| Akerlof |
I'm looking into making a CN gnome evangelist cleric of the Lantern King with the Madness domain and using the alternate channeling ability. I'll focus on debuffing/confusing/controlling enemies while simultaneously buffing my party in combat, but I'm not sure how well it will work out, especially when using save or lose enchantments. Here's my build:
PFS legal, 20 point buy
Evangelist Cleric
Stats:
STR: 05 (-3) (Egads! How can I avoid this?)
DEX: 10 (+0)
CON: 15 (+2)
INT: 13 (+1)
WIS: 17 (+3)
CHA: 16 (+3)
Racial Traits:
Gift of Tongues: +1 to Bluff and Diplomacy, get 2 languages for every rank of Linguistics, Replaces Hatred and Defensive Training
Magical Linguist: +1 to Save DC of spells with "Language Dependant" descriptor or that create symbols, writing, etc. +2 on saves verses those spells, replaces Gnome Magic spell list. Replaces Gnome Magic and Illusion Resistance.
(Maybe)Darkvision: Replaces Low Light vision with Darkvision. Replaces Keen senses and Low Light Vision. I'm not sure that darkvision is worth 2 Perception.
Traits:
Dangerously Curious: UMD as a class skill.
(Maybe)Charming: +1 to save DCs on Language Dependant spell saves if the target could be attracted to me. (Not sure how much table variation I would get on this.)
(Maybe)Sacred Conduit: +1 to Channel Energy DCs.
Feats:
Level 1: Spell Focus: Enchantment
Level 3: Selective Channeling
Level 5: Improved Channel
Level 7: Greater Spell Focus: Enchantment?
Class Features:
Madness Domain:Touch attack without save that grants half my level as a bonus to Attack Rolls, Saves, or Skill Checks, and grants the same as a penalty to the other two. Evangelist only gets 1 domain.
Alternate Channeling: Madness Domain When I channel to harm, creatures must make a will save or suffer the effect of the Confusion spell for 1 round. I only harm or heal 1/2 as much as I would if I channeled normally. Evangelists don't get channeling until level 3, hence selective channeling then instead of at level 1.
Sermonic Performance: Evangelists gain bardic performances that they can use with Perform: Oratory. They get countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
Spontaneous Casting:Evangelists don't spontaneously cast heals, instead they get: Command (1), Enthrall (2), Tongues (3), Suggestion (4), Greater Command (5), etc.
Skills: 3 points/level
Diplomacy: 7 at level 1
Perform (Oratory): 7 at level 1
Use Magic Device: 8 at level 1
Linguistics: 2 at level 1 (Using my favored class bonus this time to get as many languages as possible for my language dependant spells.)
Save DCs:
General Spells: 10 + 3 + Level
Enchantment Spells: 10 + 3 + 1 + Level
Enchantment Spells with Language Components: 10 + 3 + 1 + 1 + Level = 16 for Command, Probably 21 for Suggestion at level 7
(Enchantment Spells with Language Components against people attracted to me: 10 + 3 + 1 + 1 + 1 + Level)
Channel: 10 + 3 + 1/2 level (+1 with the trait) (+ 2 after level 5) = 13/14 @ level 1, probably 19/20 at level 5
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So, my questions are:
1.) How are my spell DCs? Good enough? A little on the low side? Higher than necessary? I've never played a caster who targeted saves, so I don't know how to judge them.
2.) What can I do about my stat array? The 5 strength thing really worries me, but I want that extra skill point, but even Ant Haul will not give me much carrying capacity. I was thinking about UMDing a wand of Truestrike to help land Touch of Madness, but that eats up two rounds. I can keep Con at 14 and Int at 12 and get a 6 Str, but the only difference there is that I have 1 more point of damage I can take from a shadow before dying. Another array I thought of was Str 8, Dex 10, Con 14, Int 10, Wis 16, Cha 16 but that doesn't scale as well with level and puts my saves 2 behind people who start out with a 20 in their casting stat. I really, really want a 17 Wis (for save DCs) and 16 Cha though.
3.) How are my feats? Do I need something like Lingering Performance? Is 7 rounds +2/level enough? What about the feats to increase my save DCs, are they worth it? Should I be taking different feats, like metamagic feats or Quick Channel or bardic performance related things?
4.) How are my traits? Are there others that are better than the "maybes" I have listed? I have a boon that lets me add a third trait, is this a good character to apply that to?
5.) Channeling? Do I need to channel negative energy to make my channel's "harm" effect affect living creatures? In other words, if I channel to harm, do I have to actually harm the creature in order for the secondary effect to take place?
6.) What am I missing? Any other advice?
| Ethereal Gears |
I'm just thinking you'll want some more balanced stats. Now, I'm not going to try to talk you out of playing a pure caster cleric, because that's obviously what you've your heart set on with your whole character concept. But I'd at least advise paring down your stats to boost dex some and take weapon finesse, alternatively just boosting str for more feat economy but less defensive capacity. Clerics aren't in dire need of great reflex saves or a high dex score to add to ac, so arguably the latter is better. This'll at least boost your touch attacks. I'd also recommend getting a weapon and some armor and least prepare yourself somewhat for melee if it ever gets to you. Just some initial thoughts. I'll ponder this further. Hope I can be of some scant assistance.
| Akerlof |
I'm just thinking you'll want some more balanced stats. Now, I'm not going to try to talk you out of playing a pure caster cleric, because that's obviously what you've your heart set on with your whole character concept. But I'd at least advise paring down your stats to boost dex some and take weapon finesse, alternatively just boosting str for more feat economy but less defensive capacity. Clerics aren't in dire need of great reflex saves or a high dex score to add to ac, so arguably the latter is better. This'll at least boost your touch attacks. I'd also recommend getting a weapon and some armor and least prepare yourself somewhat for melee if it ever gets to you. Just some initial thoughts. I'll ponder this further. Hope I can be of some scant assistance.
The thing is, the evangelist gives up medium armor and shield proficiency to pick up bardic performances. So I can't really pick up much more armor without burning a feat or two. I was planning on getting a wand of Mage Armor and maybe one of Shield and UMDing those.
But I do get to buff my team like a bard while I'm debuffing enemies like both a bard and a cleric all the while being a walking Confusion bomb. That's pretty cool, imo.
I'd like to get more balanced stats, but I'm not sure where to get them from. I might have to lose some int, but that will really cut into my skills (and even hit points since I'll end up using my favored class bonus for skills instead, at least some of the time.) The only real touch attack I see myself using is my Touch of Madness domain power, all the other offensive spells are enchantments that don't require attack rolls. Dropping to 14 Con only saves me 1 point out of the 20 point buy, 15 Cha only 2, that leaves me with Str 7, Dex 10, Con 14, Int 13, Wis 17 and Cha 15. Put my level 4 bum into Wis and my level 8 bump into Cha. I'd much rather have my level 8 bump be to Con and already have a 16 base Cha, but that might be asking to have my cake and eat it too.
A lot of the stat choices come down to: How much Wis do I need to be effective with all the things I'm throwing around that require saves?