Pathfinder 2e Remaster Cleric Build | God's Bulwark

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
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ความคิดเห็น • 13

  • @couver73
    @couver73 2 วันที่ผ่านมา +10

    If you decide to go with a Dwarf with this build, you can also get the Ancestry feat that increases your hit points in the same way as Toughness to get an equivalent HP pool to any Fighter or Champion. It probably suits this build the best if you wanna get as much hit points as possible.

  • @unnarthorthorisson5421
    @unnarthorthorisson5421 2 วันที่ผ่านมา +4

    Fun fact: Because you gain Deadly Simplicity for a simple favored weapon, a mace is the same as a warhammer. Qi Zhong Represent.

  • @andrewjohns9855
    @andrewjohns9855 วันที่ผ่านมา +2

    Yeah another build video. I was worried you forgot about doing all the remaster class builds.

  • @Captainpigraven
    @Captainpigraven 2 ชั่วโมงที่ผ่านมา +1

    I feel like Heroic Recovery is overvalued in this build. You’re getting a bunch of benefits that most likely you and other frontline allies already have.
    Speed is generally too important for most melee characters to ignore before level 10, but you also only need to hit 40 feet before you start seeing diminishing returns. By level 10, 99% of melee characters will have found a way to reliably get a +5 foot circumstance bonus. (Even those not interested in maxing out their builds).
    +1 status bonus is valid, but again it is a pretty common one to achieve by level 10. By next level you’ll be doling out +2 bonuses via Heroism for more challenging fights. And while +1 is great for mooks, it’s still limited to whenever you use a Heal spell. You’ll also likely not need Heal until round 2 or later. Most players that want to swing away for melee damage aren’t going to be interested in waiting around for a full round to situationally get something they can already likely build for themselves more efficiently.
    +1 damage bonus is…eh? I mean damage is damage but if you get off three successful attacks over the next two rounds, that’s a whopping 3 extra points?
    I get it, you’ve opted for the bundle package. But it’s not resource free. It costs a 10th-level feat. It costs 1 action just to use it, and you’re limited to only being able to activate it whenever you cast a Heal spell. That caps the amount of times per day it can be used, but more sneakily caps how often you’ll use it in combat. Basically you lose a round of usability because you don’t often need to Heal in the opening round.
    I’d argue the free Kip Up which you didn’t mention is a more useful benefit at this level than some of the other benefits. Not all melee characters are going to want to pump Acro to Master just for Kip Up, though getting knocked on your keister is more common in actual gameplay than white room builds would have one believe.
    I encourage GMs out there to consider modifying this feat as follows:
    +5 foot Circumstance bonus. Circumstance bonuses on speed are much more rare, typically only popping up on 1-round (or shorter) duration resources. This extends that duration by a round. But again, your player has likely long acquired a consistent +5 foot status bonus, rendering this part of the feat moot by this level, barring a change.
    +1 status bonus to attack rolls. This stays the same. It’s probably the least useful of the benefits via this reworked feat but only because most people that would need this likely already have it via another way. For those who don’t, or who must spend a resource of their own to achieve it, this remains useful.
    +1 status bonus to AC. These bonuses are still rather rare in PF2. This will make the feat more useful throughout the second half of the game, but isn’t overpowering in any way.
    The free Kip Up. Keep this as is. It’s situational but the situation really sucks and unlike speed, many melee characters might not have built for it otherwise.
    Optional: Bonus damage. Any bonus damage is always appreciated but the resource costs involved with this feat as found in the book don’t make the +1 relevant at level 10 or beyond. I would keep it or ditch it, but I probably wouldn’t increase the damage benefit if you do keep it.
    Edit To Add: I specifically left off a bonus to saving throws. Defensive Recovery is still a very valid feat both in general and in your build. As you point out, for tougher fights you (or your ally) will often prefer a higher level of crit protection. +1 status bonuses to saving throws are obtainable in other ways. But a +2 bonus to both AC and Saving Throws in one go is much harder to get. My rework of Heroic Recovery makes it more relevant but still preserves the worth of Defensive Recovery and promotes the value of in-combat choice.

  • @PersephoneApplewhite-uk8ts
    @PersephoneApplewhite-uk8ts วันที่ผ่านมา +1

    If you go minotaur, and pick a strength background, you can go Str, Con, Wis +3, Dex +1 with a Cha dump. Which is pretty damn good imo

  • @thewordywarlock7159
    @thewordywarlock7159 2 วันที่ผ่านมา +2

    Perfect for the Battle Harbinger archetype coming in War of Immortals!

  • @merlannin2108
    @merlannin2108 วันที่ผ่านมา +1

    Perfect timing for my cleric

  • @mushuable
    @mushuable วันที่ผ่านมา

    Oh yeah new build. Would be great to add timestamps in the video like intro/core of the build/level breakdown etc...

  • @eDDyL666
    @eDDyL666 2 วันที่ผ่านมา +2

    Builder info missing

  • @geraldstacy3658
    @geraldstacy3658 2 วันที่ผ่านมา +1

    How do you expect to use Defensife Recovery, cast a 2-action heal AND raise a shield?

    • @itsmefirefox
      @itsmefirefox วันที่ผ่านมา +1

      Well the shield is fixable with things that lets you keep you shield up

    • @geraldstacy3658
      @geraldstacy3658 วันที่ผ่านมา

      @@itsmefirefox ah, yes... things.