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Race: Aasimar Lawbringer (Con and WIS, nice hold person) or Uncertain Heritage (WIS and CHA for more channels) if you are going to be a summoner could think about the Idyllkin CON and CHA and an extra Summon Nature's Ally III)
Deity: Erastil with Animal (Animal companion) and Community (Calming Touch to recover from fatigued and Guarded Hearth for a sacred bonus to OB and Saves depending your will, also several fundamental buff spells)
Armour: Stick to medium, you will be in the second line.
Weapon: Long Bow from the deity, yep, it's a ranged cleric
The animal companion: Two choices Smilodon for 5 attacks per round or Leopard for 3 attacks and trip.
Feats: Basics boon companion and Selective Channel (i heal in combat by channeling not by spells) also several extra channeling to keep a constant group healing.
Usefull: Oportunist, low BO (because you dont stack DEX) and normal bow damage, but count as flanking and on a critical makes that the damage dealer makes another attack (i have them on all the characters).
Thing that you have missed in my oppinion:
- Clerics only get up to medium armour by default, need use a feat to get heavy armour prof.
- If want to stick with Heavy armour +1 dex limit could go down DEX to 8 and use a +4 physical perfection belt to up str, dex and con by +4, with 12 you would end with 16 and loose a lot of bonus.
- I dont like heighten spell, if want to use a higer level spell just stick to it.. i would use the feat in other things.
- If you are going to cast in melee lack any concentration bonuses.
- If you are going to be in melee with a shield, the feat shield wall and shielded caster are lovely just be sure other chars like the tank also have them.
Of the spells, Vinetrap it's a root while chains of light it's a paralyze
Oh you're right ... that sucks :/ Used to D&D cleric in heavy armor. I don't think it's such a good idea to waste a feat on this though.
I did not knew about this belt. However, if I'm sticking with medium armor the best would be 6 armor / 3 dex bonus (instead of 9 armor / 1 dex bonus with heavy armor ... so loosing only 1 ac) ? Which means I'll need 12 (+4 with belt) dex for the 3 dex bonus to AC right ?
The thing is : vinetrap (and chain of light) is a really good spell : it target Reflex instead of Will, which means if the enemy fails the initial save, they are now paralyzed (effective Dexterity scores of 0) and take a penalty on all subsequent saves, so they are basically doomed to stay paralyzed. With heighten spell you get an increase DC (mainly for the initiale save) and more cast :)
Not planning too :) On "random / trash" encounters : cast divine power then go smash faces !
Great tip ! Will have to decide between those feats and a 2nd "focused" school
fire domain has a great spell selection as well.
Check out the guide by "Schutzengel" in the guide section so you can see all the domain spells and choose the best domain. He also made a guide for animal companion stats btw.
Also i would highly recommend 14 charisma at least for the channels + the feat "selective channeling" (requires 13 charisma). Channeling is INSANELY good. I would never run a party without 1 character with lots of selective channels, it helps so much.
And channeling doesnt trigger Attacks of opportunity so you can safely cast it in melee. Did i mention its really good?
Yep, for me it's basic. Until Heal and mass Heal levels 80-90% of my combat healing comes in the form of Channels from the cleric and Selective channels.
The spell slots are in high demmand and with selective channel a lv3 Cleric for example could heal 6(heal the full group)x(2d6) 3 times + charisma buff (at least 5 times for selective channel) per day, thats roughtly all your spell slots (2d8+3).
At level 13 you will be casting 9-13 times per day (3 base, 2 base char, 2 char bonus from the mind perfection helmet, and 2 for each extra channel feat) 7d6 healing to the whole group, you could stay healing the whole combat 7d6 each round to everybody.
I make the same with the Erastil cleric, buff the group (50% of spells), summon elementals (25% of spells) and in combat autoattack ranged with bow and Opportunist feat to create flank conditions and aditional damage dealers attacks on crits, and lauch healing channels when 2+ characters are damaged enought,
The rest of the spells are a mix of some attack spells for emergencies (low-mid levels, specially ones that dont target or ignore armour class, holds...), uber heal spells (high level Heal and Mass Heal) and "restore spells" (Restoration, remove curse, etc.)