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yeah he is a fun character, its why i wanted to make him useful lol
Also like Morgian said investments into extra channel feats can be taken multiple times and there isn't a lot of other feats he really needs.
One of the boosters is the phylactery in the Witch's Hut map under the rock next to the undead mayor (revealed when he gets released). The vastly better one is a gift from the artisans which gives +6 WIS and CHA and adds +2d6 to channels, too.)
I actually considered multiclassing him to a fighter, his STR is high enough that you can pad it with modifiers and he has good CON too, so I don't think it'll be a bad trade off.
You can use items to achieve requirements for feats (unlike tabletop). So all Harrim needs a +4 charisma headpiece (achievable in chapter two if you know where to look).
He has enough armor that you don't want him to tank, but he can take hits now and then. I like to put tank-based teamwork feats on him and make him stand BEHIND my tank. The tank is boosted even higher, while Harrim pumps healing into them.
Tristian is definitely the better healer, but he folds like a wet tissue.
His past and present role in my party is to protect Octavia/Linzi when I find myself surrounded, main tank and dps free to engage enemies (alchimists, casters, big bosses). In all other situation my Harrim is vary good as a second tank, buffer, and, if buffed, also as a second/third dps
In this game, the way it works is that good clerics channel positive energy, even if they worship neutral gods. Similarly, evil clerics channel negative energy even if they worship neutral gods. Neutral clerics choose at level 1 which type of energy to channel, which isn't necessarily associated with their god's alignment - you could, for example, channel negative energy while worshipping a Good god as a neutral cleric.