9/23/2023 0 Comments Trickster cleric 5e![]() I have a good understanding of most things within Pathfinder, but my strongest points are creating effective two-weapon wielder's, Barbarian's and magi. Sadly skeletons can't fly, but the images brought with the description are worth it in my opinion.Īnyway, I was just hoping you could take a look at my multi-focused build and advise me on where I can improve things please? In addition to this however, he won't be wearing any armour (Pirates never did, and there's nothing suitable for pirates to wear other than long coats), so as this will massively reduce my chances of surviving the campaign, I decided I needed something else, so I figured I'd focus heavily on Necromancy while keeping the pirate traditions and fighting styles (power attack, cleave) firmly in place.Īs opposed to Zombies, my focus is Skeletons, with the eventual goal to summon a Skeletal Dragon to do my bidding for me. So, the domains I've chosen have been the Trickery and Deception Subdomain, along with the Travel and Trade Subdomain to grant invisibility, teleportation and other handy abilities. ![]() Like Blackbeard's ability in Pirates of the Caribbean 4, I liked the idea of being able to animate rope but later realised Clerics could only animate objects, not rope. Someone who can teleport and confuse his enemies while using his surroundings and abilities to his advantage. The original concept for him was to have him as a Trickster. One who has his own ideals and sense of morality and although not strictly evil, doesn't care if he carries out evil to reach his own ambitions. And that is sacrificing top spell levels. So I'll be playing Skull and Shackles in the not too distant future and I wanted to have my character become a really badass Pirate Captain. And the big why is, the flavor really doesnt kick in until you get the Archtype at 3 rogue levels. You might think of clerics as pious and good.
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