Bad Touch Cleric advices


Advice


Cleric:

Human cleric of Cthulhu 10
CN Medium humanoid (human)
Init +3; Senses Perception +7
Aura aura of madness (30 ft., DC 22, 10 rounds/day)
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 19 (+6 armor, +2 deflection, +1 Dex, +1 natural)
hp 78 (10d8+30)
Fort +12, Ref +7, Will +17; +2 insight bonus vs. mind-affecting
Resist guarded mind; SR 15
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 conductive adamantine lucerne hammer +9/+4 (1d12+2)
Special Attacks channel negative energy 1/day (DC 13, 5d6), part the veil
Domain Spell-Like Abilities (CL 10th; concentration +17)
10/day—vision of madness (+/-5)
Cleric Spells Prepared (CL 10th; concentration +17)
5th—nightmare[D] (DC 22)
4th—confusion[D] (DC 21)
3rd—fly[D]
2nd—touch of idiocy[D]
1st—lesser confusion[D] (DC 18)
0 (at will)—detect magic, light, mending, read magic
D Domain spell; Domains Madness, Void
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 14, Int 10, Wis 24, Cha 7
Base Atk +7; CMB +8; CMD 21
Feats Bouncing Spell[APG], Channel Smite, Combat Reflexes, Guided Hand[UC], Persistent Spell[APG], Reach Spell[APG]
Traits reactionary
Skills Heal +12, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +9, Knowledge (religion) +9, Spellcraft +13
Languages Common
Other Gear spell resistance (15) mithral breastplate, conductive adamantine lucerne hammer.
--------------------
Special Abilities
--------------------
Aura of Madness (30 ft., 10 rounds/day, DC 22) (Su) 30' aura confuses opponents.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 5d6 (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Void) Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Guarded Mind (Ex) +2 Save vs. mind-affecting effects.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Part the Veil (5/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Spell Resistance (15) You have Spell Resistance.
Vision of Madness (10/day) (Sp) With a melee touch attack, target gains +5 on attack rolls, saving throws, or skill checks and -5 on the others.

Can you suggest me the best spells? And the best equip, i always have 12758 golds, we use the autobonuses progression from unchained.
Can you tell me if the build is a good one? I don't want to feel underpowerd with my other friends( my first time cleric).


Looks solid enough. But I did notice these.

For a 10th level character, he has low AC. For a touch-combat-range 10th level character, he has really really low AC. You'd die in about 2-4 rounds in melee against 10th level monsters.

Have you considered the Holy Vindicator prestige class? They definitely have more of a combat/channel focus going on, but it could be adapted to fit into it with this build.

I'd spread his stats more. That's a lot of investment in Wisdom, which has led to low AC, lowish hitpoints, and really bad hit chance(my 8th level rogue has +11 to hit with two-weapon fighting, and most fighters will have better chance than +9 far before then). He's a cleric, but he's definitely a combat character, so keep that in mind when building him. Without Strength or Dexterity, even your touch attack will have a hard time landing.

If you go with the aforementioned prestige class, definitely get better Charisma.


IQuarent wrote:

Looks solid enough. But I did notice these.

For a 10th level character, he has low AC. For a touch-combat-range 10th level character, he has really really low AC. You'd die in about 2-4 rounds in melee against 10th level monsters.

Have you considered the Holy Vindicator prestige class? They definitely have more of a combat/channel focus going on, but it could be adapted to fit into it with this build.

I'd spread his stats more. That's a lot of investment in Wisdom, which has led to low AC, lowish hitpoints, and really bad hit chance(my 8th level rogue has +11 to hit with two-weapon fighting, and most fighters will have better chance than +9 far before then). He's a cleric, but he's definitely a combat character, so keep that in mind when building him. Without Strength or Dexterity, even your touch attack will have a hard time landing.

If you go with the aforementioned prestige class, definitely get better Charisma.

With guided hand i use wis for hitting and not str, and i need a good wis because the badtouch cleric is a save or suck.

Fir the Ac how can i get a better one?


Combat Reflexes is pretty much a wasted feat here. You can find something better to do with that feat slot.


Cleric worshipper of a Great Old One or Outer God ??...... Dreamed Secrets is an ABSOLUTE MUST


Silver Surfer wrote:
Cleric worshipper of a Great Old One or Outer God ??...... Dreamed Secrets is an ABSOLUTE MUST

That's really a good feat!


Get a Spell Storing weapon to put an inflict spell in. It goes well with when you attack, channel smite and release your stored spell all into the same target.


Chelios wrote:
Fir the Ac how can i get a better one?

-Always get +2 armor, for starters. Only 4000 added cost. So worth.

-Wand of shield of faith (caster level 5 or higher) and/or just preparing it yourself works.

If you're going with touch attacks what's with the super pricey weapon? Just because of guided hand? Honestly it may be best to definitively pick ranged or not ranged and just stick with that. "Curse" spells (such as bestow curse) or touch attack spells that limit mobility could be very useful. Have I mentioned that Blindness/Deafness is amazing? Cuz' its amazing.

-I still recommend spreading your stats just a little bit more. There will be a time when having below 14 stats on everything but Wisdom will hurt you. Raising your Con could be useful(more hit points better fort save and harder to kill), and Dex would make your Ref save, initiative and AC better, which look to be your biggest weaknesses. A higher Dex for this build would be MASSIVELY useful and would cost very little for the point buy.

-Seriously though, why is your attack so low? +9/+4? Shouldn't it be at least +14/+9? BAB+Wis+whatever else?

-I agree with Combat Reflexes being a waste of a feat. If nothing else you can take Dodge(+1 AC all the time). Or Toughness. Or Improved Initiative.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Bad Touch Cleric advices All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice