretty good actually I am definitely stealing this to use maybe in this game or the next lol


I would not advise trading away half your feats in a mythic game. Most mythic feats require you to have the base feat first so that is going to limit your options. You are going to want to pick up the Hierophant path ability Bleed Holy Power. This allows you to channel energy as an immediate action when damaged by an undead. When you do so you can still channel energy normally, but if you do so you will be using your channel energy uses very quickly. Extra Channel becomes an almost must have feat and you may even want to take it multiple times.

You will also probably want alignment channel and the mythic alignment channel. Mythic improved channel is also a feat you should take. It causes any non-mythic foe to roll their saving throw twice and take the lower result. Mythic Extra Channel may also be useful. It allows you to use two mythic points to channel energy when you have no uses left. You will also want to have feats to boost your spell casting. Mythic Spell Penetration and Mythic spell Focus are very good to have. Both of those boosts both the normal and greater version of the normal feat while only requiring a single mythic feat.

Even though you are focusing on channel energy you still need option for when that does not work. Using all your resources for channel energy is going to weaken the character. It also means you will probably be using it too much so may run out and not have it available when you need it most. By giving yourself other options you can really shine when the situation to use channel energy does come up.


Weeeknight wrote:

... one player is ... master summoner with all the appropriate summoner feats like superior, augmented, evolved etc feats and mythic abilities(along with a scaling artifact the dm made since we couldn’t find a primary item for him). Another build around the enchanter niche so nine tailed heir kitsune with psychic bloodline to cast in fox shape and feats to boost enchantment dc and hide casting.

So we are missing a sort of traditional divine caster so I want to play it but I can’t really decide what kind of niche a cleric could fill. ...

My initial comment was to keep it fun as mythic is a bit over-the-top.

I think as a classic divine caster you are going to feel the power difference. So with two specialists you should be a bit more diverse. The summoner's critters will act as your muscle/combat but if he's taken out then his summonings flounder. The enchanter is your face and social maven.
So I'm going to suggest a (drumroll) samsaran wizard diviner with a dip into varisian priest cleric, bond obj(amulet) for amulet of mage/spell mastery, then a weapon from favored weapon (listed in the post below). It will mean you go first, have access to both spell lists, have cure light, cure mod, beastspeak, thorny entangle, and a few others from Witch & mythic past lives.
Support-Healer Builds 2024/10

If your GM will fix Mystic Theurge so you get class abilities I'd do that otherwise avoid it. If you do a custom artifact make it a staff that does arcane & divine spells. The staff will let you focus your spell levels where you need it so it's more powerful than it appears.

Another good option is Oracle/paladin, Occultist, or (LoL) Gunslinger.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What theme should I build my mythic cleric around? All Messageboards

Want to post a reply? Sign in.