Wrath of the Righteous - Holy Blaster


Advice


This will sound as if I am trolling but my original post on this topic was 'hand om heart' and genuinely for a friend. I am better at character building than he, and he will admit that, however Mythic is new to me, hence me asking for help.

Now, in that conversation, Taja stirred something

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

I was always looking for a Holy Blaster, and this struck me.

My concept for this is "simple". A combination of the Idealist and Divine Paragon archetypes and worshipping Iomedae. Idealist gives me some cool spontaneous spells, but the Invoke Realm (Heaven) seems very powerful, boosting my spells (See above) and rebuffing the demons I will inevitably face. Then Divine Paragon grabs me Deific Obedience with the 1st and 2nd Evangelist Boons being first useful, and secondly, help bypass resistances. Divine Metamastery helps get that going sooner too.

For my devoted domain, I was looking at Archon (Good) for the Aura of Menace ability, which further debuffs those pesky demons and allows my Smites and Words to really hit home. For the second domain, I chose Light (Sun), as it seems as if it has the best complementary spells, but I'm not really sold on that idea just yet. Enduring Blessing, I hope to use this to walk around with tonnes of buffs constantly.

OUTLINE

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

Stats
Str: 10
Dex: 14
Cons: 14
Int: 13
Wis: 16+2
Cha: 12

ATTRIBUTE INCREASES - All Wisdom

TRAITS
1 - Magical Lineage (Magic)
2 - Force for Good (Faction)

FEATS

Level 1 - Cleric - Human - Spell Focus (Evocation)
Level 1 - Cleric - Level - Mage's Tattoo (Evocation)
Level 3 - Cleric - Level - Spell Specialization (Burst of Radiance - Holy Smite - Holy Word)
Level 5 - Cleric - Level - Intensify Spell (Metamagic)
Level 7 - Cleric - Level - Improved Initiative
Level 9 - Cleric - Level - Quick Channel
Level 11 - Cleric - Level - Empower Spell (Metamagic)
Level 13 - Cleric - Level - Quicken Spell (Metamagic)
Level 15 - Cleric - Level - Spell Perfection (Holy Word)
Level 17 - Cleric - Level - Greater Spell Focus (Evocation)
Level 19 - Cleric - Level -

MYTHIC FEATS
Tier 1 - TBD
Tier 3 - TBD
Tier 5 - TBD
Tier 7 - TBD
Tier 9 - TBD

MYTHIC PATH
Hierophant - Inspired Spell
1st - Faith's Reach
2nd - Mythic Spellcasting
3rd - Enduring Blessing (1)
4th - Divine Metamastery
5th -
6th - Enduring Blessing (2)
7th -
8th -
9th -
10th -

QUESTIONS

1) What Mythic Feats could complement this Hierophant? Mythic Spell Focus?
2) Fleshing out the path ideas?
3) Any credit for getting Force for Good, Good domain, Good spells, and Heaven to all work together?


I will look over the idea and see how well it works. But if you really want a divine blaster in a mythic campaign an oracle of heavens with the blackened curse is hard to beat. Take the option to spontaneously cast inflict spells instead of cure spells and take faiths reach as your first-tier path ability. By 15th level you will have about 17 offensive spells from just your mystery, curse and inflict spells.

You will have 3 revelations that give you decent attacks. Awesome Display will allow mythic color spray to stun, blind, and knock unconscious a creature with 20 HD at 15th level. Coat of many stars gives you a good AC bonus and some DDR 5/slashing. You will want the mythic class ability (Myster Power) from mythic hero’s handbook to boost your revelations.


Mysterious Stranger wrote:
I will look over the idea and see how well it works.

Thank you (again)

Mysterious Stranger wrote:
But if you really want a divine blaster in a mythic campaign an oracle of heavens with the blackened curse is hard to beat.

I am not interested in playing an Oracle. I am sure it is very powerful but I am looking for a HOLY blaster which mechanically means nothing but aesthetically feels different.


I am not sure why you think an Oracle cannot be a holy blaster. When it comes to roleplaying the only difference between a cleric and an oracle is that the deity chooses the oracle to serve their purpose, where the cleric chooses to serve their deity. From a game mechanic aspect, the oracle is a spontaneous divine caster that uses the same spell list as the cleric. They gain revelations instead of channel energy and domains. As a spontaneous caster they only know a limited number of spells but can cast more spells per day. They also do not have to memorize spells, so can cast any spell they know as long as they have an appropriate spell slot available. This is a huge advantage to a blaster to the point where some people question if a prepared caster can even be an effective blaster. But if you do not want to play an oracle that is fine, and I am not going to say anymore unless you change your mind.

Looking over your choices of archetypes I am not really that impressed. The Divine Paragon gives up domain powers for a couple of deity related powers. On the surface Demon-feared caster looks to be great, but that is an illusion. You are playing a human so can take the alternate FCB for cleric of +1 caster level vs spell resistance of all outsiders. That is much better than what demon-feared gives. At 15th level you can get +15 vs spell resistance to any outsider from the human FCB, demon-feared at that level gives you +8. Now they should stack, but at that point it overkill. You can already ignore the spell resistance of a Balor with just the FCB. The other two abilities are mostly spells you already have access to or once per day abilities.

Idealist gives up channel energy to give you some short-termed boost to your spell casting. Until you get quick channel it will basically be 1 round. After you get quick channel, it is taking up your swift action. You do get a few spells that you can cast spontaneously but of those only Holy Word is worth it and that is not till 13th level. Alignment Channel Evil would allow you to damage demons and other evil outsiders without harming your party. With the number of demons you will face this is a good option. You can also take the Sun Domain instead of light to gain a bonus vs Undead.

The big drawback of a prepared caster is that he must choose in advance what spells he memorizes. This really reduces the number of other spells he has available. Clerics have some good blasting spells vs undead and evil outsiders, but vs other opponents those spells are usually much weaker. Even if demons and undead are a major part of the campaign you will want to be able to be effective vs other opponents. If you do want to play a blasting cleric I would suggest a Hearald Caller. With a Herald Caller each spell you memorize can be the spell you memorize, a cure spell or a summon monster spell. That means you always have a useful spell. It also gives you the ability to summon good outsiders to fight the evil outsiders. Memorize mostly blasting spells but with a few utility spells in the mix. When you get into combat you can cast the blasting spell or summon a monster to fight for you.


Here is a build for a for a Herald Caller.

I used his first path ability to give him the ability to spontaneously cast inflict spells (using a slot 1 level higher) to give him more offensive options. At tier 2 reach of faith allows him to use them at range. I also used Mythic spell Scaling to pick up the mythic versions of those and summon monster spells using a single mythic feat. Now every spell can be either a cure, inflict summon or the spell memorized. The mythic versions of those spells deal twice the damage, but since it is listed out it works with Empower spell. For Example, an empowered mythic inflict critical wounds deals the equivalent of 12d6 + 45 but uses up a 5th level slot.

The mythic summoned monster spells allow you to add mythic templates on the summoned creature. You get augmented summoning and superior summoning for free so your summoned creatures are already tougher than normal, and you can summon more of them.

I did add a phylactery of positive summoning to increase your channel energy to 10d6. You can use that to heal or to harm either undead or evil outsiders.

Herald Caller
Human cleric (herald caller) of Iomedae 15/Hierophant 6 (Pathfinder Player Companion: Monster Summoner's Handbook 7)
LG Medium humanoid (human)
Init +10; Senses Perception +11
Aura aura of menace (30 ft.)
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+8 armor, +2 deflection, +4 Dex, +2 natural)
hp 147 (15d8+69)
Fort +17, Ref +14, Will +25
Defensive Abilities hard to kill, mythic saving throws
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 6/day (DC 20, 10d6), divine surge (inspired spell), enduring blessing[MA], enduring blessing[MA], faith's reach[MA], force of will, inspired spell[MA], mythic power (15/day, surge +1d8)
Spell-Like Abilities (CL 15th; concentration +18)
3/day—dancing lights
Domain Spell-Like Abilities (CL 15th; concentration +26)
14/day—touch of good (+7)
Cleric (Herald Caller) Spells Prepared (CL 15th; concentration +26)
8th—holy aura[D]
7th—holy word[D,M] (DC 32)
6th—planar ally (archons only)[D]
5th—dispel evil[D]
4th—holy smite[D,M] (DC 29), inflict critical wounds[M] (DC 25)
3rd—prayer[D]
2nd—align weapon (good only)[D]
1st—divine favor[D]
D Domain spell; Domain Good (Archon[APG] subdomain)
M mythic spell
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 10, Wis 33, Cha 16
Base Atk +11; CMB +11; CMD 27
Feats Alignment Channel, Augment Summoning, Devil Sense, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Mythic Spell Lore[M], Mythic Spell Scaling[M], Sacred Summons[UM], Spell Focus[M], Summon Good Monster, Superior Summoning[UM], Varisian Tattoo[ISWG]
Skills Appraise +6, Diplomacy +18, Heal +20, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +18, Knowledge (religion) +18, Sense Motive +20, Spellcraft +12
Languages Common
SQ amazing initiative, call heralds, divine heralds, divine metamastery[MA], divine metamastery[MA], human cleric, inverted spontaneous casting[MA], recuperation
Other Gear mwk mithral chain shirt, phylactery of positive channeling, 107,900 gp
--------------------
Special Abilities
--------------------
+15 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
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).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Menace (15 rounds/day) (Su) 30'r aura inflicts -2 AC and -2 to all saves.
Call Heralds (+4 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Archon (Good))
Cleric Channel Positive Energy 10d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Devil Sense Sense if you are within 60 ft. of an outsider with the evil subtype.
Divine Heralds (Su) Summon creatures appropriate to deity.
Divine Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enduring Blessing (1+ minutes) (Su) Single-target spells with duration 1+ minutes cast on willing creatures last 24 hours.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
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.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Inverted Spontaneous Casting (Su) Spend spell 1 level higher to spontaneously cast spell opposite your normal spontaneous type.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spell Scaling [Mythic] Gain scaled versions of mythic spells you know.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Superior Summoning When summoning more than one creature, summon an extra one
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of Good +7 (14/day) (Sp) Grant +7 to skill checks, ability checks and saving throws for 1 rd.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

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