WotW - Build advice for an Asmodean cleric [1-20]


Advice


Hello everyone. Been awhile since I've asked for build advice, but I've stepped outside my comfort zone with our group venturing into Way of the Wicked this week.

During character creation, I named my character Melkor. Thinking it sounded vaguely familiar, I double-checked on google, and found that I had been right. Melkor(AKA Morgoth) was of course the supremely evil lord of stompy ickyness in Tolkien's Silmarillion. Now I want to live up to my character's name.

Below you will find my character posted with his level 1 stats. Since we're gonna be using Ultimate Campaign material in this campaign, my plan is to make a beeline for Leadership, and otherwise attempt to become as personally powerful as possible. I have next to no experience playing a cleric, and no experience at all, playing an evil one. I would like your advice on how to make this character a dangerous, tolkienesque powerhouse, and would very much appreciate help with feat selection, skill selection, item selection as well as general pointers on strategy, go-to spells and what you would do to really build up a dangerous world-threatening villain.

Lastly do note that I have not read Way of the Wicked, and as such I'm not sure where the adventure will take us. So I cannot say for certain whether this idea will be truly viable in the campaign, but I'd still like your advice for doing this. Note that I'd very much like you to avoid spoilers :)

Melkor - Wordbearer of the Dark Prince:

Melkor
Male human Cleric of Asmodeus 1
LE medium humanoid
Init -1 Senses Perception +10
Languages Taldane, Infernal, Elven, Draconic
DEFENSE
AC 9, touch 9, flat-footed 10 (-1 dex)
HP 11 (1HD+3)
Fort +5, Ref -1, Will +7
Defensive Abilities -
OFFENSE
Speed 30 ft. (6 squares)
Melee -
Ranged -
Special Attacks Channel Negative Energy (30ft burst; DC 16; 1d6+2 dmg) 5/day
Spells Prepared (CL 1; Concentration +6)
1st – Sanctuary (DC 16), Charm Person (DC 16)(2), Murderous Command(DC 16),
0 - Create Water, Detect Magic, Enhanced Diplomacy
STATISTICS
Abilities Str 16 (+3), Dex 8 (-1), Con 16 (+3), Int 16 (+3), Wis 20 (+5), Cha 15 (+2)
Base Atk +0; CMB +2; CMD 12
Traits Sacred Conduit, Consorting with the Dark Powers, Veteran Forest Guide, Pride(drawback)
Feats Arisen(Story Feat), Selective channeling,
Skills Appraise, Craft, Diplomacy +6, Heal, Knowledge (Arcana) +8, Knowledge (History) +7, Knowledge (Nobility), Knowledge (Planes) +8, Knowledge (Religion) +7, Linguistics, Perception +10, Profession, Sense Motive +8, Spellcraft +7, Survival +7.
SQ Aura (Evil), Channel negative energy (DC 16;1d6+2), Domain(Evil-Devil; Law-Slavery)
Combat Gear Other Gear Gear not carried
Encumbrance light 76 lbs. medium 153 lbs. heavy 230 lbs. Weight Carried lbs.
SPECIAL ABILITIES
Domain spells (Evil:Devil; Law:Slavery): 1st – Command, Charm Person; 2nd – Align weapon (Law/Evil); 3rd – Suggestion, Magic Circle against Chaos; 4th – Order’s Wrath, Unholy Blight; 5th – Dispel Good, Dominate Person; 6th – Hold Monster, Planar Binding; 7th – Blasphemy, Dictum; 8th – Unholy Aura, Shield of Law; 9th – Summon Monster IX (Law/Evil);

Hell’s Corruption(Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Touch of Law(Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil(Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Master’s Yoke(Su): At 8th level you can attempt to assert your dominance over any visible creature within 30 feet by declaring the target your property. The target can resist this effect with a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the target fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 your cleric level, save that the target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. This is a language-based mind-affecting effect.

Put to Purpose(Arisen Story Feat, Changed): While returning you from the dead, your god filled you with dark purpose and malice. His words still echo in your head “Dominate, Subjugate, Command”. Benefit - Defiant surge: Increase the DC and damage of your channel energy ability by +2. Goal: You meet in person and hear the words of your deity. Completion: You gain a +2 bonus on saves vs Death effects and Fear effects, in addition the DC of your mind-affecting and compulsion spells increase by +2;

I put the 8 in dex and the 18 in wis, and rolled a godly line of stats for the rest, so there's a really solid foundation I should think :) Also if the skillpoints does not seem to add up, we have 2 extra per level

Note that the Arisen story feat has been rewritten. This has been approved by the GM.

Thank you all in advance for your advice and input.

-Nearyn


If you want Leadership, put 16 in Cha, and then 15 in Dex and the 8 in Intelligence.

At least, that's what I would do.


Lastexile0 wrote:

If you want Leadership, put 16 in Cha, and then 15 in Dex and the 8 in Intelligence.

At least, that's what I would do.

I would, but Way of the Wicked gives you an 8 and an 18 to place where you want, and then you roll the rest of your stats in order. So my 15 goes in charisma, no matter what. Though I could change my +2 bonus from being human to charisma?

-Nearyn


Ah. Okay then. If you wanna rely more on Leadership than spellcasting then by all means put the +2 in Cha.


Aaaaaand ... bump!

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