PF2E CLERICS 2  - The Real Villains Were Season Eight Writers

PF2E CLERICS 2 - The Real Villains Were Season Eight Writers

Nobody expected the second half of the cleric episode to begin with a discussion about wolves conducting hate crimes against coyotes, crows acting as aerial bounty hunters, and the lasting trauma of Game of Thrones season eight. Somehow this naturally transitioned into Pathfinder clerics, giant dragon towers, vampire bat transformations, and a godless revolutionary whose greatest enemy remains organized religion. In hindsight, this was probably the only possible outcome.

Show Notes

In the second half of our Pathfinder 2e Cleric build series, we advanced our morally questionable holy figures from level 11 all the way to 20. Before we even reached the introduction, however, we somehow found ourselves discussing wolf vendettas, crow conspiracies, Game of Thrones, British pronunciation crimes, and Pulp Fiction-inspired monologues. Naturally, this was exactly the kind of preparation required for high-level clerics.

Randall returned with his godless anti-religious war priest, continuing his crusade to dismantle divine authority while simultaneously benefiting from divine magic. The contradictions only made the character stronger. Ash continued building a dragon-obsessed kobold servant of Dahak, leaning heavily into domains, summoning magic, and draconic heritage feats. Tyler doubled down on his undead survival machine, creating a cleric who would rather become increasingly horrifying than ever experience death again.

As the builds progressed, the characters became increasingly absurd. Randall evolved into a social revolutionary capable of literally preaching atheism to enemies. Ash transformed into a majestic kobold empowered by dragons and armed with enough fire to solve nearly any problem. Tyler embraced his inner vampire, eventually turning into a bat, draining enemies, and becoming nearly impossible to kill.

High-level spells stole much of the spotlight. Summoning dragons, collapsing enemies with Implosion, unleashing Massacre, and transforming into avatars of divine power all showcased just how spectacular Pathfinder's spellcasters become in the late game. Meanwhile, Randall's philosophy remained unchanged: peace is important, and anyone who disagrees can discuss it with the business end of a glaive.

By the time we reached level 20, our collection of short kings had somehow become terrifying demigods. None of them were remotely good people, but they were certainly memorable clerics.

Key Takeaways
  • Levels 11 through 20 dramatically increase a cleric's power through doctrines, master spellcasting, and powerful class feats.
  • High-rank divine spells provide some of the most cinematic effects in Pathfinder 2e.
  • Harm-focused builds can become incredibly durable through self-healing and defensive feats.
  • Domain spells continue to scale well into the highest levels of play.
  • Heritage feats can dramatically shape a character's identity and capabilities.
  • Avatar provides one of the most flavorful capstone spells available to divine casters.
  • Additional 10th-rank spell slots are difficult to pass up at level 20.
  • Warpriests gain survivability but still lag behind dedicated martial classes in weapon proficiency.
  • Pathfinder 2e offers many ways to support unusual character concepts, including technically illegal godless clerics.
  • Team Fun Size successfully evolved from weird clerics into full-blown nightmares for any GM.

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Meet the Hosts
  • Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.

  • Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.

  • Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.

Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.

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