Optimization help: The cleric with an overly generous DM


Advice


I just started a campaign where we were told to make 35 point buy characters and add another 10 skill points to our characters to invest in professions, crafts and all those "lifestyle" skills. This has led to a number of players creating very efficient characters. I chose to play a cleric, opting to try and tone things down so to speak, given my relative ignorance of the class. However, as things have progressed, some of these same players have taken upon themselves to take their newfound power to try and cause trouble by being excessively provocative.

As I lurk around these forums quite a bit and fancy myself to be a well meaning gent, I took the approach most frequently advised in these forums: Talk. Talked to the parties involved, talked to the GM about toning things down and thus far I have been rebuffed in some way or another. I have also considered leaving (another time-tested suggestion around here) but me being involved here is a necessary evil. You'll have to take my word on it.

So, I have been going around and peeking at some of the advice given for clerics; the guides to building one, various optimization questions, and that has helped somewhat but I'd like to push the envelope. Which might help me get my point across (hope flows eternal).

I settled for a melee cleric as the group was lacking anyone who could take a serious hit. I do want to keep doing that. Here is the build so far. I believe I could ask to move some things around, but that's by no means assured.

The build:

Race: Human
Player:
Classes: Cleric3
Hit Points: 32
Experience: 5000 / 9000
Alignment: Neutral Good
Vision:
Speed: Walk 20 ft.
Languages: Common
Stat Score Mod
STR 16 (+3)
DEX 13 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 18 (+4)
CHA 14 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics -5 0.0 1 -6
Acrobatics (Jump) -9 0.0 1 -10
Appraise 0 0.0 0 0
Bluff 2 0.0 2 0
Climb -3 0.0 3 -6
Craft (Untrained) 0 0.0 0 0
Diplomacy 2 0.0 2 0
Disguise 2 0.0 2 0
Escape Artist -5 0.0 1 -6
Fly -5 0.0 1 -6
Heal 4 0.0 4 0
Intimidate 2 0.0 2 0
Knowledge (Arcana) 6 3.0 0 3
Knowledge (Geography) 1 1.0 0 0
Knowledge (History) 6 3.0 0 3
Knowledge (Religion) 6 3.0 0 3
Perception 7 3.0 4 0
Perform (Untrained) 2 0.0 2 0
Profession (Soldier) 8 1.0 4 3
Ride -5 0.0 1 -6
Sense Motive 8 1.0 4 3
Spellcraft 4 1.0 0 3
Stealth -5 0.0 1 -6
Survival 4 0.0 4 0
Swim -3 0.0 3 -6

-------------------------- Feats ---------------------------
Improved Initiative
You get a +4 bonus on initiative checks.

Power Attack
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Selective Channeling
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency

I was thinking of trying to make a holy vindicator, but as I've said, I haven't really played a cleric. Do you have any suggestions to offer with the build and further optimizing it?

Sovereign Court

Looks like you only spent 33pts


If MA is right, raise your int to 12. I imagine your group has some skill meisters, but an extra skill point per level never hurt anybody. Heal comes in handy sometimes, and a language or 2 can save you some grief.


May I suggest the "Furious Focus" Feat from the APG with a Two-hander, and building towards the "Tiger Pounce" Feat from Ultimate combat.

More later Work now.


I would suggest:

STR: 16
DEX: 12
CON: 14
INT: 10
WIS: 16
CHA: 16

I think the point buy on an 18 is a waste. If I were you I'd also take the 'Dual Talent' human racial trait to give you:

STR: 18 (+2)
DEX: 12
CON: 14
INT: 10
WIS: 18 (+2)
CHA: 16

A much better stat array IMO. Ditch selective channelling.


Iced2K lists a fairly solid array. However, this relies on your GM allowing Traits. Not every game uses them. Though I doubt it should be a problem considering how generous your GM is being.


35 you say?

I feel old. lol.


Alright, that does help. Any other recommendations?

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