| Sacob |
So I'm very likely spreading myself too thin. My character concept is caster cleric, but able to deliver touch attacks via my weapon, hence magus 6.
My stats are, currently (dwarf modifiers listed but not added in)
13
10
14 (+2)
12
18 (+2)
7 (-2)
So channeling isn't exactly my forte. Cleric of torag, big on the war hammer, devilbane priest archetype (heavy armor, bonus spell pen feats)
Feats required:
Combat casting
Power attack
Weapon focus war hammer
Channeling smite
Guided hand
Bouncing spell
And my weapon will be guided, to add wis to dmg. If I focus on magus spells without somatic components, I can rock the heavy armor with spell strike, and try to deliver big bad touch attacks.
The problems I see with this are mainly my cleric caster level will be too low to be useful in higher encounters, and that the build takes a while to ramp up. I would appreciate some brutal criticism along with suggestions on how to make the build concept functional. Thank you!
| Dread Knight |
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Spellstrike only works with Magus spells if you want to use your weapon to deliver touch spells as a Divine Caster you'd want the Blessed Hammer feat instead.
| Cap. Darling |
Spellstrike only works with Magus spells if you want to use your weapon to deliver touch spells as a Divine Caster you'd want the Blessed Hammer feat instead.
he Can get a arcana that make it work with cleric spells but it is still gonna suck.
Edit:But going all cleric and using blessed hammer May make sense:)| Cap. Darling |
Blessed hammer is exactly what I'm looking for, thank you! I'm debating on whether power attack is worth it for this build, I expect to be doing a fair amount of melee, but pa on a 3/4 seems counter intuitive to me
Get the Fates favored trait that Way divine Favor Will give you +2 to hit from level 1. And your buffs Will out pace the -to hit from PA. But it is only really worth it if you use the hammer two handed, unless you get to hit very High.
Magda Luckbender
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Short Answer: No. It's not worth it.
Long answer: You are spreading yourself too thin. A low level Cleric lacks enough spells to be any sort of caster. At high levels there's little point to a Cleric whacking things with a weapon. Why do a melee attack, when you could Summon a pride of pouncing Dire Tigers that will absorb and inflict far more damage than could your PC.
Perhaps either be a Magus, or be a Cleric. Magus-Cleric is not going to work out well.
You say this character is supposed to be a caster cleric. If that's the case, maybe don't spend any significant build resources trying to whack things with a stick. Perhaps put resources into being a better caster, instead. The Prime Directive of optimizing a spell caster is never give up a caster level. You're on track to give up 6 caster levels. That alone makes you not a primary caster.
What's the point of using Guided Hand to hit a little better, when you do so little damage? Same goes for all those Magus levels: those only make sense if you want to be good at hitting things with a stick while also casting spells. Re. Power Attack on a 3/4 Caster, that certainly can work well but, again, you have to build to whack things. Are you going to whack things with a stick, or are you going to cast spells?
I suggest you rebuild as either a primary caster, which does castery things, or rebuild as a martial who does some spells. Right now you're spread too thin to be truly good at either.
| Dread Knight |
What's the point of using Guided Hand to hit a little better, when you do so little damage? Same goes for all those Magus levels: those only make sense if you want to be good at hitting things with a stick while also casting spells. Re. Power Attack on a 3/4 Caster, that certainly can work well but, again, you have to build to whack things. Are you going to whack things with a stick, or are you going to cast spells?
Sacob also said they were getting the Guided weapon enchantment so it'll be Wis to damage too.
| Cap. Darling |
On the bright side, from cleric level 7, you can blood crow strike with spell combat.
If you buff up before, getting two full attack routines could be quite fun.
even if that worked it would lock him in using unarmed strike. And he would need flurry from somewhere to really kick it of. Why is that a bright side?
| Cap. Darling |
It's not like anybody really cares about the base dice. You are also half magus, you probably have a rime'd whatever on your punches as well. Haste makes that 6 times, if you can pull Medusa's wrath off somehow, 10 times.
But it doesn't work anyway so it's not like it matters.
A touch Spell that you hold goes away if you cast a new spell. Unfortunatly.
| galahad2112 |
What sort of stat allocation did this character use? I count it as a 23 point buy, which is kind of... odd... Of course, I may have missed something.
You're putting WAY too much into wisdom. Just tucking it back 1 point lets you actually have a DEX mod (which is HIGHLY recommended) and boost your charisma so that you can actually USE the Channel Energy class feature. Sure, it's only 1/day, but that's infinitely better than not at all.
For feats, why bother taking Guided Hand and Channel Smite? The Guided weapon property already lets you use WIS for attack and damage, and you wouldn't even be able to use Channel Smite, as you can't actually channel...
The Blessed Hammer feat is totally the way to go. Many thanks for pointing this feat out, and also I now know about the Devilbane Priest archetype, which seems just fantastic (trade one domain for a laundry list of goodies? YES PLEASE!)
Power Attack on this build is...OK. You most likely WON'T be using your warhammer 2-handed, so the return on damage is not all that much. See how you're doing damage-wise at lv.6. If you think that an extra 4 points (at a cost of -2 to your attack rolls) will be worth it, then take Power Attack at lv.7. Otherwise, don't worry about it.
As an aside, if you use the Bouncing Spell feat on a spell delivered with the Blessed Hammer feat, assuming that Bouncing Spell is relevant, would you get to attack another adjacent enemy with your warhammer to deliver the spell?
| Ravingdork |
The problems I see with this are mainly my cleric caster level will be too low to be useful in higher encounters, and that the build takes a while to ramp up. I would appreciate some brutal criticism along with suggestions on how to make the build concept functional. Thank you!
To alleviate your caster level concerns, I recommend doing the following:
First, take the Magical Knack (cleric) trait, which boosts your effective caster level by 2, to a maximum of your Hit Dice. This effects the spells' variables, but not your spell slots per day, or the level of spells you can cast.
Then, join a Spellcasting Guild (Inner Sea Magic) and work your way up the organization's ranks to get Esoteric Training. If you get high enough, you gain a +1 caster level boost to one class and a +3 caster level boost to a second class; to a maximum of your character level. Unlike the trait above, the organization benefits increases YOUR ACTUAL CASTER LEVEL. Not only do your spells' variables increase, so too do your spells known/spells per day as well.
Between the two benefits, that's a +1 to one class, and a +5 to another or, if you want, a +3/+3 CL split.
So though you have a magus 6/cleric 14, you will be able to cast 3rd-level magus spells at CL 7 and 9th-level cleric spells at CL 19. Not too shabby if you ask me. The work up to it is still gonna' be hard, but man does it take some of the edge off.
Assuming the GM follows the average organization progression by level recommendation from Inner Sea Magic, you can have those organizational benefits as early as level 7.
I hope that helps.