A mentally unstable cleric, help me build it.


Advice


Since my character bit the bullet in the first session, I need to come up with a new one. Since we have a total lack of casters in the party, I decided to try building a cleric. But it's been years since I build a (3.5) cleric, so I could use all the help I can get.

    The campaigns build rules:
  • Core Rulebook only
  • 18 pointbuy
  • Good aligned
  • Level 4
  • 6k gold
  • HP @ 3/4 of max

The new concept is a cleric, who has gone mad (which caused one of his domains to be replaced by madness) after receiving a vision. (FYI: His god grants some of his followers visions, which his clerics spread across the realm (hence the travel domain).)

    What I've got so far:
  • Dwarf
  • Chaotic Good
  • Cleric 4
  • Domains: Travel & Madness
    Stats (cost) 4 points left
  • Str 12 (2)
  • Dex 12 (2)
  • Con 14 (5) +2
  • Int 7 (-4)
  • Wis 17 (13) +2 +1
  • Cha 7 (-4) -2
    Feats
  • Heavy Armor Proficiency
    Equipment
  • Full-Plate
  • Heavy Steel Shield

    The other party members:
  • Half-Orc Monk
  • Human Monk (going shadowdancer)
  • Dwarven Fighter

While I'm not unwilling to change the whole build, I would appreciate it if the advice would be true to the concept. I'm leaning towards a Bad Touch kind of build, but I don't know how feasible it is with Core only.

Thanks in advance for your response.


Even core, Madness can be really scarey. you might want to go higher in strength to try to get better attack bonuses, and maybe consider going unarmed strike or something to get a good touch punch going, and maybe combat casting so you can get your spells off. use madness to give monsters a huge bonus to skills while tanking their saves and attacks and then follow it up with some sort of nasty touch.

I would be tempted to go Chaotic Neutral and try to channel negative energy for the harm spells.

RPG Superstar Season 9 Top 16

-Madness
-Dwarf

...Did he dig too deep? Dwarves always dig too deep.


I like the concept of a cleric that is not involved with the church because they talk directly to their deity (or at least think they do), which makes for comic gold when they need to interact with their church.


... You're a Cleric and you have a negative CHA score?

Is channeling positive energy that uninteresting? Unless I'm misreading it, you have 4 points left to spend, so why not, at the very least, make CHA a 10?

Heck, factoring in the Dwarf racial stats, you could end up with something like this:
STR 12
DEX 12
CON 12 (10 + 2 Racial)
INT 07
WIS 18 (16 + 2 Racial)
CON 13 (15 - 2 Racial)

You have a little less HP, but you're starting out with a stronger WIS score and you aren't penalizing your uses of Channel Energy.

Shadow Lodge

Harrison wrote:
... You're a Cleric and you have a negative CHA score?

I think the idea was to play up the madness. It might not be optimal, but sometimes you have to go with the concept.


bfobar wrote:
Even core, Madness can be really scarey. you might want to go higher in strength to try to get better attack bonuses, and maybe consider going unarmed strike or something to get a good touch punch going, and maybe combat casting so you can get your spells off. use madness to give monsters a huge bonus to skills while tanking their saves and attacks and then follow it up with some sort of nasty touch.

I've always wondered whether IUS would be worth the feat. Because if I'm combining a spell with an unarmed strike, I either missed on the initial touch, or choose to hold the spell. I think these 2 scenario's won't come up often enough to warrant the feat investment.

bfobar wrote:
I would be tempted to go Chaotic Neutral and try to channel negative energy for the harm spells.

I'm not sure how hard the GM's "good aligned" requirement is, but I am also tempted to at least ask.

Combat Casting might be a good idea though. Still haven't got a real feeling for concentration in PF as opposed to 3.5


Petty Alchemy wrote:

-Madness

-Dwarf

...Did he dig too deep? Dwarves always dig too deep.

I was still thinking about when or where he received his unfortunate overwhelming vision. Thanks, I think i'm gonna use this.

Silver Crusade

Before you go too far out, consider:

Tsukiyo is a LG god with the Madness (and Darkness!) domain. That's outside the scope of a CG cleric, but it could play to an unusual twist on the expected LG dorf.


Xenh wrote:
I like the concept of a cleric that is not involved with the church because they talk directly to their deity (or at least think they do), which makes for comic gold when they need to interact with their church.

My GM has "Aye, Dark Overlord". I'm probably gonna use the hint cards for random conversation subjects and visions.

PS. Does anyone know of a similar card set I could use? Especially one, which is more flavored towards a generic PF/D&D setting?

Silver Crusade

The 4th Jawa wrote:
Xenh wrote:
I like the concept of a cleric that is not involved with the church because they talk directly to their deity (or at least think they do), which makes for comic gold when they need to interact with their church.

My GM has "Aye, Dark Overlord". I'm probably gonna use the hint cards for random conversation subjects and visions.

PS. Does anyone know of a similar card set I could use? Especially one, which is more flavored towards a generic PF/D&D setting?

The Harrow Deck is pretty much made for that sort of thing. Specifically tied into Varisian culture in Golarion, but they can easily fit into many generic fantasy settings..


Harrison wrote:
Is channeling positive energy that uninteresting?

The indiscriminate nature of the ability (no distinction between ally or enemy) and the need for an additional good ability score, kind of put me off. (Please note: I've not seen the ability in play, so I can't really judge it's power, but to me it doesn't look too good on paper.)

Weirdo wrote:
Harrison wrote:
... You're a Cleric and you have a negative CHA score?
I think the idea was to play up the madness. It might not be optimal, but sometimes you have to go with the concept.

And the fact that it plays (very) well with the concept certainly helped with the decision.


Mikaze wrote:

Before you go too far out, consider:

Tsukiyo is a LG god with the Madness (and Darkness!) domain. That's outside the scope of a CG cleric, but it could play to an unusual twist on the expected LG dorf.

I'm not bound by pre-existing gods, but I'll keep this in mind. Thanks.

(BTW: Interesting to see a lawful god with a domain, which grants confusion)


Mikaze wrote:
The 4th Jawa wrote:
Xenh wrote:
I like the concept of a cleric that is not involved with the church because they talk directly to their deity (or at least think they do), which makes for comic gold when they need to interact with their church.

My GM has "Aye, Dark Overlord". I'm probably gonna use the hint cards for random conversation subjects and visions.

PS. Does anyone know of a similar card set I could use? Especially one, which is more flavored towards a generic PF/D&D setting?

The Harrow Deck is pretty much made for that sort of thing. Specifically tied into Varisian culture in Golarion, but they can easily fit into many generic fantasy settings..

Thanks, I'll check that one out.


Since I can't update the original post I've put a first draft on Google Docs: Andrew Cliffbeard

I've chosen to make him lawful, although his schizophrenia might make him appear erratic/chaotic.

Dark Archive

Well, there are many types of "madness" or "insanity" but in most stat based themes those are based on Wisdom. Less wisdom means less sanity. Low int means you are just... dumb. But you can play it however you need. I just think to really nail the insanity thing another non wisdom based class would be stronger. Low wisdom means you just don't notice things (Perception) and you don't pick up on things (Sense Motive). That aside, pretending you are playing insane can be fun!

I think some cool domain powers to use to illustrate your madness is to SPREAD your madness to your enemies. Eff with their heads. Two cool ideas for domain powers would be Luck: Curse. Drop -2 to saves within 30ft. They don't get a save. Then use Command on them to make them do whatever you want. I love using Command to make them drop prone, especially when they are surrounded by fellow party members. And since it sounds like most of your party is close combat characters, that would be great for giving them a round of +4 to hit, then extra attacks of opportunity when they stand back up.

Another cool one is Trickery: Deception. When they miss you in close combat you can shift around them (like a mini teleport). If I swung at someone and they vanished, I would think I am losing my mind. Also this helps to position yourself to give your allies flanking bonuses to hit.

Just a few ideas. I say when you find cool things, braid them into your beard. Jingle jangle.

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