Bad touch cleric feats


Advice


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Hello! Is there a way to get my cleric's touch attack higher? Something like the "guided hand" feat that applies to spells?

Up to now I have:

Cleric, LN
god: Asmodeus
race: Vishkanya (so he can also use blowguns, kukri and shuriken)
domains: trickery (not decided on the second one)
feats: I'm definitely getting spring attack.
stats: str 10, dex 16, con 12, int 10, wis 19, cha 10


Weapon Finesse. Weapon Focus (touch attack). Greater Weapon Focus (touch attack) and so forth...


quibblemuch wrote:
Weapon Finesse.

But that would apply to when I'm using a weapon, not to when I'm casting a touch spell... or am I getting something wrong here?


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Alni wrote:
quibblemuch wrote:
Weapon Finesse.
But that would apply to when I'm using a weapon, not to when I'm casting a touch spell... or am I getting something wrong here?

Melee touch attacks are treated as light weapons for the purposes of weapon finesse. Unless your GM vehemently objects. But if unarmed strike is finesseable, slapping someone with a held charge should be too.

(E.g., consider the will-o'-wisp with a +6 BAB, 29 Dex, +1 for being Small, and a total +16 melee touch attack).


quibblemuch wrote:
Alni wrote:
quibblemuch wrote:
Weapon Finesse.
But that would apply to when I'm using a weapon, not to when I'm casting a touch spell... or am I getting something wrong here?
Melee touch attacks are treated as light weapons for the purposes of weapon finesse. Unless your GM vehemently objects. But if unarmed strike is finesseable, slapping someone with a held charge should be too.

Thanks, that's helpful. I'll look into it :)


Alni wrote:
quibblemuch wrote:
Alni wrote:
quibblemuch wrote:
Weapon Finesse.
But that would apply to when I'm using a weapon, not to when I'm casting a touch spell... or am I getting something wrong here?
Melee touch attacks are treated as light weapons for the purposes of weapon finesse. Unless your GM vehemently objects. But if unarmed strike is finesseable, slapping someone with a held charge should be too.
Thanks, that's helpful. I'll look into it :)

So if I do go that way, is there any reason to keep Str at 10 and Dex at 16? Could take Str down to 8 and up Dex to 18 (it costs the same as per our dm)

The Exchange

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Str does not help fort saves (that is constitution). It does help with wearing heavy armor, carrying things, climbing, and swimming.

Check your encumberance table and the armor you want to wear's weight. If it is close you might want to keep str above 8. There are items and long duration spells if that helps you decide. Being medium encumbered reduces your dex bonus to AC to a maximum of 2.

A regular chain shirt is 25 pounds. A heavy wooden shield is 10 pounds. You can wear lighter armor until you can improve your carrying capacity (items/spells) or mithril armor.

Str 8 light load 26 pounds
Str 9 light load 30
Str 10 light load 33
Str 11 light load 38


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Fort saves are Con, not Str. The only things you lose are carrying capacity, and -1 to hit and damage with non-finesse weapons, and some skill mods. Check your weight to make sure you can handle the armor you want but I would say do it.


GeneticDrift wrote:

Str does not help fort saves (that is constitution). It does help with wearing heavy armor, carrying things, climbing, and swimming.

Check your encumberance table and the armor you want to wear's weight. If it is close you might want to keep str above 8. There are items and long duration spells if that helps you decide.

Str 8 light load 26 pounds
Str 9 light load 30
Str 10 light load 33
Str 11 light load 38

Realized that str doesn't help with for after I posted. Ooops.

So I could get chain shirt 25 pounds that has a max dex bonus of +4, Ant Haul for my backpack (or offload it to the half-orc barb I understand will be in the party).

And still have a problem with climb and swim checks, which my previous lg-cleric-healbot solved by casting Angelic Aspect... which this guy can not... :(


So after a making a mess, and confusing the rules a few times, I've come up with this:

Build:

Race
Vishkanya

Abilities
Str 8, Dex 18, Con 10, Wis 19, Int 10, Cha 10

Weapons
Longspear, spiked gauntlets

Armour
Leather

Feats
1 Weapon Finesse
3 Dodge
5 Reach Spell
7 Leadership
9 Mobility
11 Combat Casting
13 Spring Attack
15 Persistent Spell
17 Bouncing Spell
19 Toughness or Spell Focus

Domains
Fire
Trickery

Traits
Deft Dodger
Orphan

Can change the feats (except for weapon finesse and leadership which I want for rp reasons) and the weapons, but nothing else at this point.


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i was thinking on :
chaos + madness & guided hand + conductive weapon.
use ONLY wisdom and charisma (with CON 14).

another option is full plate + STR of 14 (min for melee when no powers or spells ).

another weird one, is evangalist with madness domain.
bard boost + bad touch is a wonderful combo.


666bender wrote:

i was thinking on :

chaos + madness & guided hand + conductive weapon.
use ONLY wisdom and charisma (with CON 14).

another option is full plate + STR of 14 (min for melee when no powers or spells ).

another weird one, is evangalist with madness domain.
bard boost + bad touch is a wonderful combo.

Thanks, but we've already started playing, so I can only change weapons or feats. He's a LN Asmodean, so the madness domain -even though I really love it- isn't an option. I'll look into conductive weapons :)


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Spring attack does nothing for you.


Fistbeard McBeardfist wrote:
Spring attack does nothing for you.

Thanks will take Spell Focus instead.


Flanking adds +2, Outflank makes that +4, if you can convince your allies to take it, too. Touching from Stealth/Invisibility makes them flat-footed. You could get a +X Amulet of Mighty Fists, which adds X to your attacks, but that's rather expensive and a valuable item slot. You're far better of with a conductive weapon. A conductive whip is pretty cool for the massive reach, but you'd need proficiency.


Ellioti wrote:
Flanking adds +2, Outflank makes that +4, if you can convince your allies to take it, too. Touching from Stealth/Invisibility makes them flat-footed. You could get a +X Amulet of Mighty Fists, which adds X to your attacks, but that's rather expensive and a valuable item slot. You're far better of with a conductive weapon. A conductive whip is pretty cool for the massive reach, but you'd need proficiency.

Outflank seems great if they agree to it.

A conductive weapon though seems a bit like a waste, the only thing I can use it with is Fire Bolt (1d6+LVL), so I'll be expending two uses just for the added weapon damage which with Str 8 is really sad.

So now I got...

Build:

Race
Vishkanya

Abilities
Str 8, Dex 18, Con 10, Wis 19, Int 10, Cha 10

Weapons
Longspear, spiked gauntlets

Armour
Leather

Feats
1 Weapon Finesse
3 Dodge
5 Reach Spell
7 Leadership
9 Mobility
11 Combat Casting
13 Spell Focus (I'll decide depending on what I'm using)
15 Persistent Spell
17 Bouncing Spell
19 Toughness or Outflank

Domains
Fire
Trickery

Traits
Deft Dodger
Orphan

Note: Not taking racial feats (sleep venom) because he thinks he's human... more or less.


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Alni wrote:
Ellioti wrote:
Flanking adds +2, Outflank makes that +4, if you can convince your allies to take it, too. Touching from Stealth/Invisibility makes them flat-footed. You could get a +X Amulet of Mighty Fists, which adds X to your attacks, but that's rather expensive and a valuable item slot. You're far better of with a conductive weapon. A conductive whip is pretty cool for the massive reach, but you'd need proficiency.

Outflank seems great if they agree to it.

A conductive weapon though seems a bit like a waste, the only thing I can use it with is Fire Bolt (1d6+LVL), so I'll be expending two uses just for the added weapon damage which with Str 8 is really sad.

you can make touch attacks with a weapon, too. And if it's light, you can even use Weapon Finesse on it. Bad Touch clerics usually have domain powers supporting the theme, some like Madness have been suggested. For your god, Law with the Devil subdomain might be a good choice. -2 to saves is nothing to sneeze about.


Ellioti wrote:
you can make touch attacks with a weapon, too. And if it's light, you can even use Weapon Finesse on it. Bad Touch clerics usually have domain powers supporting the theme, some like Madness have been suggested. For your god, Law with the Devil subdomain might be a good choice. -2 to saves is nothing to sneeze about.

Could you clarify that, please? If I hit with my light mace, I cannot deliver a touch spell too in the same round, can I?

Devil subdomain seems nice if the DM won't kill me. I already changed my domain once, I made a mistake and got Daemon, and I thought I couldn't get Devil either cause it's marked [evil].

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