PDA

View Full Version : (PF) Cleric advice.



Anium
2014-02-11, 04:56 AM
I'm kind of new on PF and i'm starting a Dragonlance game this friday. I'm inclined to build a battle cleric. A minotaur one. Books allowed are Pathfinder RPG Core Rulebook, Advanced Player’s Guide, Advanced Race Guide, Ultimate Combat and Ultimate Magic. The party tends to lawfull good(solamnian knights...) and we start at level 3, 15 pointbuy. I'm allowed 2 traits(story driven), at first i chose Shinare(Community, Law, Luck, Nobility, Travel), for the travel and luck domains, but I will probably be able to change it to Kiri-Jolith (Glory, Good, Law, Strength, War) If needed. As I only have the core rulebook i have no clue about subdomains and stuff.

STR 16
DEX 12
CON 12
INT 8
WIS 15
CHA 7

Feats
1 Heavy armor prof.
3 Power atack

The minotaur gives me:
+2 Strength, +2 Constitution, –2 Charisma
Size: Medium.
Normal speed: A minotaur’s base land speed is 30 feet.
Bull skin: +2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage,
plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
Skilled: +2 racial bonus on Intimidate, Profession (sailor) and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
Scent: Minotaurs may take the scent special quality as a feat. They always receive a +2 racial bonus in smellrelated Perception checks.
Weapon Familiarity: Minotaurs are proficient with greataxes and rapiers and treat all other minotaur weapons as a martial weapon.
Languages: Minotaurs begin play speaking Common and Kothian. Minotaurs with high Intelligence scores can choose from the following: Kalinese, Nordmaarian, Ogre, Saifhum.

Baroncognito
2014-02-11, 05:13 AM
Unless your GM is using a non-standard point buy system, you have four points you didn't spend.

Edit: Aside from that, I don't know what type of advice you're looking for.

You might regret having a Charisma of 7 as you would only get one use of Channel Energy per day.

Anium
2014-02-11, 05:26 AM
Srry, i didnt count the racial stats yet.

STR 18 (10)
DEX 12 (2)
CON 14 (2)
INT 8 (-2)
WIS 15 (7)
CHA 5 (-4)

Edited: I don't care about channel, i want to hit things with the greataxe, Cleric is Mad enough so at 15 pointbuy i cant do everything.

Baroncognito
2014-02-11, 05:30 AM
Ah. I see. So you intend not to have Channel Energy at all.

Okay. So options:

1) Make a Divine Strategist archetype from Ultimate Combat.

2) Make an Inquisitor from the Advanced Player's Guide instead.

Spore
2014-02-11, 05:37 AM
First of all, my stat suggestion would be

Str 17
Dex 10
Con 16 (d8, you need it)
Int 8
Wis 14 (you're a battle cleric, your increases go on Str, you push your spells via items)
Cha 8 (additional Channel/day)

I can see the fluff regarding Travel domain but Luck on an Minotaur strikes me as odd. Anyhow, Luck and Travel are the most powerful domains for the first choice of goddess. But having Strength and War domains is a more streamlined solution.

It depends on your choice of being really good in battle OR having more utility. Also the fluff influences your game on a cleric in a heavy way.

For feats I would strongly suggest Power Attack on 1 and Furious Focus on 3 because you are a medium BAB class and can't afford to dump over your attack bonus as much as full BAB classes can. (That being said if your party has enough damage and lacks defensive capability choosing Heavy Armor Prof. really strengthens your defense (keep in mind that AC becomes less important by the level).

Anium
2014-02-11, 07:09 AM
As i said, i'm pretty new to PF, so i'm open to all suggestions.
The group is for now(still open to some changes, but probably about builds and not classes):
-Human Paladin, unknown build.
-Elf ranger, unkown build.
-Human Thunderstriker fighter
-Solamnian wizard(probably white robe)
And me.

Having a heavy armor would give me a solid 22 Ac for a two hander, wich would go way lower with a medium one.
I'd rather be good at battle and using the spells for utility(and a bit of healing, but i'm no bandaid).

Still havent figured out wich domains would be better, and traits... i need two traits... Initially i picked one that gives me +2 intimidate and makes it class(maybe trade for omen?) and competitive.
About domains, where is the bit about subdomains and that stuff?

Firechanter
2014-02-11, 08:13 AM
Clerics are actually pretty MAD for a full caster; pretty much the best thing you can do IMHO is make an Archer Cleric.

Stats roughly like this (PB 15):
Str 10 Dex 14 Con 12 Int 10 Wis 15+2 Cha 12
or
Str 10 Dex 13 Con 12 Int 10 Wis 16+2 Cha 10

Of course things get much easier if you get a better Point Buy.

Take a Deity that offers Favoured Weapon Longbow, and take Guided hand, a feat that allows you to use Wis for attack with the Favoured Weapon.
Ofc you can juggle the points around a bit, but you'll want at least Dex 13 to grab the basic Archery feats (Rapid Shot, Precise Shot, requires PBS; also Deadly Aim). You're skill starved enough as it is so I wouldn't dump Int. You might leave Cha at 10 and put those points elsewhere.

Sadly, if you play in Golarion, the only deity that offers Longbow is Erastil, who offers less optimal domains and, more importantly, is a terribly boring babbit of a god. You'll run around preaching to people to marry and produce many little peoplings. :6

Spore
2014-02-11, 09:20 AM
Clerics are actually pretty MAD for a full caster; pretty much the best thing you can do IMHO is make an Archer Cleric.

Well that's a good idea but:

a) his party is fairly weak compared to Clerics anyhow.

b) I can't imagine an Minotaur archer for the life of me. (Maybe specialised in throwing weapons but not bows).

Karoht
2014-02-11, 10:34 AM
Sounds to me like you want to play a Paladin (in aesthetic, not necessarily mechanic) more than you want to be a Cleric.

Channel Smite is a thing. Ignoring your Channel isn't a terrible thing, but if you want to, it is an option. Taking Divine Strategist (Archetype) is a good idea, because it swaps out your Channel for a feature you can actually get use out of.

I'm going to recommend Luck or Protection for your Domains. Luck gets you rerolls (RE: life savers), Protection gets you improved saves and an aura that gives the party armor and resistances. It's a great front-line set of abilities.
If you take Divine Strategist you only get one of those Domains, not both. Having both Domains is (in my opinion) the stronger of the two options, especially if you want to be hardy (RE: damn near invincible). Or go with Protection and Travel for some extra mobility. Mobility will help you get into the fight and start hitting things.

If you get a Domain that involves a touch-attack power, get a weapon with the Conductive enchantment. It's a +1 enchantment, but you can use your Domain powers as part of an attack.
Conductive (http://www.pathfindersrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/conductive)
Phase locking to prevent things from escaping your great justice!
Phase Locking (http://www.pathfindersrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/phase-locking)

When you hit level 11, you want the feat Divine Interferance (http://www.pathfindersrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/phase-locking). Turn your lower level spells into another resource, more rerolls!

For those times that you need to dispel something, I highly recommend two feats. Destructive Dispel (http://www.d20pfsrd.com/feats/general-feats/destructive-dispel) and Dispel Synergy (http://www.d20pfsrd.com/feats/general-feats/dispel-synergy). Why? Because lowering enemy saves and potentially stunning them (if the stun fails, it sickens them which is a nasty penalty on top of Dispel Synergy), along with removing their buffs means that you will probably destroy that target shortly thereafter.
The Magic Domain combo's with this REALLY well. Not only do you get a ranged attack with your weapon (that uses your Wisdom bonus to hit), but you could also use a Conductive Weapon and use Dispelling Touch.

Just some thoughts.

Anium
2014-02-11, 06:21 PM
Thx for the help amd tips. In the end i followed my initial idea, more or less.

Strength: 18 4
Dexterity: 12 1
Constitution: 14 2
Intelligence: 10 0
Wisdom: 14 2
Charisma: 5 -3

Cleric separatist, using Ferocity domain as principal and Travel as secondary. As i think the penalty on the travel domain is inexistant until level 8.
Feats Heavy armor prof and power attack. So i will take a MC greataxe and a full suit of armor, putting my increments on STR and my skillpoints on perception, intimidate and know religion.
My lvl 5 feat will probably be scent, i don't know if it will be usefull.
Traits give me perception and intimidate as class skills and grant +1 and +2 to them.

I remember an optional rule that let you use STR to intimidate people, is it in PF too?

Spore
2014-02-11, 06:54 PM
I remember an optional rule that let you use STR to intimidate people, is it in PF too?

That would be the feat Intimidating Prowess. It adds the Str bonus to the Cha penalty.

Anium
2014-02-11, 07:29 PM
A feat? Too much investmen for something so... weak...

weckar
2014-02-11, 07:34 PM
There is, at least in 3.5, also an Orc-only feat that flat out replaces the Cha modifier with Str. Personally I think a potential +7 to a single skill is just about the lowest I'll take for a feat..

Karoht
2014-02-12, 11:25 AM
I remember an optional rule that let you use STR to intimidate people, is it in PF too?It is indeed a feat. If you want to try intimidating people, I recommend Weapon of Awe (http://www.d20pfsrd.com/magic/all-spells/w/weapon-of-awe), which automatically causes the Shaken condition which is the same status effect caused by the Intimidate skill. You don't need to invest skill points in Intimidate this way. And you get 2 more damage dealt as a static effect of the weapon as well.

If you can get access to the spell Blistering Invective, it intimidates AND lights people on fire. In an AoE. Bard spell though, but it's 2nd level, so a Wand is reasonably priced, and it goes off your intimidate skill, not caster level or anything. It would make taking the feat potentially worth it, but I wouldn't advise it personally.

@Domain choices
Ferocity is pretty cool. Enjoy.