Wanted: Ship's Cleric


Advice


I have the Leadership feat, and will soon be getting a 5th and 6th level followers. I am in the Skulls & Shackles AP. I am planning for when I get my own ship. I already have a cohort, but have openings in the follower category. I am looking to build a suitable NPC follower to be the ship's Cleric. I don't yet know which level it will be, due to trying to get a non-standard follower for the other slot.

I want the Craft Wand and Craft(Leather) for upcoming plans. The rest is negotiable. My GM will also have final say, so no over the top optimization. I want someone who fits role-playing. I am part of a Coven (all familiars are birds), with a Witch 8 leading. I also have an information network, and Ninja followers.

The craft skill is needed for this: Iron Collar of the Unbound Coven.
I have two of three needed heads for the item.

Others have the other crafting feats, but no wands yet.

This is what I have so far:
Human: [Mwangi (Bonuwat <Ombo>)] Cleric 5(6?) of Shimye-Magalla (Desna)
Heroic NPC array: S:12, D:8, C:14, I:10+2(human), W:15, C:13+1(level)
Domains 2 of: Good, Liberation, Luck, Travel, (Imagination)
Feats: Craft Wand; Summon Good Monster
Skill: 3/level: Craft(Leather):4+; Sense Motive; Spellcraft
Pet bird? Seagull?

NPC wealth:
5th: 3,450 gp
6th: 4,650 gp

Please suggest how I can flesh out the NPC with feats, archtypes, skills, spells, and equipment to make him an effective Ship's Cleric. I don't know if he will be 5th or 6th, so make note of that when suggesting. This will not be an adventuring PC, but will be supporting a ship's crew. I want an effective NPC for that.

/cevah


Half-orc might fit well, with the racial heritage of witchcraft. Various alternate racial traits like City-raised, shaman's apprentice, and sacred tattoo can help with both character and usefulness.

Desna's exploration aspect works, but I'd think for a ship's cleric you'd want a weather and wave kinda guy. Couple of non-evil gods that have those domains.

Traits that give swim and/or perception would be good.

On ship, dude probably doesn't want to be wearing heavy armor, the ecclesitheurge doesn't wear armor at all. On the other hand it gains little and loses a channel die. Merciful Healer stacks with Cloistered Cleric for lots of knowledge skills and decent healing special abilities.

Selective channeling can be quite useful, especially when being boarded.

Strictly speaking a Life Domain Aasimar oracle gets you everything you want AND can use favored class bonus to increase channeling ability. Not to mention it's simpler and gets more skill points. Throw in Deaf and Wolfscarred face (dual cursed) and you have a reason that s/he's hanging out with your band of crazed misfits. Add in Spirit Guide for witch-like hexes and stuff, party down.

For gear, you want protective stuff, since s/he will be hiding in the back and trying to avoid combat.


boring7 wrote:
Half-orc might fit well, with the racial heritage of witchcraft. Various alternate racial traits like City-raised, shaman's apprentice, and sacred tattoo can help with both character and usefulness.

Can you link the racial heritage of witchcraft? It sounds interesting. Those alternate race traits also sound like they would fit, so they are in the running for what the Cleric will be.

boring7 wrote:
Desna's exploration aspect works, but I'd think for a ship's cleric you'd want a weather and wave kinda guy. Couple of non-evil gods that have those domains.

Guess I forgot to mention that Desna is secretly my patron. So another god is not likely.

boring7 wrote:
Traits that give swim and/or perception would be good.

To get any traits, I would need the feat Additional Traits. Remember, this is an NPC, and not a PC. Also, with limited skill points, bumping those skills would be difficult.

boring7 wrote:
On ship, dude probably doesn't want to be wearing heavy armor, the ecclesitheurge doesn't wear armor at all. On the other hand it gains little and loses a channel die. Merciful Healer stacks with Cloistered Cleric for lots of knowledge skills and decent healing special abilities.

No seafarer wants heavy armor. :-) It tends to sink.

Merciful Healer and Cloistered Cleric do not stack since both modify the domain ability.

I did think about the Evangelist, with the inspire courage ability. I may choose that.

boring7 wrote:
Selective channeling can be quite useful, especially when being boarded.

True, but uses a feat. I would prefer things to bolster the crew without having to worry about helping the enemy without a feat tax.

boring7 wrote:
Strictly speaking a Life Domain Aasimar oracle gets you everything you want AND can use favored class bonus to increase channeling ability. Not to mention it's simpler and gets more skill points. Throw in Deaf and Wolfscarred face (dual cursed) and you have a reason that s/he's hanging out with your band of crazed misfits. Add in Spirit Guide for witch-like hexes and stuff, party down.

Oracles have a limited spell selection. They can use the full spell list with wands and such, but cannot choose any spell on the list to cast at need the way a cleric can. The FCB is also on the half-orc Cleric, so Asimar is not required. While Deaf brings in Silent Spell, and Wolf Scarred brings a bite attack, both are combat oriented, and I want role-play oriented. They do have some flavor, but I don't plan on the NPC being an Oracle.

boring7 wrote:
For gear, you want protective stuff, since s/he will be hiding in the back and trying to avoid combat.

Definitely. Can you suggest such gear?

/cevah


Can anyone suggest a spell load suitable for everyday ship support?

Also, if there are any 1st or 2nd level NPCs suitable for adding to the ship's compliment, please suggest them also.

/cevah


When you get down to a the 1st or 2nd level, you could just turn to the NPC guide:
Link 1
Link 2

You might also consider the shaman class from the advanced class guide.
You could take the following shaman hexes: fetish, fortune, and maybe coven later on. Grab the wind, water or heavens spirit.

Anything to get your spellcraft up helps with crafting. A human with the focused study racial trait, or a half-elf with skill focus (spellcraft) would be a good investment.

Silver Crusade

Best spell load, in this case, it probably lots of Open Spell Slots. Carry enough spells for 'right now'emergencies, then leave the rest Open Spell Slots. That way the cleric can prepare whatever is needful.


For a pirate Oracle the haunted curse makes a lot of sense. Running away to sea to escape your past is a story no-brainer. Sometimes the past comes with you.

Again, you don't plan on having an NPC Oracle, but meh.


Sorry, I seem to have missed this last time around.

Cevah wrote:
boring7 wrote:
Half-orc might fit well, with the racial heritage of witchcraft. Various alternate racial traits like City-raised, shaman's apprentice, and sacred tattoo can help with both character and usefulness.
Can you link the racial heritage of witchcraft? It sounds interesting. Those alternate race traits also sound like they would fit, so they are in the running for what the Cleric will be.

Orcs of Golarion makes repeated mention of witch doctors, (this was before the witch class, I think) and the scarred witch-doctor class is more overt about it. Basically the whole "noble savage" thing some orcs get ties in with witches and witchcraft.

Cloistered cleric only allows 1 domain, you can take healing with the other for Merciful Healer, except you have Desna and she doesn't do that. But the only real draw to CC is being able to spend 1 point to have "all the knowledges." It's nice to have a walking wikipedia on board, but fairly low on the priorities list.

Moving on! Ecclesitheurge (no armor) stacks with Evangelist, giving you some bard abilities, some wizard abilities, and the power to cast your domain spells (like fly) as regular cleric spells.

For racial traits you want City-Raised (he uses a whip, which can trip from a distance and stay well away from melee), Sacred Tattoo (+1 to saves, and fits with shamanic witchy tradition backstory), and Shaman's Apprentice (same thing). For domains you get Exploration and Luck.

Magic items: Cloak of Protection +1, a quick runner's shirt, a Tower shield (held by a crewmember, he can step behind it for the cover bonus, the crewmember just holds it for him). Bracers of armor aren't worth it, since he can start casting Magic Vestment on his clothes at 5th level. He should have over 300 gold left on common NPC wealth by level.

Feats are Spell Focus: Conjuration, Augment Summoning, and Craft Wand.

Max ranks in Sense Motive, Perform: oratory, Spellcraft (enchanting), and possibly one other skill of your choice, probably swim.

His stats are 8 12 12 12 17 11 at level 5 (10 points)

At least that's what I ended up making in Hero Lab.


boring7 wrote:

Sorry, I seem to have missed this last time around.

...
Cloistered cleric only allows 1 domain, you can take healing with the other for Merciful Healer, except you have Desna and she doesn't do that.

Again, Merciful Healer and Cloistered Cleric do not stack since both modify the domain ability. As to domains, well, from what I saw Desna has good ones.

/cevah


Cevah wrote:
boring7 wrote:

Sorry, I seem to have missed this last time around.

...
Cloistered cleric only allows 1 domain, you can take healing with the other for Merciful Healer, except you have Desna and she doesn't do that.

Again, Merciful Healer and Cloistered Cleric do not stack since both modify the domain ability. As to domains, well, from what I saw Desna has good ones.

/cevah

I can't find anything that supports this anywhere.

I mean, you can't prove a negative, but...


Why does your follower get heroic npc stats and wealth? only the cohort is heroic, followers get the regular npc stats and wealth


CWheezy wrote:
Why does your follower get heroic npc stats and wealth? only the cohort is heroic, followers get the regular npc stats and wealth

The follower is a PC class, so gets heroic stats. If the follower is an NPC class (Adept, Aristocrat, Commoner, Expert, Warrior), then they get normal NPC stats.

SRD Creating NPCs

Step 2: Determine Ability Scores wrote:
Once the character's basic concept has been determined, its ability scores must be assigned. Apply the NPC's racial modifiers after the scores have been assigned. For every four levels the NPC has attained, increase one of its scores by 1. If the NPC possesses levels in a PC class, it is considered a heroic NPC and receives better ability scores. These scores can be assigned in any order.

/cevah


boring7 wrote:
Cevah wrote:
boring7 wrote:

Sorry, I seem to have missed this last time around.

...
Cloistered cleric only allows 1 domain, you can take healing with the other for Merciful Healer, except you have Desna and she doesn't do that.

Again, Merciful Healer and Cloistered Cleric do not stack since both modify the domain ability. As to domains, well, from what I saw Desna has good ones.

/cevah

I can't find anything that supports this anywhere.

I mean, you can't prove a negative, but...

CC's Diminished-Spellcasting

Diminished Spellcasting wrote:
A cloistered cleric chooses only one domain from her deity’s list of domains, and her number of non-domain spells per day for each spell level is one less than normal (for example, a 4th-level cloistered cleric has three cantrips, two 1st-level spells, one 1st-level domain spell, one 2nd-level spell, and one 2nd-level domain spell). If this reduces the number of spells per day for that level to 0, she gains only the bonus spells she would be entitled to based on her Wisdom score for that level, plus her domain spell for that level.

MH's Willing-Healer

Willing Healer wrote:
A merciful healer must choose the Healing domain. She does not gain a second domain. If the cleric worships a deity, that deity must be one that grants the Healing domain. A merciful healer must channel positive energy.

As can be seen, both Modify the Domains.

While you can argue that by choosing the Healing Domain only, you satisfy both, the archetype rules don't allow you to stack archetypes that modify the same ability. There is a FAQ for archetypes that force a choice counting as unmodified, but that is not the case here.

/cevah


I think adding a 2nd level Shaman (Battle Spirit) with the Battle Ward hex can also up the survivability of the ship. A fading +3 deflection on the entire crew can make them much more survivable. Also, the Spirit Ability gives a temporary +1 attack and damage for 30' radius to allows.

Another to add is a mascot with the Flagbearer feat. This is more reliable than the shaman ability, but does have a downside if the flag goes down.

/cevah


Tangaroa wrote:

When you get down to a the 1st or 2nd level, you could just turn to the NPC guide:

Link 1
Link 2

We already hire such, so getting additional ones seem a waste of a follower slot. It does make for a more loyal crew.

Tangaroa wrote:

You might also consider the shaman class from the advanced class guide.

You could take the following shaman hexes: fetish, fortune, and maybe coven later on. Grab the wind, water or heavens spirit.

As a follower and not a cohort, there is no advancing, thus no "later on". :-(

Tangaroa wrote:
Anything to get your spellcraft up helps with crafting. A human with the focused study racial trait, or a half-elf with skill focus (spellcraft) would be a good investment.

Really? Lets check....

Max SL Wand is 4th, DC = 9.
Missing spell = no wand, not +5 DC, so does not apply.
Fast Crafting = +5.
Max DC = 9+5 = 14.
Spellcraft 3 rank = 6.
Take 10 rule = +10.
Dump Int to 6 = -2.
Modifier = 6+10-2 = 14.

I don't intend to tank Int. So, with 3 ranks (or 1 with 10 Int), I can make any wand, and in half the time. With my proposed Int (12), my check gets 15 with only a single rank.

Guess I have more skill points I can spread around.

As for traits, an NPC needs to spend a feat to get them. Point me to a pair that is useful for a ship cleric, and I will consider it.

/cevah


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Cevah wrote:
I have the Leadership feat, and will soon be getting a 5th and 6th level followers. I am in the Skulls & Shackles AP. I am planning for when I get my own ship. I already have a cohort, but have openings in the follower category.

How are you managing to get 5th and 6th level followers for a character who is level 8? Even if the ship counts as a "base of operations", you surely don't have a +9 or higher charisma bonus, do you?

This said, leadership is a great method for crewing a ship.


Cha 20 = +5
Level = +10
Renown = +2
Stronghold = +2
Moves = -1
Total = 18.

Next level, total = 19 => 5th level follower.

Add in a Diadem of Inspiring Rule for +3 Leadership, and the total is 21 or 22 => 6th level follower.

/cevah

Edit: The Witch 8 is my cohort


*bump*

Any thoughts on gear for the cleric?

/cevah


Tangaroa wrote:

Really? Lets check....

Max SL Wand is 4th, DC = 9.
Missing spell = no wand, not +5 DC, so does not apply.
Fast Crafting = +5.
Max DC = 9+5 = 14.
Spellcraft 3 rank = 6.
Take 10 rule = +10.
Dump Int to 6 = -2.
Modifier = 6+10-2 = 14.

I don't intend to tank Int. So, with 3 ranks (or 1 with 10 Int), I can make any wand, and in half the time. With my proposed Int (12), my check gets 15 with only a single rank.

Guess I have more skill points I can spread around.

As for traits, an NPC needs to spend a feat to get them. Point me to a pair that is useful for a ship cleric, and I will consider it.
/cevah

Crafting is 5+CL, plus modifiers, not 5+SL. But sure, if you limit yourself to lower level items then the DC's are fairly meaningless.

Something like a pearl of power, which is potentially useful to witches, is CL 17, DC 22 and becomes a significant investment.

A "racial trait" is not synonymous with a "race trait". No feat is needed; instead your trade out racial features. Focused Study.

I thought you wanted to craft a CL11 item? (that collar) So you'll need at least a +6 (which obviously is trivial)


My bad on the DC.

Max wand DC = 5 (Base) + 7 (CL) + 5 (Fast) = 17.

Cleric's skill = 3 (Ranks) + 3 (Class) + 1 (Int) + 10 (Take-10) = 17

The Cleric could have 2 more ranks easily, and there are other ways to improve Spellcraft, so I don't see it as a problem.

The Cleric is for crafting wands. The Witch will craft the collar, but does not have the Craft(Leather) needed. He does have spellcraft to do it, even without the Craft(Leather), but since I want a wand crafter also, that one could have the skill.

For the trait issue, I did not think about the difference and only about the traits available with the feat.

The Pearl of Power has a FAQ allowing you to set it to a lower CL.

/cevah


Been quietly planning. So back to the discussion.

boring7 wrote:

Magic items: Cloak of Protection +1, a quick runner's shirt, a Tower shield (held by a crewmember, he can step behind it for the cover bonus, the crewmember just holds it for him). Bracers of armor aren't worth it, since he can start casting Magic Vestment on his clothes at 5th level. He should have over 300 gold left on common NPC wealth by level.

Feats are Spell Focus: Conjuration, Augment Summoning, and Craft Wand.

Max ranks in Sense Motive, Perform: oratory, Spellcraft (enchanting), and possibly one other skill of your choice, probably swim.

His stats are 8 12 12 12 17 11 at level 5 (10 points)

At least that's what I ended up making in Hero Lab.

I was looking up Magic Vestment. At 5th, it is only +1 Enhancement for 5 hours. Doesn't look so great.

Why choose the summon feats? Will summons be that useful for a ship cleric?

For the AP (Skulls & Shackles), I am planing ahead for when I have my own ship.

/cevah


Magda Luckbender wrote:
Best spell load, in this case, it probably lots of Open Spell Slots. Carry enough spells for 'right now'emergencies, then leave the rest Open Spell Slots. That way the cleric can prepare whatever is needful.

I'm Hmm's Evangelist Cleric, currently in a play-by-post Razor Coast game.

My character never intended to be on a ship, which is why her skill set includes not one rank in Profession Sailor. However, as a combination bard / cleric, she rocks on shipboard. With open slots, I can usually cast what's needed.

I've cast Read Weather, Track Ship, Cure Disease, Ant Haul -- All spells that were very useful in their context when we needed them.

I do think that if you want them to be helpful on shipboard, you should consider what skills you want them to have. Profession Sailor covers a lot, but won't get them up in the tops, or navigating the helm. On the other hand, chances are you already have acrobatic and other skilled types to cover those areas?

Nef currently serves as Ship's steward. She has great diplomacy and decent appraise, and handles most negotiations.

Another option: Perhaps you could have your NPC invest in Profession Cook? Between casting Create Water and Purify Food, a cleric could really rock a ship's galley.


Nefertiti Abdul wrote:
Magda Luckbender wrote:
Best spell load, in this case, it probably lots of Open Spell Slots. Carry enough spells for 'right now'emergencies, then leave the rest Open Spell Slots. That way the cleric can prepare whatever is needful.
I'm Hmm's Evangelist Cleric, currently in a play-by-post Razor Coast game.

While an interesting archetype, I think I will stick with a plain cleic. Due to being a follower, the NPC won't advance, so it is not so attractive.

Nefertiti Abdul wrote:

I do think that if you want them to be helpful on shipboard, you should consider what skills you want them to have. Profession Sailor covers a lot, but won't get them up in the tops, or navigating the helm. On the other hand, chances are you already have acrobatic and other skilled types to cover those areas?

Nef currently serves as Ship's steward. She has great diplomacy and decent appraise, and handles most negotiations.

I am already a Diplomancer, so no need for another. :-)

I think some skill as a sailor is best, especially as the NPC is not a PC. Being able to help out in the background fits better as support. For example, if you put a crew on a captured ship, both your ship and the captured one are likely short handed. In that case, being able to fill in would ease the strain.

Nefertiti Abdul wrote:
Another option: Perhaps you could have your NPC invest in Profession Cook? Between casting Create Water and Purify Food, a cleric could really rock a ship's galley.

I like. Cook* it is.

/cevah

*clip start as 1:20


The Evangelist archetype really does seem great for a 5th level NPC. I mean, it would boost your entire crew’s attack and damage rolls by +2, so the only reason I can think of to avoid it is if you’re afraid the NPC will get targeted by the DM for being too effective. I guess you also might prefer healing a little more with Channel Energy though if that’s your concern the Phylactery of Positive Channeling might be a nice magic item for the NPC.

Summoning would be very useful for a support NPC. I'm not sure if he'd really need Augment Summoning since the summoned monsters would more likely be used for utility than combat, but having enough ranks in Linguistics to communicate with the various elementals would let him get a lot of things done.

The clip you linked gives me a terrible idea for the NPC or his familiar/eidolon/companion being named Steven Seagull, possibly a follower of Irori...


Looking at Evangelist again, it seems I would get 14 rounds of performance, for that +2. But would that be broken by full round actions like summon spells? If summoning is not as good, what feats should I get instead?

I loose 1d6 of channeling, and one domain.
Currently have Liberation and Travel selected. Which to loose?

The performances I would get are:

Countersong, Fascinate, and Inspire Courage:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

I swap spontaneous casting of cure spells for command, enthrall, and tongues.

A Phylactery of Positive Channeling at 11,000 gp is unlikely.

With two others, I get:
5th level Cleic(Evangelist):

  • +2 Morale vs. Charm & Fear effects
  • +2 Competence Attack and Weapon Damage
1st level NPC: w/ Flagbearer feat (w/in 30'):
  • +1 Morale Attack and Weapon damage rolls
  • +1 Morale vs. Charm & Fear effects
  • bonus -> penalty if loose flag
2nd level Shaman(Battle) w/ Battle Ward:
  • +3 deflection AC, ablative

Steven Seagull: I am so stealing that. :-)

/cevah

EDIT: Domain info


Any other low level type with nice buffs for a ship?

/cevah

Silver Crusade

Maintaining Bardsong is a Free Action. It will only be broken if the Evangelist chooses to stop, or is unable to preform a Free Action. So don't worry about that.


The Liberation domain has a better low level domain power. I guess the Travel domain has a better 3rd level spell with Fly, but it seems like your high level casters should probably have that already. If you're flush with gold the follower could even work with you to craft a wand of it for 5,625gp. The +2 bonus to attacks and damage is actually a great boost. Figure, in numerical terms it is almost as good as the entire party and any summoned monsters being raging Barbarians.

Summoning monsters would definitely be helpful since they can perform a lot of utility tasks and provide flank and aid another during combat as well as actually attacking lower AC foes. You'll just have to make a judgement call regarding whether it is worthwhile spending multiple feats to make those monsters a little more powerful in melee. Since these are feats on a low level NPC follower I don't think it is a major issue either way.

I figure that on a ship an Evangelist could be "heard not seen" in a cabin or down in the cargo hold shouting holy advice and summoning bobo monsters to surge up onto the decks and help the PCs. Coming into direct contact with high level combat seems like a bad plan for a 5th level NPC.


Saw on another thread the Bard(Archivist).

Interesting Bardic Performance: Naturalist.
It gives an insight bonus, so would stack.

So this follower would be:
1st level Bard(Archivist) (w/in 30')

  • +1 insight bonus to AC
  • +1 insight attack rolls
  • +1 insight saving throws against some stuff

Easy to get, and the AC boost of my mooks is welcome.

Total when all four are going:
+1 to +3 on some saves
+4 Attack rolls
+3 Damage rolls
+4 AC, ablative

/cevah


O_o

I was looking at the Bard (Flame Dancer) and saw these:

Song of the Fiery Gaze:
At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components.

This ability replaces inspire competence.

Fire Break:
At 6th level, a fire dancer's performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components.

This ability replaces suggestion.

The Song at 3rd level gives your party vision through fog, allowing them concealment while your enemy cannot see you well.

The Break at 6th gives resistance to fire, useful when putting out fires on board.

/cevah

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