Jorin |
This is one of the 2 concepts I am building for some as yet unknown PbP campaign. The possibilities were discussed here . This one in the least detail.
The straight support cleric is too close to a life oracle I am currently running. Battle and archer clerics just don't do anything for me. If I want to melee or shoot, cleric isn't where I would head. I would think the undead army cleric will have problems getting accepted in a goup. Ss what I'm thinking is a 'bad touch' cleric as defined in Tark's guide. As secondary, he would have the out of combat healing ability. Currently looking at 2 ways of doing this. Could always prepare the buff spells but that would not be the focus.
From reading Tark's guide, I've kinda heading toward 2 possiblities.
1) CG or NG, worship Desna, with luck and travel or luck and liberation. Seems like it would be pretty easy to get picked. The domains powers have a lot of stron defensive potential to keep me alive. They don't really seem to strengthen the offensive 'bad touch' concept. But staying alive is great. Weapon is versitile if not great. Spells are decent if nothing special.
2) CN, worship Groteus, with madness and void domains. The domain powers would really augment the 'bad touch' concept. Spells include several arcane that I wouldn't normally have access to. But I am concerned that an end of the world prophet may have a hard time getting picked to join a campaign.
Which do you think would be better for PbP and how would you build it?
Roycilo |
Well, while you may not get a lot of fans as an End-of-the-World prophet, I imagine that the roleplaying capacity would be great. Could be great. Even more so if you can work with the GM as a worshipper of Groteus who feels that he is serving his god best by NOT helping the world end. Since Groteus could very well be consumed in the end of the world he helps bring about. Sort of a saving-your-god-from-himself kind of madman. I'd watch that movie.
Gronk de'Morcaine |
Ok, here is a first pass at de-buffing cleric of Groteus
Cleric
Alignment: Chaotic Neutral
Worship: Groteus with Void and Madness domains
Race: Half-orc
Str: 14, Dex: 14, Con: 12, Int: 12, Wis: 16, Cha 7 (15 point buy)
Languages: Common, Orc
HP: 9 (8+1)
Fort: +3 (base +2, con +1)
Refl: +2 (base +0, dex +2)
Will: +5 (base +2, wis +3)
javelin: atk +2, dam d8+2, crit 20/x3
flail: atk +2, dam d8+2, crit 20/x2
dagger: atk +2, dam d4+2, crit 19-20/x2
Half-Orc: +2 to one ability score (wisdom for Gronk)
Half-Orc: acute darkvision 90'
Half-Orc: shamman's apprentice (gain endurance)
Half-Orc: orcblood
Half-Orc: chain fighter (prof flails)
Trait: ?
Trait: ?
Cleric: channel positive energy and spontaneous cure spells
Void domain: guarded mind +2 saves vs mind-affecting
Madness domain: vision of madness - +1/2 lv attack, save, or skill and -1/2 lv on other 2, use 3+wis mod each day
favored class bonus to vision of madness uses
feat bonus: endurance
feat: dodge
-4 = acrobatics (ranks 0, dex +2, acp -6)
+1 = appraise (ranks 0, int +1, class 0)
-2 = bluff (ranks 0, cha -2)
-4 = climb (ranks 0, str +2, acp -6)
+1 = craft (ranks 0, int +1)
-2 = diplomacy (ranks 0, cha -2, class 0)
-2 = disguise (ranks 0, cha -2)
+2 = escape artist (ranks 0, dex +2)
-4 = fly (ranks 0, dex +2, acp -6)
+3 = heal (ranks 0, wis +3, class 0)
-2 = intimidate (ranks 0, cha -2)
+1 = know arcana (ranks 0, int +1, class 0)
+1 = know history (ranks 0, int +1, class 0)
+1 = know nobility (ranks 0, int +1, class 0)
+1 = know planes (ranks 0, int +1, class 0)
+5 = know religion (ranks 1, int +1, class 3)
+1 = linguistics (ranks 0, int +1, class 0)
+3 = perception (ranks 0, wis +3)
-2 = perform (ranks 0, cha -2)
-4 = ride (ranks 0, dex +2, acp -6)
+7 = sense motive (ranks 1, wis +3, class +3)
+5 = spellcraft (ranks 1, int +1, class +3)
-4 = stealth (ranks 0, dex +2, acp -6)
+3 = survival (ranks 0, wis +3)
-4 = swim (ranks 0, str +2, acp -6)
-2 = use magic device (ranks 0, cha -2)
morning star
breastplate
heavy shield
lesser confusion, feather fall
touch of idiocy, levitate
rage, fly
confusion, lesser planar binding
nightmare, overland flight
phantasmal killer, planar binding
insanity, reverse gravity
scintillating pattern, greater planar binding
weird, interplanatary teleport
2:
3: mobility
4: +1 wisdom
5: reach spell
6:
7: spring attack
8: +1 wisdom, Void-part the veil, and Madness-aura of madness
9: bouncing spell
10:
11: craft staff
What do you think?
I was also thinking about taking a level of barbarian. Does that sound good?
Gauss |
Some of the best 'bad touch' spells are in the necromancy school. If you are really going to focus on that then go with some Spell Focus feats to really boost the save DCs.
I have a Cleric of Desna 'curse' build that is similar.
Luck domain with the subdomain Curse.
Levels 5 and 7 going for Spell focus Necromancy tree (can be done earlier)
Use Malign Eye beforehand to penalize the saves vs your spells of the target by -2 for 1 minute. Then hit that creature with one of your 'bad touch' type spells. Note: Do not get hit or else the -2penalty goes away.
- Gauss
Gronk de'Morcaine |
To really be a debuff or curse cleric, I was trying to get the madness domain. Those really work well for that. Groteus seemed the least 'evil' way to do that. He is not interested enough in the world or his followers to really be evil.
Seemed like there might be alot of interesting possiblities with "The obliteration of all is coming! Repent before the end times find you!! This is your last chance before the fall!!!"
Plus it is very different from my current life oracle that I am playing at a home game.
If I drop the spring attack routine and concentrate on the reach spell to not get hurt, then I could add in the necromancy spell focus and greater.
After level 6 vision madness gives a bigger penalty.
Gronk de'Morcaine |
Gronk tells you, the end times are comming.
Gronk shows you, signs of the obliviation.
Gronk make you, believe all thinks die.
So says Groteus. So shall it be.
Cleric
Alignment: Chaotic Neutral
Worship: Groteus with Void and Madness domains
Race: Half-orc
Str: 12, Dex: 14, Con: 14, Int: 12, Wis: 16, Cha 7 (15 point buy)
Languages: Common, Orc
HP: 10 (8+2)
Fort: +4 (base +2, con +2)
Refl: +2 (base +0, dex +2)
Will: +5 (base +2, wis +3)
javelin: atk +2, dam d8+1, crit 20/x3
flail: atk +1, dam d8+1, crit 20/x2
dagger: atk +1, dam d4+1, crit 19-20/x2
Half-Orc: +2 to one ability score (wisdom for Gronk)
Half-Orc: acute darkvision 90'
Half-Orc: shamman's apprentice (gain endurance)
Half-Orc: orcblood
Half-Orc: chain fighter (prof flails)
Trait: ?
Trait: ?
Void domain: guarded mind +2 saves vs mind-affecting
Madness domain: vision of madness - +1/2 lv attack, save, or skill and -1/2 lv on other 2, use 3+wis mod each day
favored class bonus to vision of madness uses
feat bonus: endurance
feat: spell focus necromancy
-4 = acrobatics (ranks 0, dex +2, acp -6)
+1 = appraise (ranks 0, int +1, class 0)
-2 = bluff (ranks 0, cha -2)
-4 = climb (ranks 0, str +2, acp -6)
+1 = craft (ranks 0, int +1)
-2 = diplomacy (ranks 0, cha -2, class 0)
-2 = disguise (ranks 0, cha -2)
+2 = escape artist (ranks 0, dex +2)
-4 = fly (ranks 0, dex +2, acp -6)
+3 = heal (ranks 0, wis +3, class 0)
-2 = intimidate (ranks 0, cha -2)
+1 = know arcana (ranks 0, int +1, class 0)
+1 = know history (ranks 0, int +1, class 0)
+1 = know nobility (ranks 0, int +1, class 0)
+1 = know planes (ranks 0, int +1, class 0)
+5 = know religion (ranks 1, int +1, class 3)
+1 = linguistics (ranks 0, int +1, class 0)
+3 = perception (ranks 0, wis +3)
-2 = perform (ranks 0, cha -2)
-4 = ride (ranks 0, dex +2, acp -6)
+7 = sense motive (ranks 1, wis +3, class +3)
+5 = spellcraft (ranks 1, int +1, class +3)
-4 = stealth (ranks 0, dex +2, acp -6)
+3 = survival (ranks 0, wis +3)
-5 = swim (ranks 0, str +1, acp -6)
-2 = use magic device (ranks 0, cha -2)
morning star
breastplate
heavy shield
lesser confusion, feather fall
touch of idiocy, levitate
rage, fly
confusion, lesser planar binding
nightmare, overland flight
phantasmal killer, planar binding
insanity, reverse gravity
scintillating pattern, greater planar binding
weird, interplanatary teleport
1: cause fear (nec will), command (will), doom (necro will), lesser confusion (will), murderous command (will), ray of sickening (necro fort)
2: silence (will), touch of idiocy (none)
3: bestow curse (necro will), blindness (necro fort), rage, vision of hell (will)
4: aura of doom (will), confusion(will), fleshworm infestation (fort), poison (necro fort), terrible remorse (will)
2:
3: reach spell
4: +1 wisdom
5: spell focus enchantment
6:
7: bouncing spell
8: +1 wisdom, Void-part the veil, and Madness-aura of madness
9: greater spell focus necromancy
10:
11: greater spell focus enchantment