Wrath of the Righteous - Crusader Cleric


Advice


I am currently working on mapping out a Crusader Cleric of Ragathiel for an upcoming Wrath of the Righteous game. This is the 3rd campaign with this group, and we have gone to completion everytime so the probability is that we will finish this one too.

I am this level guide to know roughly when I will receive Mythic Tiers etc

My idea for this character is a Dancing Bastard Sword and Mythic Guided Hand to wade into combat and cast spells and melee at the same time.

OUTLINE

Race: Human
Class: Cleric
Archetypes: Crusader
Domain: Destruction

Stats
Str: 12
Dex: 14
Cons: 14
Int: 10
Wis: 18+2
Cha: 7

ATTRIBUTE INCREASES - All Wisdom

TRAITS
1- Campaign
2 - Arcane Temper (Magic)
3 - Eyes and Ears of the City (Religion)

FEATS

Level 1 - Cleric - Human - Channel Smite
Level 1 - Cleric - Level - Guided Hand
Level 1 - Cleric - Crusader - Weapon Focus (Bastard Sword)
Level 3 - Cleric - Level - Spell Focus (TBD)
Level 5 - Cleric - Level - Improved Initiative
Level 5 - Cleric - Crusader - Heavy Armour Proficiency
Level 7 - Cleric - Level - METAMAGIC TBD
Level 9 - Cleric - Level - Quicken Magic
Level 10 - Cleric - Crusader - Improved Critical
Level 11 - Cleric - Level - Piercing Spell
Level 13 - Cleric - Level - TBD
Level 15 - Cleric - Level - Spell Perfection
Level 15 - Cleric - Crusader - Greater Weapon Focus
Level 17 - Cleric - Level -
Level 19 - Cleric - Level -
Level 20 - Cleric - Crusader - Shield Focus

MYTHIC FEATS
Tier 1 - Dual Path
Tier 3 - Mythic Guided Hand
Tier 5 - Mythic Power Attack
Tier 7 - TBD
Tier 9 - TBD

MYTHIC PATH
Hierophant - Inspired Spell
Champion - Fleet Warrior
1st - Legendary Item (Dancing - Holy - TBD)
2nd - Faith's Reach
3rd - Precision (1)
4th - Enduring Blessing
5th - Divine Metamastery
6th - Precision (2)
7th -
8th -
9th -
10th -

A very rough first draft.

1) What spell (and spell school) should I work towards with Spell Perfection? Should it be a Mythic Spell?
2) What other Mythic Path Abilities and Feats should I grab?
3) What are your overall thoughts?


Your build is based using a dancing sword which is an incredibly expensive weapon. A +1 dancing bastard sword costs 50,335 gold. The earliest you could possibly afford that according to the WBL chart is 10th level and then it would take up most of your gold. Realistically you should not be getting anything like this till at least 13th level if not higher.

Besides that, there are some problems with the build. In order to take a mythic feat, you need the base feat. Your build does not include power attack and you do not meet the prerequisite for it anyways. Your low STR score is also going to be a problem when it comes to encumbrance. With a 12 STR your heavy encumbrance is 86 lbs (maximum of 130), medium encumbrance is anything over 43 lb. You took heavy armor proficiency, but just a suit of full plate puts you at medium encumbrance. When you add in weapons and other gear you will probably be at heavy encumbrance.

You took divine you took divine metamagic but other than piercing spell and one undecided metamagic feat you have nothing to use it on. Quicken spell uses up a spell slot 4 levels higher. Piercing is not good enough to justify a feat, a mythic ability and spending mythic points on. Quicken spell uses up your higher-level spell slots to gain lower-level spells. That prevent you form using those slots for higher level spells. Since quicken spell is not usable with divine metamagic it means you must memorize those spells as higher-level spells. Clerics do not have that many good offensive spells and they are usually higher level.

You are a mythic spell caster that is obviously focusing on spells yet you have no mythic spells. Most of your mythic abilities focus on melee not spell casting, but the character is obviously trying to be a full caster. Enduring blessing is the only good choice I see in the build.

What this character has achieved is to be a decent normal combatant and average normal caster once your build comes online (about 15th level). What it has not done is to become anywhere near the power of a mythic character even though you are a mythic character.

You obviously want to martial cleric which is fine, but a warpriest does that much better. The warpriest is not as powerful as a spell caster as the cleric but they excel in self-buffing . For a cleric to cast divine favor and attack they must be 9th level have quick spell and use a 5th level spell slot. The warpriest can do this at 1st level.

If you don't know what spell you are taking for spell perfection don't take it.

Shadow Lodge

Mysterious Stranger wrote:
Your build is based using a dancing sword which is an incredibly expensive weapon. A +1 dancing bastard sword costs 50,335 gold. The earliest you could possibly afford that according to the WBL chart is 10th level and then it would take up most of your gold. Realistically you should not be getting anything like this till at least 13th level if not higher.

It's actually a lot worse than this: You absolutely need a cold iron base weapon - and - the Holy enchant if you want to actually damage anything at the point at which the Dancing enchant is reasonably available, which brings the cost up to a +7 cold iron weapon or 100,370g (370g [Masterwork Cold Iron Bastard Sword] + 2,000g [Cold Iron Enchant Surcharge] + 98,000g [+7 Weapon Enchant Price]).

Honestly, you are playing a cleric in a demon-centric campaign: You'll have enough spellcasting opportunities that any resources spent on martial combat will likely be a bit of a waste after the first couple of levels...

While I personally have only played this AP with 'watered down' mythic rules, our GM told us the time he ran it with the full mythic rules, the NPCs only got to actually act like twice in the entirety of the last two modules: Mythic is basically rocket-tag with really, really, really, really big rockets, and activating your dancing weapon might not be a great use of the only standard action you get in a battle...


The PC class is a spellcaster with some martial utility. You have to focus your feats one way or the other and the middle ground is never gonna be a powerful choice.
Crusader archetype is a bit more martial and hurts your casting for five combat feats (which is not bad)... you're still 3/4 BAB. Arch feats: Wpn Focus*, Wpn Spcl*, Impv'd Crit*, Saving Shield, Grtr Wpn Spcl* (I dumped mrtl wpn prof as all your bonus feats target your Fv'd Wpn, use Bestow Wpn Prof spell). You'll need Pwr Atk, Guided Hand(Wisdom). I'm sure there's more but that's a basic run down. The rest of your feats should target channel with Reach metamagic added (Reach is essential for ranged curing).
I tend not to focus on heavy armor as mobility is important.
WIS, CHA, are gonna be your focus with Dex 12 & Int 13{combat expertise}.
I'd rather use Sure Casting than Piercing Spell metamagic. In this AP Spell Penetration might be worth it. Quicken is too costly for clerical magic. Bouncing metamagic might be worth it as you have a lot of single target spells.
As support, I'd think about teamwork feats and try to get other martial PCs to take 1-2.

For this AP I'd go Wizard, Mage-killer wizard, Cleric, a martial class or Arcanist with dim slide. Mixing abilities among areas is just not going to be helpful unless you want to be support. Mythic games are over the top - so have fun.


Weapon: a +1 cold iron bane(outsider-demon) or holy weapon is going to be your basic weapon of choice.

Deity: Gorum(CN), Ashukharma(CN), Smiad(LG), Zusvaater(LE), Szuriel(nE), Mrtyu(nN), Rovagug(CE), Angradd(LG), Damerrich(LG), Themyr(CE), Narakaas(nN) have better weapons. Yamatsumi(nN), Feronia(nN), Ragathiel(LG), Olheon(LG), Keltheald(CG), Groetus(CN), Geryon(LE), Shivaska(CE), Vale(nN) are next.


Here is an updated version. I will address your comments at the end. I have moved away from the Dancing Enchantment and instead focusing in on 24 hour pre-buffs thanks to Enduring Blessing(s). Ultimately I am trying to play a Battle Cleric

OUTLINE

Race: Human
Class: Cleric
Archetypes: Crusader
Domain: Destruction

Stats
Str: 12
Dex: 14
Cons: 14
Int: 10
Wis: 18+2
Cha: 7

ATTRIBUTE INCREASES - All Wisdom

TRAITS
1- Campaign
2 - Arcane Temper (Magic)
3 - Fate's Favored (Religion)

FEATS

Level 1 - Cleric - Human - Channel Smite
Level 1 - Cleric - Level - Guided Hand
Level 1 - Cleric - Crusader - Weapon Focus (Bastard Sword)
Level 3 - Cleric - Level - Toughness
Level 5 - Cleric - Level - Improved Initiative
Level 5 - Cleric - Crusader - Heavy Armour Proficiency
Level 7 - Cleric - Level -
Level 9 - Cleric - Level - Quicken Magic
Level 10 - Cleric - Crusader - Improved Critical
Level 11 - Cleric - Level - Celestial Obedience
Level 13 - Cleric - Level -
Level 15 - Cleric - Level -
Level 15 - Cleric - Crusader - Greater Weapon Focus
Level 17 - Cleric - Level -
Level 19 - Cleric - Level -
Level 20 - Cleric - Crusader - Weapon Specialization

MYTHIC FEATS
Tier 1 - Dual Path
Tier 3 - Mythic Guided Hand
Tier 5 - Mythic Power Attack
Tier 7 - TBD
Tier 9 - TBD

MYTHIC PATH
Hierophant - Inspired Spell
Champion - Fleet Warrior
1st -
2nd - Faith's Reach
3rd - Precision (1)
4th - Enduring Blessing (1)
5th - Precision (2)
6th - Enduring Blessing (2)
7th -
8th -
9th -
10th -

Mysterious Stranger wrote:
Your build is based using a dancing sword which is an incredibly expensive weapon. A +1 dancing bastard sword costs 50,335 gold. The earliest you could possibly afford that according to the WBL chart is 10th level and then it would take up most of your gold. Realistically you should not be getting anything like this till at least 13th level if not higher.

Yep I have dumped the Dancing Enchantment Plan now

Mysterious Stranger wrote:
Besides that, there are some problems with the build. In order to take a mythic feat, you need the base feat. Your build does not include power attack and you do not meet the prerequisite for it anyways. Your low STR score is also going to be a problem when it comes to encumbrance. With a 12 STR your heavy encumbrance is 86 lbs (maximum of 130), medium encumbrance is anything over 43 lb. You took heavy armor proficiency, but just a suit of full plate puts you at medium encumbrance. When you add in weapons and other gear you will probably be at heavy encumbrance.

Good point on the encumbrance. As for Power Attack, that is my fault, we use Elephant in the Room feat tax so is not required

Mysterious Stranger wrote:
You took divine you took divine metamagic but other than piercing spell and one undecided metamagic feat you have nothing to use it on.

Dumped it

Mysterious Stranger wrote:
You are a mythic spell caster that is obviously focusing on spells yet you have no mythic spells.

What are "Good" Mythic Cleric Spells? I haven't found any per say, I think the best are now 24 hour buffs because of Enduring Blessing(s)

Mysterious Stranger wrote:
You obviously want to martial cleric which is fine, but a warpriest does that much better.

I am not a fan of the Warpriest to be honest, I have tried it (non-Mythic) and it didn't gel

Azothath wrote:
The PC class is a spellcaster with some martial utility. You have to focus your feats one way or the other and the middle ground is never gonna be a powerful choice.

The updated version, I have pushed full Battle Cleric

Azothath wrote:
Reach metamagic added (Reach is essential for ranged curing).

Faith's Reach is for that entire reason

Azothath wrote:
Weapon: a +1 cold iron bane(outsider-demon) or holy weapon is going to be your basic weapon of choice.

That is now the aim

Azothath wrote:
Deity: Gorum(CN), Ashukharma(CN), Smiad(LG), Zusvaater(LE), Szuriel(nE), Mrtyu(nN), Rovagug(CE), Angradd(LG), Damerrich(LG), Themyr(CE), Narakaas(nN) have better weapons. Yamatsumi(nN), Feronia(nN), Ragathiel(LG), Olheon(LG), Keltheald(CG), Groetus(CN), Geryon(LE), Shivaska(CE), Vale(nN) are next.

Perhaps but Ragathiel and a Bastard Sword are cooler


If you have not found any good mythic cleric spells, why are you playing a mythic spell caster? What spells did you plan on casting? Mythic spells are simply upgraded versions of the normal spells. Look at the spells you plan to cast and then look at the mythic versions.

The idea behind the warpriest is they use their spell to buff their combat ability. They get bonus combat feats and can cast their buff spells as a swift action. Their damage potential can exceed that of a martial class for short periods of time. I know you don’t like the warpriest but they are much better at what you are trying to do.

If you are using heavy armor swap your STR and DEX. If you are wearing heavy plate your AC bonus is limited to +1. You will also need at least a 13 for mythic power attack. But if you are going to be using the bastard sword two handed you get very little out of mythic power attack.

If you are focusing on melee and using mostly buff spells you don’t need a high WIS. The reason you want a high WIS is to boost up the DC of your spells. If you are not going for an offensive caster, you only need a WIS high enough to cast your spells. You are burning 2 normal feats and a mythic feat to get WIS to hit and damage, but will still be encumbered.

Shadow Lodge

Clerics have some very good '[good]' offensive spells when fighting Evil Outsiders (which are typically rather resistant to the 'classical elements' generally used by Arcane casters):
Level 2: Burst of Radiance
Level 4: Holy Smite
Level 7: Holy Word*

You will need to worry about SR with an offensive list like this.**

*My WotR Aasimar Oracle had her Holy Word caster level boosted so high that I largely stopped using it because is was basically an 'I Win' button (Celestial Contact trait, Spell Specialization feat, Varisian Tattoo feat, Spell Perfection feat, and Orange Prism [Normal] Ioun Stone).

**In addition to her caster level boosts, my Oracle also had Desna's Obedience that added her +15 charisma mod to her caster level checks, so SR was a bit of a joke for her (If I had to actually roll, no one else would have had a chance of succeeding).

Mysterious Stranger wrote:

...

You will also need at least a 13 for mythic power attack. But if you are going to be using the bastard sword two handed you get very little out of mythic power attack.
...

The major boost from Mythic Power Attack is the 'You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.' clause...


Mysterious Stranger wrote:

If you have not found any good mythic cleric spells, why are you playing a mythic spell caster? What spells did you plan on casting? Mythic spells are simply upgraded versions of the normal spells. Look at the spells you plan to cast and then look at the mythic versions.

Because I want to play a Battle Cleric. I like the feel and the RP of it.

Divine Favor/Power
Angelic Aspect
Holy Smite

Mysterious Stranger wrote:
ut if you are going to be using the bastard sword two handed you get very little out of mythic power attack.

With WISDOM I do, x1.5

Mysterious Stranger wrote:

If you are focusing on melee and using mostly buff spells you don’t need a high WIS. The reason you want a high WIS is to boost up the DC of your spells. If you are not going for an offensive caster, you only need a WIS high enough to cast your spells. You are burning 2 normal feats and a mythic feat to get WIS to hit and damage, but will still be encumbered.

For Mythic Guided Hand and becoming SAD which should give me more spells per day

You seem far more nuanced at Mythic than I, how would you make a Battle Cleric?

Shadow Lodge

Please note that unless you are playing with a special house rule, Campaign traits are not bonuses: They take up one of your two 'normal' trait slots.


Taja the Barbarian wrote:
Please note that unless you are playing with a special house rule, Campaign traits are not bonuses: They take up one of your two 'normal' trait slots.

Yeah we take the story aspect without the bonus. It ties us into he story without restricting builds. It works for us


Mythic Guided Hand gives you the WIS to damage including the 1.5 All mythic power attack does is increase the damage from -1/+2 to -1/+3, but you already get that for using a two handed weapon, and mythic does not change that. I have run a mythic campaign (homebrewed) so have written up a lot of mythic characters.

I can do a sample build of what I would do, but I am not familiar with the elephant in the room rules and Hero Designer does not support it so you will have to modify it for your campaign.


Taja the Barbarian wrote:

Clerics have some very good '[good]' offensive spells when fighting Evil Outsiders (which are typically rather resistant to the 'classical elements' generally used by Arcane casters):

Level 2: Burst of Radiance
Level 4: Holy Smite
Level 7: Holy Word*

You will need to worry about SR with an offensive list like this.**

*My WotR Aasimar Oracle had her Holy Word caster level boosted so high that I largely stopped using it because is was basically an 'I Win' button (Celestial Contact trait, Spell Specialization feat, Varisian Tattoo feat, Spell Perfection feat, and Orange Prism [Normal] Ioun Stone).

**In addition to her caster level boosts, my Oracle also had Desna's Obedience that added her +15 charisma mod to her caster level checks, so SR was a bit of a joke for her (If I had to actually roll, no one else would have had a chance of succeeding).

Would you be so kind as to share this character sheet, I would love to take a deeper dive into it. I originally wanted a divine blaster but only found the fire domain theologian which I dismissed with the amount of fire resistances/immunities


Mysterious Stranger wrote:


I can do a sample build of what I would do, but I am not familiar with the elephant in the room rules and Hero Designer does not support it so you will have to modify it for your campaign.

Thank you


Here is the build I came up with for a warpriest. I am using the human FCB to gain you two extra feats at 6th and 12th level. I used the Dual talent to get you +2 to both STR and WIS. I dropped the CHA to 8 to boost the INT to 12 for a few extra skill points. I used the ABP rules for simplicity, so the stats include those.

1st Level: Devil Sense, WP Weapon Focus Bastard Sword.
3rd Power Attack, WP Cleave
5th Improved Sunder
6th WP Weapon Specialization, FCB Vital Stike
Tier 1 Inspired Spell, Mythic Spell Casting, Mythic Vital Stike
7th Weapon Trick Two Handed
Tier 2 Faiths Reach, +2 STR
9th Furious Focus, WP Greater Weapon Focus
Tier 3 Enduring Bessing, Mythic Furious Focus
11th Great Cleave
Tier 4 Hurling Vengeance
12th Level WP Weapon Specialization, FCB Improved Vital Strike.

The build takes a while to fully come online but the idea is to be able to deal massive damage by utilizing vital strike and improved vital strike. The Weapon Trick Two Handed gives you the ability to use vital strike on a cleave, Mythic Vital Strike means you get to add in any bonuses to vital strike that would be multiplied on a critical hit.

You don’t need to worry about making the weapon holy because you can do that either by using your blessing which will add an extra d6 vs evil, or sacred weapon to make the sword holy. Sacred weapon can also add keen to double the crit range.

Human warpriest of Ragathiel 12/Hierophant 4 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 24 (+11 armor, +2 deflection, +1 Dex, +1 natural)
hp 103 (12d8+40)
Fort +17, Ref +12, Will +21
Defensive Abilities hard to kill, sacred armor (+2, 12 minutes/day)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +2 cold iron bastard sword +26 (3d10+96/19-20)
Special Attacks blessings 9/day (Destruction: destructive attacks, heart of carnage, Good: battle companion, holy strike), channel positive energy 6/day (DC 22, 4d6), divine surge (inspired spell), enduring blessing[MA], faith's reach[MA], fervor 12/day (4d6), inspired spell[MA], mythic power (11/day, surge +1d8), sacred weapon (1d10, +3, 12 rounds/day)
Warpriest Spells Prepared (CL 12th; concentration +18)
4th—holy smite[M] (DC 20)
1st—divine favor[M]
M mythic spell
--------------------
Statistics
--------------------
Str 28, Dex 13, Con 14, Int 12, Wis 22, Cha 8
Base Atk +9; CMB +20 (+22 sunder); CMD 31 (33 vs. sunder)
Feats Cleave, Devil Sense, Furious Focus[M], Great Cleave, Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike[M], Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Weapon Trick (two-handed Weapons)
Traits fate's favored
Skills Acrobatics +0 (-4 to jump), Appraise +5, Bluff +3, Climb +8, Diplomacy +3, Disguise +3, Escape Artist +0, Fly +0, Heal +10, Intimidate +11, Perception +10, Ride +0, Sense Motive +10, Stealth +0, Survival +10, Swim +8
Languages Celestial, Common
SQ amazing initiative, hurling vengeance[MA], mythic spellcasting[MA], recuperation, spiresteel
Other Gear mwk spiresteel full plate, cold iron bastard sword, 49,430 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Devil Sense Sense if you are within 60 ft. of an outsider with the evil subtype.
Enduring Blessing (10+ minutes) (Su) Single-target spells with duration 10+ minutes cast on willing creatures last 24 hours.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Fervor (4d6, 12/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus [Mythic] Furious Focus also negates AoO penalty. Use 1 power to ignore Power Attack penalties for 1 rd.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hurling Vengeance (Su) Favored weapon or bonded weapon gains returning and throwing, spend 1 power to return immediately.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sacred Armor +2 (12 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +3 (12 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spiresteel Apply half armor bonus to AC vs. attacks from incorporeal creatures.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Warpriest Channel Positive Energy 4d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Trick (Two-Handed Weapons) You may perform weapon tricks with the chosen weapon type.

The weapon damage is using furious focus, improved vital strike and mythic divine favor. If you are not using vital strike the damage is 1/3 of that. When you use cleave it will be doing 2d10+64.


Mysterious Stranger wrote:


Human warpriest of Ragathiel 12/Hierophant 4 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)

Thanks for putting it together. Aren't you concerned with the action economy? I absolutely hated playing a Warpriest and the idea that they need more swift actions because of Mythic makes me nauseous.


--He is probably planning on useing legendary item upgradable, which allows him to enchant his sword for half price

--In Mythic, he can use amazing initiative to activate the dancing sword and still have a full attack/cast a spell and move

--I recommend taking mythic guided hand at tier 1, as this is what makes your build functional

--You may be useing Elephant in the room, which is how you have mythic power attacking without having power attack or qualifiying for it in the first place.

--If you ever intend to actively affect demons with magiks, I strongly recommend swapping out your metamagic feats/spell foci for spell pen and improved spell pen

Shadow Lodge

Minigiant wrote:
Taja the Barbarian wrote:

Clerics have some very good '[good]' offensive spells when fighting Evil Outsiders (which are typically rather resistant to the 'classical elements' generally used by Arcane casters):

Level 2: Burst of Radiance
Level 4: Holy Smite
Level 7: Holy Word*

You will need to worry about SR with an offensive list like this.**

*My WotR Aasimar Oracle had her Holy Word caster level boosted so high that I largely stopped using it because is was basically an 'I Win' button (Celestial Contact trait, Spell Specialization feat, Varisian Tattoo feat, Spell Perfection feat, and Orange Prism [Normal] Ioun Stone).

**In addition to her caster level boosts, my Oracle also had Desna's Obedience that added her +15 charisma mod to her caster level checks, so SR was a bit of a joke for her (If I had to actually roll, no one else would have had a chance of succeeding).

Would you be so kind as to share this character sheet, I would love to take a deeper dive into it. I originally wanted a divine blaster but only found the fire domain theologian which I dismissed with the amount of fire resistances/immunities

Aasimar Spirit Guide Oracle [Heavens] with Touched by Divinity[Desna] campaign trait and Charisma pumped to the mid 40s by the time we stopped playing (we never did play the final module): The exact build isn't going to help you as we played with a 'watered down' mythic system (no mythic spells or feats, but mythic stats and extra 'normal' feats), but there was nothing particularly tricky about it as I recall...

Spells Known
(Mys = Heavens Mystery spell, PoSK = Page of Spell Knowledge, Ancestors indicates a spell from that spirit, which was my standard toward the end, though I used Flame a lot early on):

Level 0
Detect Magic
Enhanced Diplomacy
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Stabilize

Level 1
Cure Light Wounds
Color Spray (Mys)
Air Bubble
Ant Haul
Murderous Command
Protection From Evil
Sure Casting
Dream Feast (PoSK)
Haze of Dreams (PoSK)
Liberating Command (PoSK)
Remove Sickness (PoSK)
Shield of Faith (PoSK)
(Ancestors) Unseen Servant

Level 2
Cure Moderate Wounds
Hypnotic Pattern (Mys)
Burst of Radiance
Cleromancy
Consecrate
Recentering Drone
Sacred Space
Boneshaker (PoSK)
Delay Poison (PoSK)
Grace (PoSK)
Pilfering Hand (PoSK)
Suppress Charms and Compulsions (PoSK)
(Ancestors) Spiritual Weapon

Level 3
Cure Serious Wounds
Daylight (Mys)
Invisibility Purge
Magic Circle against Evil
Resist Energy, Communal
Sacred Bond
Magic Vestment (PoSK)
(Ancestors) Heroism

Level 4
Cure Critical Wounds
Rainbow Pattern (Mys)
Aura of Doom
Death Ward
Holy Smite
Planar Adaptation
Traveling Dream
(Ancestors) Spiritual Ally

Level 5
Cure Light Wounds, Mass
Overland Flight (Mys)
Breath of Life
Ghostbane Dirge, Mass
Life Bubble
True Seeing
(Ancestors) Telekinesis

Level 6
Cure Moderate Wounds, Mass
Chain Lightning (Mys)
Chains of Light
Heal
Planar Adaptation, Mass
(Ancestors) Heroism, Greater

Level 7
Cure Serious Wounds, Mass
Prismatic Spray (Mys)
Destruction
Holy Word
Particulate Form
(Ancestors) Ethereal Jaunt

Level 8
Cure Critical Wounds, Mass
Sunburst (Mys)
Angelic Aspect, Greater
Euphoric Tranquility
(Ancestors) Vision

Level 9
Meteor Swarm (Mys)
Heal, Mass
(Ancestors) Astral Projection

Feats:
(We received bonus 'normal' feats at odd-numbers mythic tiers)
01) Noble Scion (War) (Ex)
03) Additional Traits (Ex)
05) Intensified Spell (Metamagic)
06) Varisian Evocation Tattoo (Story Bonus)
07) Piercing Spell (Metamagic)
09) Worldwound Walker
11) Consecrate Spell (Metamagic)
13) Diverse Obedience
15) Spell Specialization (Holy Word)
17) Contingent Spell (Metamagic)
19) TBD
T1) Spell Focus (Evocation)
T3) Craft Wondrous Item (Item Creation)
T5) Deific Obedience (Desna)
T7) Spell Perfection (Holy Word)
T9) TBD


good, at least the PC build is more practical and focused. There are some good suggestions.
With a bastard sword you have options like weapon, weapon and shield, two weapons. It's not as focused on damage as a greatsword or greataxe. Still it implies some Dex, shield use, and medium armor as armor+shield will be your higher AC mode.
Mythic 1st Faith's Reach is nice but Reach Metamagic is just +1 SplLvl and it works with any ranged spell... My wizards use it for Cure Light, Shocking Grasp, Ear-piercing Scream, and Bear's Con at (more) range.

after reading the first part of the AP there's going to be a lot of supplementation to the skeleton that is written.

Shadow Lodge

Azothath wrote:

...

Mythic 1st Faith's Reach is nice but Reach Metamagic is just +1 SplLvl and it works with any ranged spell... My wizards use it for Cure Light, Shocking Grasp, Ear-piercing Scream, and Bear's Con at (more) range.
...
There is also the following spell option:

Source Advanced Player's Guide pg. 240

School conjuration (healing); Level cleric 3, inquisitor 2, oracle 3, paladin 2, warpriest 3
Casting
Casting Time 1 round
Components V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target)
Effect
Range touch; see text
Target creature touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between you. Once the spell has been cast, you and the target may cast conjuration (healing) spells with a range of touch upon each other so long as you are within close range (25 ft. + 5 ft./2 levels). Should either you or the target remove your bracelet, the spell immediately ends.

Mythic Sacred Bond
Source Mythic Adventures pg. 106
The range at which you and the target can cast conjuration (healing) spells on each other increases to medium (100 feet + 10 feet per caster level). When you or the target uses the sacred bond to cast a healing spell on the other, the caster also heals a number of hit points equal to the minimum amount the spell can heal.

Augmented (6th): If you expend two uses of mythic power, casting a healing spell through the link heals the caster the normal amount instead of the minimum amount.

You and the target can use the link to heal each other with targeted healing abilities such as lay on hands. Unlike with healing spells, a character using a healing ability in this way doesn’t heal herself.


Minigiant wrote:
Mysterious Stranger wrote:


Human warpriest of Ragathiel 12/Hierophant 4 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)

Thanks for putting it together. Aren't you concerned with the action economy? I absolutely hated playing a Warpriest and the idea that they need more swift actions because of Mythic makes me nauseous.

The action economy is not as bad as you think. Most of the time in the first round you will be using fervor to cast a spell as a swift action. Until you get 5th level spells and get access to righteous might you will be casting divine favor. In later rounds you might need to use fervor for healing if needed. Occasionally you might need to cast another spell but that is going to be rare. If you look at my build none of the mythic abilities require a swift action. They all add to existing actions and do not require an action of their own. The only thing that I see as competing for the swift action is sacred weapon and sacred armor. Those are both fairly long lasting so you will probably be using them before combat.

The fact that you are relying on cleave means your action economy is much better than normal. Cleave is a standard action so you can take a full move action before attacking. You will not need to worry about taking a full attack because you are better off using cleave. You get your second attack at 3rd level. You will always be using your full BAB and ignoring the penalties for power attack on at least the first attack. If you are using cleaving smash, you will get fewer attacks, but they will have a much better chance to hit and do way more damage. If you are attacking things you can kill without vital strike you can keep attacking until you miss or have attacked every target in reach.

At 13th level Righteous Might becomes your best combat sell especially the mythic version. This is another reason why the guided hand build is not that good. Mythic righteous might will increase your size to huge giving you a 15’ reach and your STR and CON by up to +8. Your damage when using vital strike will be 9d8+126. Pick up improved critical and mythic improved critical and you will have a 17-20 crit range and a x3 multiplier. That puts your average damage to 166.5 when you crit. By 18th level you should be doing 16d6+244 points of damage. That works out to be 280 damage without a crit and 840 when you critical on the average.

For mythic spells at 5th tier take divine favor, magic circle against evil, blessing of fervor and righteous might. That still leaves you one more mythic spell to choose.

Magic Circle against when used with enduring blessing is great against demons.

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