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Pathfinder cleric tank advices needed
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<blockquote data-quote="Empirate" data-source="post: 6185522" data-attributes="member: 78958"><p>I'll go out on a limb here and say there is no such thing as a tank in D&D. There are next to no options for drawing and holding 'aggro'. The best you can do is aim for battlefield control via combat maneuvers (trip especially), which, coupled with large size and a reach weapon, can turn you into an impressive no-go-no-leave-zone. This, however, is feat-intensive, and Clerics are probably not as good at it as straight Fighters.</p><p></p><p>For a Cleric-based warrior type, I can only recommend that you load up on buff spells, grab that two-handed weapon, and Power Attack till kingdom come. In all of D&D 3E/PF, a good offense is the best defense. If stuff is already dead, it can't hurt your teammates (or yourself) anymore. That's really all there is to it.</p><p></p><p>Cleric lends itself very well to this approach. It's really only a matter of picking the best buff spells each level, and make sure you don't enter combat unprepared. Don't spend too much time buffing if combat is already underway; if your party lacks good scouting, or if your DM just loooves those ambush scenarios, you'll have to accept being mediocre in quite a few battles.</p><p></p><p>Oh, stats should probably go like this: Str>Con>Wis>Cha>Dex>Int. Forget about skills, you're a warrior first and foremost. Dex can be low, since your AC is derived from the heaviest armor money can buy. You don't need very high Cha, in-combat healing is a waste anyway, out-of-combat healing is most efficiently taken care of with a sack full of wands of CLW, and you won't be going into channeling feats, as you need your precious few feats for combat-y stuff.</p><p></p><p></p><p>More in-depth stuff:</p><p></p><p>Definitely check out the following <u>alternate racial traits</u>: maw or claw (pick a bite attack), prehensile tail (you're not a sorcerer, so every little bonus instead of fiendish sorcery is welcome), scaled skin (more AC? yes please!).</p><p></p><p>Forget about the Tiefling's <u>favored class option</u>, just take the HP instead, you'll need them.</p><p></p><p><u>Variant Tiefling heritages</u> to consider: Demodand-Spawn, Demon-Spawn, Oni-Spawn. Those pack great ability score mods, and useful skill bonuses (well, better than Bluff and Stealth).</p><p></p><p>The Fiendish Vessel tiefling <u>cleric archetype</u> provides an awesome Imp or Quasit familiar at 3rd level. Those guys are really, really tough at the level you get them, and even at higher levels, they help the action economy immensely (they're intelligent, have SLAs, good defenses, can fly... excellent scouts and little combat helpers).</p><p>Please do not consider the Crusader archetype, it's horrible beyond description.</p><p>If you plan on dumping Cha completely, the Divine Strategist is for you: no more channeling at all, but always act in the surprise round, along with a great bonus to initiative, means your buffs are always up when you need them!</p><p>You might want to consider a Separatist to cherry-pick a good domain your deity doesn't offer.</p><p></p><p><u>Domains</u>: the Glory domain with the Heroism subdomain provides good buffing, with several spells usually not on the Cleric's list (Bless Weapon, Heroism), allowing you to use wands of these spells as well. The Liberation domain is quite good, for its namesake domain power. The Strength domain provides Enlarge Person, which is a non-negotiable buff at all levels; you want this in a wand, as well. Consider the Ferocity subdomain for its better domain power. The Travel domain is great for mobility, one of the best domains traditionally.</p><p></p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="Empirate, post: 6185522, member: 78958"] I'll go out on a limb here and say there is no such thing as a tank in D&D. There are next to no options for drawing and holding 'aggro'. The best you can do is aim for battlefield control via combat maneuvers (trip especially), which, coupled with large size and a reach weapon, can turn you into an impressive no-go-no-leave-zone. This, however, is feat-intensive, and Clerics are probably not as good at it as straight Fighters. For a Cleric-based warrior type, I can only recommend that you load up on buff spells, grab that two-handed weapon, and Power Attack till kingdom come. In all of D&D 3E/PF, a good offense is the best defense. If stuff is already dead, it can't hurt your teammates (or yourself) anymore. That's really all there is to it. Cleric lends itself very well to this approach. It's really only a matter of picking the best buff spells each level, and make sure you don't enter combat unprepared. Don't spend too much time buffing if combat is already underway; if your party lacks good scouting, or if your DM just loooves those ambush scenarios, you'll have to accept being mediocre in quite a few battles. Oh, stats should probably go like this: Str>Con>Wis>Cha>Dex>Int. Forget about skills, you're a warrior first and foremost. Dex can be low, since your AC is derived from the heaviest armor money can buy. You don't need very high Cha, in-combat healing is a waste anyway, out-of-combat healing is most efficiently taken care of with a sack full of wands of CLW, and you won't be going into channeling feats, as you need your precious few feats for combat-y stuff. More in-depth stuff: Definitely check out the following [U]alternate racial traits[/U]: maw or claw (pick a bite attack), prehensile tail (you're not a sorcerer, so every little bonus instead of fiendish sorcery is welcome), scaled skin (more AC? yes please!). Forget about the Tiefling's [U]favored class option[/U], just take the HP instead, you'll need them. [U]Variant Tiefling heritages[/U] to consider: Demodand-Spawn, Demon-Spawn, Oni-Spawn. Those pack great ability score mods, and useful skill bonuses (well, better than Bluff and Stealth). The Fiendish Vessel tiefling [U]cleric archetype[/U] provides an awesome Imp or Quasit familiar at 3rd level. Those guys are really, really tough at the level you get them, and even at higher levels, they help the action economy immensely (they're intelligent, have SLAs, good defenses, can fly... excellent scouts and little combat helpers). Please do not consider the Crusader archetype, it's horrible beyond description. If you plan on dumping Cha completely, the Divine Strategist is for you: no more channeling at all, but always act in the surprise round, along with a great bonus to initiative, means your buffs are always up when you need them! You might want to consider a Separatist to cherry-pick a good domain your deity doesn't offer. [U]Domains[/U]: the Glory domain with the Heroism subdomain provides good buffing, with several spells usually not on the Cleric's list (Bless Weapon, Heroism), allowing you to use wands of these spells as well. The Liberation domain is quite good, for its namesake domain power. The Strength domain provides Enlarge Person, which is a non-negotiable buff at all levels; you want this in a wand, as well. Consider the Ferocity subdomain for its better domain power. The Travel domain is great for mobility, one of the best domains traditionally. Hope this helps! [/QUOTE]
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