Vitals @ L20
Name: Droshgar the Beautiful (or pick your own, probably)
Ancestry and Heritage: Dwarf (any; recommended Ancient-Blooded or Anvil)
Background: Flexible; anything that allows Strength or Wisdom (recommended Scholar)
Class: Warpriest doctrine Cleric 20 (DC 42)
STR 24 (22+Apex); DEX 12; CON 20; INT 12; WIS 22; CHA 18
HP 210; AC 42; Fort +34m*; Ref +28e; Will +35m*
*Rolling a success on a Fort or Will Save results in a Critical Success
Class Feats
\begin{array}{l|l|l}
\text{Level} & \text{Feat} & \text{Benefit} \\
\hline
1 & \text{Domain Initiate} & \text{mandatory} \\
2 & \text{Healing Hands} & \text{~+1 healed per die} \\
4 & \text{Communal Healing} & \text{Heal self = spell level} \\
6 & \text{Divine Weapon} & \text{situational +1d4 or 1d6 damage} \\
8 & \text{Emblazon Armament} & \text{+1 damage} \\
10 & \text{Replenishment of War} & \text{temp hp for using your glaive} \\
12 & \text{Shared Replenishment} & \text{allies get temp hp for you using your glaive} \\
14 & \text{Emblazon Energy} & \text{+1d4 energy damage} \\
16 & \text{Align Armament} & \text{+1d6 alignment damage for 1 turn} \\
16 alt & \text{Channel Smite} & \text{add Harm to weapon attack} \\
18 & \text{Extend Armament} & \text{Alignment lasts 1 minute} \\
18 alt & \text{Echoing Channel} & \text{can Heal or Harm 2 adjacent targets for more} \\
20 & \text{Maker of Miracles} & \text{extra 10th level spell slot*} \\
20 alt & \text{Metamagic Channel} & \text{Echoing Channel (or Heroic Recovery) does not cost an action} \\
\end{array}
*This is probably a 2nd casting of Avatar
Note: Alternative 20 should only be taken if you take alt 18. Otherwise they are not necessarily linked.
Class Feats (Honorable Mentions)
- Improved Communal Healing (choose another to heal with the ability)
- Advanced Domain
- Heroic Recovery (bonuses to single-target Heal)
- Fast Channel (reduce actions for AoE heal to 2)
Ancestry Feats (relevant only)
- (1) Vengeful Hatred (+weapon dice damage, situational)
General/Skill Feats
There are no General or Skill feats that affect your weapon damage or healing. You could specialize in Medicine to reduce the need for spells between battles, and/or Athletics to enable you to shove, trip, and disarm better. You will probably want Incredible Initiative and Fleet, as they present ancillary benefits to you.
Your melee with a basic +3 m.s. glaive will look like:
- Melee speed glaive +34 (deadly 3d8, forceful, reach), Damage 4d8+10 slashing plus 1d6 good, 1d4 (cold or electricity) and 1d4 force or 1d6 good if you've cast a spell this round
Desirable Equipment
- +3 Major Striking Glaive (Speed, Greater Corrosive, Greater Flaming)
- Speed makes it far easier to to activate your Divine Weapon ability because you have one less action "spent" on attacking
- +3 Major Striking Glaive (Dancing, Greater Corrosive, Greater Flaming)
- This is obviously optional but I figured I'd include it for completeness.
- +3 Major Resilient Breastplate
- Belt of Giant Strength
- Greater Healer's Gloves (not really spells but worth noting)
- Greater Boots of Bounding (again not directly relevant, but useful for melee)
Using this equipment, your attack would look something like this.
- Melee speed glaive +34 (deadly 3d8, forceful, reach, critical 2d10 persistent fire, critical 6d6 shield/armor damage), Damage 4d8+10 slashing plus 1d6 good, 1d6 fire (ignored Resist), 1d6 acid (ignored resist), 1d4 (cold or electricity) and 1d4 force or 1d6 good if you've cast a spell this round
- Melee dancing glaive +25 (deadly 3d8, forceful, reach, critical 2d10 persistent fire, critical 6d6 shield/armor damage), Damage 4d8+3 slashing plus 1d6 good, 1d6 fire (ignored Resist), 1d6 acid (ignored resist)