Silena Dulare |
I've been pondering my choices... long term. I had originally though of not taking that second level of fighter for Silena...but she certainly seems martial enough to justify it.
Perhaps a... Fig 2 / Clr 9 / Holy Vindicator 1; build?
Meh. For now Cleric 2. Taking the PFS standard 5 hit points for clerics.
For her General Level 3 Feat - Selective Channeling. As a negative channeler... I'm sure you'll all appreciate that.
Jengren Dsustrun |
Any suggestions for a Djinni Bloodline sorcerer?
I'm definitely skill deficient, I usually play characters with a few more skill points to burn.
Yes, I can pick up the mend cantrip Calain if you go the sunder route. I forgot to pick up another 0 level spell at 2nd level anyway.
Any suggestions for my 3rd, 1st level spell? I, also, get another bloodline spell known this level (shocking grasp).
Silena Dulare |
Hey megs! Don't forget us here! :)
Silena Dulare |
Yep! Silena is STILL down -2Con from the viper venom but she is leveled.
Sonya Amir |
Oracle level 3 hit dice: 1d8 ⇒ 6+2 =8
Sonya Amir
Female Human (Keleshite) Oracle 3
NG Medium Humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 21 (3d8+6)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +5, Will +3
Weakness oracle's curses (blackened)
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light crossbow +0 (1d8/19-20/x2)
Oracle Spells Known (CL 3):
1 (6/day) Liberating Command, Murderous Command (DC 15), Burning Hands (DC 15), Detect Undead, Cure Light Wounds, Sun Metal (DC 15)
0 (at will) Stabilize, Detect Magic, Mending, Create Water, Light
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Extra Revelation, Lightning Reflexes, Selective Channeling
Traits Faithful Feedback, Strength of the Sun
Skills Acrobatics +0 (-4 jump), Bluff +5, Climb -2, Diplomacy +11, Disguise +5, Escape Artist +0, Fly +0, Heal +6, Intimidate +5, Knowledge (religion) +6, Ride +0, Sense Motive +6, Spellcraft +6, Stealth +0, Survival +4, Swim -2, Use Magic Device +7
Languages Common, Kelish
SQ mysteries (life), oracle channel positive energy 2d6 (5/day) (dc 15), revelations (life link [3 bonds, 130'], oracle channel positive energy, safe curing)
Combat Gear Potion of cure light wounds (2), Wand of cure light wounds; Other Gear Masterwork Kikko armor, Crossbow bolts (10), Light crossbow, Backpack (empty), Bedroll, Hot weather outfit, Trail rations (5), Waterskin, 20 GP, 4 SP
--------------------
Special Abilities
--------------------
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Faithful Feedback Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Life Link (3 bonds, 130') (Su) Bond drains your HP to heal others.
Oracle Channel Positive Energy 2d6 (5/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.
Strength of the Sun +1 CHA-based checks during the day.
--------------------
Are we ready to set camp or are we waking after a nights rest?
Jengren Dsustrun |
Jengren Dsustrun
Male Human (Keleshite) Sorcerer 3
CN Medium Humanoid (human)
Init +8; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (3d6+9)
Fort +3, Ref +3, Will +4; +1 trait bonus vs. electricity
Resist electricity 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 (1d4-2/19-20/x2) and
Shock Biter +0 (1d4-1/19-20/x2) and
Sickle -1 (1d6-2/x2)
Ranged Sling +3 (1d4-2/x2)
Sorcerer Spells Known (CL 3): DC14+spell level
1 (6/day) Mage Armor, Shocking Grasp, Color Spray (DC 15), Magic Missile
0 (at will) Acid Splash, Detect Magic, Message, Light, Breeze
--------------------
Statistics
--------------------
Str 7, Dex 15, Con 14, Int 10, Wis 12, Cha 18
Base Atk +1; CMB -1; CMD 11
Feats Eschew Materials, Improved Initiative, Spell Focus (Evocation), Toughness
Traits Genie Blood (Human - Kelshite) (Air), Reactionary
Skills: Acrobatics 2 (2 A), Appraise +4 (1R+3C), Bluff +9 (4A+2R+3C)(+10 vs. creatures with the air subtype), Climb -2(-2A), Diplomacy +4 (4A) (+5 vs. creatures with the air subtype), Escape Artist 2 (2A), Fly +5 (2A+1R+3C), Intimidate +8 (4A+1R+3C) (+9 vs. creatures with the air subtype), Perception +2 (1A+1R), Ride 2 (2A), Sense Motive +1 (1A) (+2 vs. creatures with the air subtype), Spellcraft +6 (3R+3C), Stealth 2 (2A), Swim -2 (-2A), Use Magic Device +10 (4A+3R+3C)
Languages Common, Kelish
SQ bloodlines (djinni), electricity ray (1d6+1) (7/day)
Combat Gear Oil (3); Other Gear Shock Biter, Dagger, Sickle, Sling, Sling bullets (10), Backpack (14 @ 22.12 lbs), Bedroll, Belt pouch (4 @ 3.5 lbs), Candle (3), Flint and steel, Lamp, Magnet, Sack (empty), Scroll case (empty), Soap, Spell component pouch, Trail rations (4), Waterskin (3), Whetstone, 40 GP, 9 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Electricity Ray (1d6+1) (7/day) (Sp) - 0/7
+1 Dagger –“Shock Biter” - 0/1
Sling bullets - 0/10
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Djinni You were born with the power of air genies, and the magic of the djinni is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's descriptors to match this energy type.
Electricity Ray (1d6+1) (7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this this ability a number of times per day equal to 3 + your Charisma modifier.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Everything's finally updated.
Calain |
I checked earlier and everybody seemed cool with my rebuilding Calain to go Barb inquisitor.
Just posting my build idea here
2 levels of WILD RAGER (rage power moment of clarity)
A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian's level + the barbarian's Charisma modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused.
Wild Fighting (Ex)
At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.
What this does is effectively give CALAIN unlimited rage rounds while confused. And an extra attack on full attacks.
NOW - read the confusion spell. If Calain is in combat and is confused he AUTOMATICALLY attacks the last foe that attacked him. Which is what we want anyway.
His next level and all future levels are INQUISITOR of Groetus (WITCHUNTER) MADNESS DOMAIN.
This will give him a FAST WILL PROGRESSION.
The danger to the party exists when there are no more enemies to fight.
However CALAINS CHA sux so the save is 10 and will not get any harder. That is a relatively easy save at level 3 (so 85% successful) and only gets easier with more levels (95% successful at level 4 when I drop a point boost into wis)
The risk is failing a save and attacking a party member ONCE (since the chance of blowing 2 saves in a row with 85% or better success rate is REALLY small), particularly is everyone is happy to stay 10feet away from Calain wherever possible.
What this gives you is a perma-raging Inquisitor (can still use judgements and spells no prob)
1-Fast Movement, Rage 8rds/day, Uncontrolled Rage, Power Attack, Iron Will
2- Wild Fighting , Moment of Clarity
Inquisitor
3- Madness Domain, Judgement, Stern Gaze, Extra Rage power: Knockdown
This means his save at level 3 is +2 (base)+2 (feat)+2 (Trait)+1 (Wis)=+7 on a DC10 save vs the confusion effect.
Next level is will be +9 (so only fail on a 1.)
Opinions?
Calain |
Yep.
Now he effectively has UNLIMITED rage rounds (since CONFUSED foes auto attack whomever hit them last.)And with a +8 vs confusion and a dc of only 10 there is only a 5% chance of failing the save when I am confused and NOT being based by an enemy.
This is FURTHER reduced because there are 4 possible CONFUSED actions, only one of which is hit your friends.
In exchange I have a RAGING INQUISITOR!!
Silena Dulare |
I'm sort of waiting for Sonya to make a post...which is why I've been a little silent...
Calain |
I really am not feeling Calains char build.
And I am just playing the char, with the antagonistic thing with Silena.
Thinking I'll retire him and go with something better for party cohesion if that's cool.
The easy thing is to swap him with a Camp guard.
Probably a Ranger. That way we get a Scout fighter.
Let me know if this is annoying anyone.
My life has been soooo up and down with the work issue.
I have found a job (6 month contract)
But need to move states to do it.
Calain |
Just bouncing ideas.
I think we need another Melee. An animal companion would be awesome.
Calain becomes a Half-Orc.
Switch his worship to Erastil.
Feather domain.
In a level or two he gets a Badger Animal companion rage buddy.
Long day. Early to bed. I''ll try to settle on something.
Gotta get out of this depression.
Silena Dulare |
lol. Its all cool Calain... Silena has a sharp tongue when riled. Glad you found work!! :)
I'm personally STILL looking for work and it blows I know!
But damn... I know its not EVER something easy when you have to pick up roots and move to a different state... that sucks! Yet its still not permanent... grrrr that's even more frustrating.
Calain could still work, Silena does not hate him she is just annoyed right now with what has happened.. as she feels more4 scouting could have been done first in the battle market THEN if Calain on leaving wanted to 'snatch' Umdrella she would have rolled her eyes but not been nearly as annoyed.
He was making progress but doing something so short-sighted in her opinion and then calling her Sil so familiarly when she had specifically only told Sonya she could be so familiar with her really was too much for her to take... quietly. lol. She is so upset currently she has let pass Jengren doing the same... but he is not as argumentative... well more that Jengren though he may disagree with Silena he doesn't resort to insulting her to her face over their difference of opinion - like Calian is want to. Silena IS a proud noblewoman... as least in her mind and she has no compunction against being rude in return for rudeness..unlike a certain paladin of our acquaintance. But Silena would not resort to such replies normally if met with respect and civility... but make no mistake she has a sharp.
In truth Silena thinks Calain is kinda neat... when he's not being a super-male, wool-head. Silena is no pacifist, mercy giver... she likes a bit of mayhem violence herself... but has the self-control only to indulge in it when it is conducive to her goals.
Play what you want... I'm only playing Silena as her personality would dictate. But I understand when you have character block..lol!
Calain |
Swapped Madness Domain for Animal (feather) subdomain.
Worships Ketaphys and is gonna be all I am a 'Hunter' rp.
Think I mentioned Groetus only once.
Plus Calain hasn't cast a single spell yet.
Gonna look for a 'half-orc' looking photo.
Calain |
Thanks guys, you have all been very understanding.
Changes- Calain is a half-Orc with the SKILLED racial trait. Replaces Ferocity.
He lost a feat.
Worships Ketaphys, god of hunting. (But in story is just discovering his faith. I imagine in a pantheon, people chose gods who fall in line with their own heart.)
Silena Dulare |
I'm letting you folks set the setting here at the monastery for as a player.. I've never been to this particular setting in the game as yet - you all know it better than I do. So.. post when you can.
Silena Dulare |
Question - Megan, at the Monestery can we purchase replacement supplies ... specifically scrolls, potions, and alchemical supplies?
Also can we trade-in loot we have for the gold value or even get new enchanted gear if we have enough gold?
Megan Robertson |
Only in a limited way, the monastery was a complete ruin inhabited by pugwampi and baboons until the rest of the party cleared it out. The pugwampi remain, having decided that Calain is a god (!), but the baboons have bolted. Now Lady Almah and her entourage have moved in, but they had been previously travelling as a rather grand caravan, so do not have a great amount of resources to sell to you, nor gold to buy from you. There is a priest who might be able to help with healing, but no magicians.
Silena Dulare |
ok, that's too bad. Guess we're going to collect a bunch of loot we can't use.