I'm playing a level 12 bad touch cleric in Iron Fang invasion and it's actually not too bad. Clerics can get their AC pretty high and after a few well placed buffs/debuffs no one is hitting you anyway.
my normal approach to battle looks something like this:
Use vision of Madness cleric ability, walk up to opponent land touch attack. He is now at a -6 on attack and saves, but a +6 to skills. Then I quicken a Touch of idiocy some other debuff to really ruin his day. At this point his saves are, at best, -7 at worst -10. Next round If the wizard hasn't hit him with a save or suck I will. Then If things get hairy I cast grace and I walk away.
There's a feat called Lunging Spell Touch that works like Lunge for touch spells, and has a Spellcraft 6 requirement rather than BAB 6 requirement, making it easier to get early.
There is also a newish feat called Exotic Heritage that functions as a Skill Focus prerequisite for Eldritch Heritage and lets you get Wildblooded bloodlines. The Warped bloodline for Aberrant trades out the useless Acidic Ray for Warp Touch, another touch ability that dazes. A decent setup for a touch cleric working towards Improved Eldritch Heritage for Long Limbs and further reach.
In addition to a disease cleric, there is the following arcane character for delivering touch spells using reach (open to any race):
Swashbuckler (mysterious avenger) 1/arcanist (blade adept)* 6/eldritch knight X
Swb 1 - Magical Knack (Arcanist); Weapon Focus (Whip)
Arc 2 - Whip Mastery
Arc 4 - Intensified Spell
Arc 5 - Arcanist Exploit (Spellstrike)
Arc 6 - Extra Arcanist Exploit (Eldritch Blade)
EK 1 - Bonus Combat Feat (Improved Whip Mastery)
*- choose whip as the "one-handed piercing or slashing melee weapon" for Sword Bond