Help with Wife's Cleric Build

harpy

First Post
Sprouting off of this thread, I figured having a thread focusing on her character would work best.

So my wife has a level 5 cleric in Pathfinder Society. She's having fun with it, but now that she's reached 3rd level spells she's starting to feel a bit overwhelmed with options in terms of spells.

She's not a super optimizer, but she also doesn't want to be ineffective in combat so she's just trying to figure out some good default spell lists to draw upon.

One thing with Pathfinder Society modules is that they tend to have around five "encounters" which usually means 3-4 combat encounters, plus a trap encounter. From our experience so far there is usually the modules run as one day events, so it's highly likely that whatever spells are prepared for the day are the only ones that will be available, thus thinking out some solid general spell lists is a must. You don't usually have the luxury of waiting a day and prepping for what you know will be expected.

Another factor with Pathfinder Society is that characters cap at level 12, so focusing on builds that go beyond that isn't needed. So at most we're talking about 6th level spells.

Here's a breakdown of her character:

Half-Orc
Cleric 5
Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 14

Domains:
Luck
Liberation

Feats:
1 - Selective Channel
3 - Combat Casting
5 - Exotic Weapon (Urumi - out of the Campaign Sourcebook)

She's wearing +1 Mithril Breastplate and +1 Heavy Wooden Shield to get to an AC of 20

Her original intent with the Half Orc was to make use of the Falchion as a Cleric, but she evidently didn't build herself to be a charging power attacking monster. The end result is that in play she ended up hardly using the Falchion and instead was pulling out a long spear for the reach.

Basically she's gravitated towards a more defensive play, being willing to stand face to face if really needed, but would prefer to be second in line.

One of the things that she was trying to solve was her low AC, it was normally just 16 with her breastplate, which at this level is too low. After pouring over books I finally dug up the Urumi. It's basically a one-handed 3.5 spiked chain minus the trip. This way she can get reach and use a shield, solving her AC issue and still giving her a fancy fighting strategy to use.

Overall she's been pretty happy with the character. She's really enjoyed the energy channeling. She get to heal everyone (and yeah, at an optimized level it is frowned upon, but she's enjoying it) and every third module or so we have an undead encounter where she ends up being the star, pumping out a positive way that makes most of the undead go up in flames.

The touch of luck power from the Luck domain is also something that she really enjoys buffing others with, particularly the rapid shotting archer who's behind the lines.

The freedom of movement she gets from her other domain, while it doesn't come up often, has saved the day in at least one encounter and that feel good moment still inspires her.

At this point she's just kind of becoming overwhelmed with the spell selection. She keeps hearing about how awesome the cleric is and is waiting to see it happen with the spells.
 

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+1 mithral breastplate doesn't make much sense with her dex. She could afford +1 fullplate. I know the mobility sucks, but 3 points of AC is nice.
 

below is the list of level 3 spells for cleaarics, and i see how whe can be overwhelmed. I would have to say that for a one adventure day module it would be hard to know what spells to carry. I recommend the following:
Daylight
Dispel Magic
Invisibility Purge
Prayer
Remove Curse
Seaaring Light
Water Breathing
Wind Wall

I know that there will only be about 2 spells she can choose and they can be converted to a healing (cure serious) spell, but i can only reduce it to these with out knowing more about the module.

having the spells for just one day and then be done with the adventur is really ard too as you wont have tiem for a "re-boot" of spells that you may need.

my humble opinion.


[sblock=third level spells]
3rd-Level Cleric Spells
Animate DeadM: Creates undead skeletons and zombies.

Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Blindness/Deafness: Makes subject blinded or deafened.

Contagion: Infects subject with chosen disease.

Continual FlameM: Makes a permanent, heatless light.

Create Food and Water: Feeds three humans (or one horse)/level.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

Daylight: 60-ft. radius of bright light.

Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.

Dispel Magic: Cancels one magical spell or effect.

Glyph of WardingM: Inscription harms those who pass it.

Helping Hand: Ghostly hand leads subject to you.

Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).

Invisibility Purge: Dispels invisibility within 5 ft./level.

Locate Object: Senses direction toward object (specific or type).

Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Meld into Stone: You and your gear merge with stone.

Obscure Object: Masks object against scrying.

Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Remove Blindness/Deafness: Cures normal or magical blindness or deafness.

Remove Curse: Frees object or person from curse.

Remove Disease: Cures all diseases affecting subject.

Searing Light: Ray deals 1d8/two levels damage (more against undead).

Speak with Dead: Corpse answers one question/two levels.

Stone Shape: Sculpts stone into any shape.

Summon Monster III: Summons extraplanar creature to fight for you.

Water Breathing: Subjects can breathe underwater.

Water Walk: Subject treads on water as if solid.

Wind Wall: Deflects arrows, smaller creatures, and gases.

[/sblock]
 

I carried around Dispel Magic forever with my first wizard and never got to cast it. Same for See Invisibility. I'd pick something like Summon Monster III that you're guaranteed a use for.
 

Scrolls

Its an automatic for wizards but it exists for Clerics too.


Maybe she should investigate getting\making some scrolls.


Sigurd
 

scrolls is a great idea for her! get the feat and start scribbling kid!

as for invisbility purge, i have a pbp game where the bad guy is clawing up a witness to a crime and the bad guy is invisible. i only wish i had that spell.

Sigh.
 

I don't know how your feat choice has been but it could be that scribe scroll would be more useful than the exotic weapon feat for the Urumi.

Or take a level of wizard and get it for free, plus a familiar or bonded weapon and the best selection of magic items in the game. You'd have both wiz and cleric spell lists.


Sigurd
 

I'd recommend focusing on long-duration buff spells and protective wards. If you're running 3-4 encounters a day having buffs that last 10 min/level and 1 hour per level will save your life (and it's always nice to have party support abilities).

Honestly, I love playing characters that are underpowered. If she's concerned with being weak, though, Buffing clerics are some of the strongest character builds you can make. It's hard to go wrong with ClericZilla.
 

If I read the rules correctly, Pathfinder Society characters cannot use item creation feats, but you can still buy scrolls as long as she has a few prestige points in her faction.

One of the tricks with clerics is that you have a lot of spells that are absolutely essential in a few situations but don't care what their caster level is and won't come up often. Those are spells that you should buy on scrolls so that you have them if you really need them but you can use your daily spells to prepare the things you will actually use every day.

Good scroll spells include: Remove Paralysis, Remove fear, invisibility purge, etc.

Rather than preparing those spells, prep things like: summon monster III, magic circle against evil, prayer, sound burst, etc. You can use those spells in combat and bust out the scrolls if your fighter is nailed with a fear effect or you have to fight an invisible enemy.
 


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