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Cleric of Calistria Build

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Hello everyone.

I have just joined my first Pathfinder campaign. I played a good deal of 3.5 D&D and then moved on to 4e, so I'm not a total rookie per se. But I'm also playing a cleric which I've never played in any variant or edition of D&D.

The party is primarily CN, so my concept is a rather vain, capricious, self-serving cleric of Calistiria. I've chosen half-elf for the race and the character concept is a lock since we played our first session last night.

I wasn't quite feeling my role when it came to combat, perhaps because I chose spells, feats, or equipment poorly - not sure.

The GM will probably let me tinker with those, but not the class and race since its already part of the story (it's a role-play heavy campaign).

So here's what I chose:

Channel Positive Energy
Domains: Luck (Curse sub domain); Trickery (Deception sub domain)
Scale Mail Armor
Sickle, Whip, Light Crossbow
Feat: Weapon Finesse

My first time out I didn't prepare healing spells and was going to rely on spontaneous casting if I needed one. I prepared:

0-level: Light, Guidance, Detect Magic
1st-level: Command, Sanctuary, Bane (domain spell)

I view this character as approaching combat with the goal of inflicting as much cruelty and humiliation on his enemies as possible. Wielding a sickle in one hand and a whip in the other with blazing eyes and a wicked grin. But he's narcissistic enough not to risk his own skin if an ally will go toe to toe with the enemy. He's content to buff and heal them, fancying himself some type of puppet master for these peons he's forced to travel with.

So - any advice on spell selection, possible changes in equipment, features, feats, or things to consider when advancing levels? Advice on general play-style to help me fill my role as the cleric but roleplay it in a way consistent with his personality and alignment (CN). I'm rusty with the 3.x system, new to the Pathfinder variations, and have never played this class, so all advice is welcome.
 

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First I'll say I've been playing DnD for multiple editions so my ideas are probably biased on past experience and knowledge.

A whip doesn't do squat for damage. If you try to use it to trip, you'll have to build your character for that, like improving STR or things that bump your Combat Manuever numbers.

As far as spells, I'm not a fan of Command. At least not since 3.5 limited the options you can choose from.

Sanctuary at first level is another spell I'm not sure I'd choose. The reason being it only lasts 1 round and your opponents get a save. At level 2 it becomes a better spell simply because it gives you more time.

I'd probably replace either spell with Divine Favor. I guess with the Curse domain you are planning to use it to make it easier for your spells to work, which could be fun. It'll take you longer to fight since you are having to setup your next action.
 

I'd probably replace either spell with Divine Favor. I guess with the Curse domain you are planning to use it to make it easier for your spells to work, which could be fun. It'll take you longer to fight since you are having to setup your next action.

I think that's where I didn't prepare myself strategically - I wasn't cognizant that my spells would be having me attack every other round or so if I used them on myself or my targets rather than aiding one of the other party members.
 


You're doomed. Doomed! ;)

Yeah, that's kind of what I thought when everyone started introducing their characters. Mine was originally Chaotic Good, but I didn't want to play the lone goodie-good among a crew of amoral adventurers.

Its' weird - I now live in a rather small town which I moved to several years ago. The gamers who've lived here pretty much their whole life are largely averse to playing good (or evil) characters of any kind. EVER. Never seen anything like it. I enjoy playing good, neutral and even evil from time to time, but i mix it up. I've know individual gamers who stick to a narrow range of alignments in all their characters, but never seen an entire community do it.
 

Spells I'd probably go with:
0 Level - I'd replace Light with Spark, you area a half-elf so you probably don't need light that much anyhow and who cares about your party members if you are the puppet master anyhow?

1 Level - Bless (one of the best for buffing your allies and yourself) and
Summon Monster I (as a puppet master wouldn't you want more puppets to do your bidding?)

If you like the idea of being the puppet master with summonings, perhaps go down that path with your feats like Spell Focus (conjuration), Augment Summoning, and Superior Summoning. This way you'll have some really tough summoned creatures to do your dirty work for you while you sit back and laugh like a madman at all the damage they do to your pathetic enemies.

If you like to channel, go with extra channeling feats.

It'll all depend on what kind of stuff you want to do with your cleric. I personally wouldn't go with the whip either, but that's your deity's favored weapon so perhaps you are going down that route for the flavor/concept. If you want to be doing more damage or tricks with your weapon as opposed to spells, look into a whip-trip build to give your allies more chances to get AoOs when something is dropped to the ground.
 

1 Level - Bless (one of the best for buffing your allies and yourself) and
Summon Monster I (as a puppet master wouldn't you want more puppets to do your bidding?)

He kinda already has Bless, since Bane is basically its unloved cousin. I wouldn't choose Summon Monster at 1st level because it'll only last 1 round and it takes you a whole round to cast it.
 

He kinda already has Bless, since Bane is basically its unloved cousin. I wouldn't choose Summon Monster at 1st level because it'll only last 1 round and it takes you a whole round to cast it.
Well in regards to Bane that affects the enemies with negatives and is his domain spell. They are not the kinda the same I say bless because it helps him and his allies and it is a decidedly different spell - I know they offset each other when cast on the same people, but they are two different spells when he uses them both that could be a pretty dang good thing to do. One is a debuffing and one is a buffing. When I played a cleric I always had bless as one of my level one spells, always. I played a CG cleric or else I might have taken bane too!

I just gave an example of what I might consider if I wanted to be a puppet master as the OP said he was doing with his character. I know there are better spells for damage, buffing, or debuffing available, but the other thing he could do is hold that spell in reserve to spontaneously cast as a CLW if the party needs him to.

I also spoke of adding feats that would help him out down the line in regards to the summoning aspect if that's what he wanted to do. Again, just an idea of what might be fun in regards to being the one to pull the strings.
 

Thanks for the input everyone. Please keep it coming.

I have an image of this character in my head - his appearance, his mannerisms, his style. He's a hedonist. I finally realized this morning, I've been picturing the Vampire Lestat with a bit of Loki mixed in.
 

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