Interest Check: All Cleric RotR


Recruitment

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Kyral - I think you gain a second feat for being a human.

Ierox - if you decide on the gear, then you will be pretty much done.

Dohasa - looks good

KatGrey - looks good

Daniel - start as a level one cleric. You can multiclass (variant or normal) into Oracle later.


Sorry, i forgot to mention i took the dual talented racial trait to exchange the feat and skill point per level for +2 to cha


I am going to get my character posted tomorrow, but as a quick aside, she's a Changling Cleric (Cardinal) of Olhoun.


Kytal - in that case, it looks good.

Apprentice - looks good.


Starting to think of a concept for this.

If it's ok I would go for a dwarf cleric mutliclassing with ranger (might take the trapper archtype here if I can) and taking the Sun Seeker prestige class.

Liberty's Edge

oops..sorry about that. I misread your post and thought oracle was ok to start. Here is Nailah as a 1st level cleric (undead lord).

Nailah:

Nailah-te-set
Female human (Garundi) cleric (undead lord) of Set 1 (Pathfinder RPG Ultimate Magic 32)
N Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +3; +1 trait bonus vs. divine magic.
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee spear +0 (1d8/×3)
Special Attacks channel negative energy 7/day (DC 16, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—bleeding touch (1 round)
Cleric (Undead Lord) Spells Prepared (CL 1st; concentration +2)
. . 1st—cause fear[D] (DC 12), doom (DC 12), touch of bloodletting (DC 12)
. . 0 (at will)—detect magic, enhanced diplomacy, light
. . D Domain spell; Domain Death
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 13, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Command Undead, Improved Channel
Traits devotee of the old gods, magical knack
Skills Acrobatics +1 (-3 to jump), Diplomacy +8, Knowledge (arcana) +5, Knowledge (religion) +6, Spellcraft +5
Languages Ancient Osiriani, Common, Osiriani
SQ corpse companion
Other Gear armored kilt lamellar cuirass[UC], spear, hireling, spear, 113 gp
--------------------
Special Abilities
--------------------
Bleeding Touch (1 round, 4/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric (Undead Lord) Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Channel Negative Energy 1d6 (7/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 16) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.

--------------------

Nehi
Bloody human skeleton (Garundi) (Pathfinder RPG Bestiary 250, 251)
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 10 (1d8+2); fast healing 1
Fort +2, Ref +1, Will +2
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +0 (1d8/×3) or
. . 2 claws -5 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Improved Initiative
Languages Common, Osiriani
SQ deathless
Other Gear spear
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless (Su) Return to unlife 1 hour after being destroyed.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities.

I wanted to also ask if it is possible to 'save' one feat and trait until she becomes 2nd level and can become an oracle.
thank and I hope she is OK as a character..will work on background and such next.


LegitGM, I have a question for a concept I'm considering.

It would be a Cleric of Abadar, but I was wondering if I could multiclass him into Gunslinger with the Bolt Ace archetype, since the Crossbow is Abadar's favored weapon. I'm still working on figuring it out, but it was something I though might be thematic.


If you are still open for PCs, I would be interested in playing a CG Gnomish Cardinal of Shelyn(Charm). He started as a portrait artist for nobility and has since worked his way into local politics. He wouldn't be great in a fight though. All utility/diplomacy. Working on crunch...


This is HedwickTheWorldly, presenting Ursk, the traveling merchant-priest of Asmodeus (He's not all that bad, really!)

Statblock:

Ursk Kulok
Male Dwarf Cleric (Separatist) of Asmodeus 1
LN Medium humanoid (human)
Init +0; Senses Perception +8, Darkvision 60'
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+8 MW half-plate, +2 hvy wooden shield, +0 Dex)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6
+2 v. Spells, Spell-Like Abilities, Poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee Battleaxe +2 (1d8+2/x3, S) or
. . Heavy Pick +2 (1d6+2/x4, P) or
. . Warhammer +2 (1d8+2/x3, B) or
. . dagger +2 (1d4+2/19-20, P or S)

Ranged Sling +0 (1d4)

Special Attacks channel negative energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—Copycat
. . 6/day—Silver-Tongued Haggler
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st— (None prepared right now)
. . 0 (at will)— (None prepared right now)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 13, Wis 16, Cha 12
Base Atk +0; CMB +0; CMD 12

Feats: Scribe Scroll

Traits Militant Merchant, Favored Son - Ameiko (+10% gold when selling), Indomitable Faith
Drawback: Meticulous (-2 on untrained skill checks)

Skills: Perception +8, Sense Motive +7, Bluff +5, Diplomacy +5
Background Skills: Appraise +5, Profession (Scribe) +7
Languages Common, Dwarven, Undercommon

Other Gear MW Half Plate (Inherited item), dagger, sling (20 bullets), warhammer, battleaxe, heavy pick, heavy wooden shield, MW backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap (10), trail rations (10), waterskin, holy symbol (Wooden), abacus, scrivener's kit, crowbar, scroll box, signal whistle, 38 gold pieces, 6 silver pieces
--------------------
Special Abilities
--------------------
Cleric (Separatist) Domains (Trickery, Travel(Trade)) Granted Powers:
Cleric Channel Negative Energy 1d6 (4/day, DC 11) (Su)
Bluff, Disguise, Stealth class skills
+10' Movement speed
Copycat (Sp): Move action, single mirror image, 1 rd/level, 6/day
Silver-Tongued Haggler (Su): Free action, +1/2 level (minimum 1) on Bluff, Sense Motive, or Diplomacy, 6/day
Stoic Negotiator: +2 Bluff, Diplomacy, Profession (Merchant)
Hardy: +2 to saves v. poison, spells, spell-like abilities
Stability: +4 to CMD v. bull rush or trip
Greed: +2 to Appraise re: precious metals/gemstones

Will write a background later this afternoon/evening.

Also, have you submitted a character, MasterElodin? I feel like I'd dig playing with you, if you're still planning on joining this game.

Dark Archive

Working on a Divine Paragon Cleric of Nethys, as we speak XD


Felfiz Darner has no idea how he got this hat. By no means is it a bad hat. It has... a shape. It's only how it comes with... obligations that Felfiz isn't so jazzed about. See, the young gnome had a knack for surrealist portaiture. It's said the Darner palette can capture the vibrance of the fey lands and pour it into any subject. So, the art got popular. Like, really popular. Nobles, and galleries, and temples, and Gods of Beauty levels of popular. Honestly, Felfiz didn't mind the worship of art. He took the training mostly out of curiosity. -But now they give him this hat, and they tell him he's Shelyn's voice in the halls of men, and that really just sounds like a job when you look at it. What's a gnome to do with a hat that's a job? Felfiz started painting to avoid jobs. If only he wasn't so wretchedly talented...


Master Elodin here respectfully (semi-)submitting Zamiel.
All I have left to do, I believe, is the inherited item and backstory, which I pretty much just have to type out.

Crunch-wise, he'll be doing some melee, but certainly is no tank.


Updated Ursk's statblock and back story in his profile! I won't repost it here, to avoid needlessly bogging this thread down with crunch.


Tempted to play a debuff Cleric of Sivanah that just tries to tank while spamming debuffs.


Ok, both backstory and character sheet should be all set.

I will say that I have finished running Jade Regent this spring with our Face-to-face group, so I know some things about Sandpoint, but not much really geographically. More about a few NPCs.

I will also say that I've never rolled up a character like this guy before. I have no idea on how he's turning out. As far as mechanics, I'm planning on going straight as-is the whole way, but plot-wise it will be interesting to see.


Rannic - variant or normal multiclassing?

Daniel Stewart - there will be feats at third level (unless you variant multiclass...)

Phntm888 - I like the idea. Were you thinking variant or normal multiclassing?

Ursk - looks great

Delfiz - looks great

Zamiel - looks great


I was leaning towards normal, since I think Variant Multiclassing doesn't work with archetypes. Maybe on an alternating Cleric/Bolt Ace order. I hadn't figured out all the details yet.


Are you still accepting submissions? I have a separatist cleric of Pharasma (probably) in the works, but I still need a couple days to hammer out the details. Probably not gonna multiclass, variant or otherwise.


I am going to withdraw my dot. I am having internet issues and will not get it done in a reasonable timeframe. Thank you.


I will dot this for a channel energy focused cleric when I get home.

I will be PrC'ing into Emissary of Balance when I get the chance. Pharasma be praised.


Crunch:

Nimue Durmada
Human cleric of Sivanah 1
CN Medium humanoid (human)
Init +0; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +1 (1d4+1/19-20)
Special Attacks channel positive energy 1/day (DC 8, 1d6), sudden shift
Domain Spell-Like Abilities (CL 1st; concentration +6)
8/day—vision of madness (+/-1)
Cleric Spells Prepared (CL 1st; concentration +6)
1st—bless, disguise self[D], shield of faith, silent image (DC 16)
0 (at will)—create water, detect magic, ghost sound (DC 15)
D Domain spell; Domains Trickery (Deception[APG] subdomain), Madness
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 14, Int 10, Wis 20, Cha 7
Base Atk +0; CMB +1; CMD 11
Feats Heavy Armor Proficiency, Spell Focus (necromancy)
Traits beacon of faith, seeker
Skills Acrobatics -9 (-13 to jump), Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +10, Spellcraft +4
Languages Common
Other Gear agile half-plate[APG], heavy steel shield, cestus[APG], 125 gp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Sudden Shift (8/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Vision of Madness (8/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.

This is what I have for now, I might work on a backstory a little later.

Shadow Lodge

So you have to play as an actual cleric not oracls even if you want to play a Cha focus party face...


Lord Foul II wrote:
So you have to play as an actual cleric not oracls even if you want to play a Cha focus party face...

There are currently two Cardinals AFAIK. Cardinals are face-y.

Silver Crusade

This looks like an interesting idea and I would like to present Turkas a Cleric (divine paragon) of the Lord of Iron. I will be looking to take him into Sentinel.

Turkas:
Turkas
Male nagaji cleric (divine paragon) of Gorum 1 (Pathfinder Player Companion: Divine Anthology 15, Pathfinder RPG Bestiary 4 199)
CN Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+8 armor, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +4; +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +4 (1d3+4) or
. . greatsword +4 (2d6+6/19-20) or
. . unarmed strike +4 (1d3+4 nonlethal)
Ranged javelin +0 (1d6+4)
Special Attacks channel positive energy 4/day (DC 11, 1d6), ferocious strike
Cleric (Divine Paragon) Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor, enlarge person[D] (DC 13), gorum's armor[ISWG]
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Strength (Ferocity[APG] subdomain), War
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +0; CMB +4; CMD 14
Feats Deific Obedience, Heavy Armor Proficiency
Traits big game hunter, veteran of battle
Skills Acrobatics -6 (-10 to jump), Knowledge (history) +3, Knowledge (religion) +3, Linguistics +3, Perception +4; Racial Modifiers +2 Perception
Languages Common, Nagaji, Varisian
SQ devoted domain, divine brand, resistant, serpent's sense
Other Gear mwk half-plate, greatsword, javelin (5), bedroll, belt pouch, canteen[UE], coffee pot[UE], crowbar, flint and steel, folding chair[UE], gorumskagat (worth 1 gp, 0.5 lb), grappling hook, ground coffee beans (worth 0.08 gp, 1 lb), hammer, iron holy symbol of Sword in Mountain[UE], magnet[APG], masterwork backpack[APG], mess kit[UE], mug/tankard, piton (5), pot, silk rope (50 ft.), trail rations (4), 12 gp, 3 sp
--------------------
Tracked Resources
--------------------
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) - 0/4
Ferocious Strike (+1, 5/day) (Su) - 0/5
Javelin - 0/5
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Cleric (Divine Paragon) Domain (Ferocity)
Cleric (Divine Paragon) Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Ferocity]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Ferocious Strike (+1, 5/day) (Su) +1 damage for a melee attack.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.


An all cardinal intrigue subgame would be so cool.

Detect Poison would be critical.

Grand Lodge

when does this close? I have to get my cleric in, I was away all weekend


Behold Lila Fiorin, aspiring envoy of balance.

Grand Lodge

Bufalgar:

Bufalgar Ironspire
Male dwarf cleric (forgemaster) of Torag 1 ( Pathfinder RPG Advanced Race Guide 15)
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework, +5 vs. giant subtype
creatures)
—————
Defense
—————
AC 16, touch 10, flat-footed 16 (+5 armor, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Melee warhammer +3 (1d8+4/×3)
Domain Spell-Like Abilities (CL 1st; concentration +4)
At will— mending
6/day—artificer's touch (1d6 , bypasses DR and hardness 1)
Cleric (Forgemaster) Spells Prepared (CL 1st; concentration +4)
1st—animate rope D, divine favor , shield of faith
0 (at will)— detect magic , light, purify food and drink (DC 13)
D Domain spell; Domain Artifice (w/anointing)
—————
Statistics
—————
Str 16, Dex 10, Con 15, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Ironhide
Traits giant slayer, zest for battle
Skills Acrobatics -4 (-8 to jump), Appraise +1 (+3 to assess non magical metals or gemstones), Bluff -1
(+0 vs. giant subtype creatures), Craft (weapons) +7, Knowledge (history) +5, Knowledge (religion) +5,
Perception +4 (+6 to notice unusual stonework, +5 vs. giant subtype creatures), Sense Motive +3 (+4 vs.
giant subtype creatures), Spellcraft +5, Survival +3 (+5 to track vs. humanoids of the Giant subtype);
Racial Modifiers +2 Appraise to assess non magical metals or gemstones, +2 Perception to notice
unusual stonework
Languages Common, Dwarven, Goblin
SQ divine smith, forgemaster's blessing, giant hunter ARG, runeforger
Other Gear scale mail, warhammer, traveler's any-tool UE, backpack, bedroll, belt pouch, candle (5), flint
and steel, hemp rope (50 ft.), holy text (Torag), mess kit UE, pot, soap, spell component pouch, trail
rations (5), waterskin, wooden holy symbol of Torag, 72 gp, 15 cp
—————
Special Abilities
—————
Artificer's Touch 1d6 (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs,
bypassing 1 hardness.

Cleric (Forgemaster) Domain (Artifice (w/Anointing)) Granted Powers: You can repair damage to
objects, animate objects with life, and create objects from nothing.

Darkvision (60 feet) You can see in the dark (black and white only).

Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.

Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.

Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.

Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.

Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.

Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.

Runeforger (4/day) (Su) Inscribe temporary abilities on armor shields or weapons.

Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


Fluff:

Bufalgar hailed from the Five Kings Mountains, his father was a War Smith who make armaments for the Militia and some of the Army. After failing to make it into the Militia for being to overly rough, Bufalgar turned his life to the worship of Torag, always being one for fighting and combat.

Bufalgar knew the ways of the smithy like his father, having learned many tips and tricks on how to smelt and forge a blade or hammer to be most effective. Mixing his Divine blessings with his intimate knowledge of smiting allowed Bufalgar to be effective in the ranks of the Defense of Torag.

After a run in with a group of Giants while out on a Patrol got Bufalgar in a rage to clear out the Giants from his Mountains. This was not a well received thought, Torag wasn't just about Murdering anyone that he didn't like. The Priestly Elders caught wind of a new Cathedral being opened in Sandpoint. Bufalgar was send to sand point to offer is protection of the Cathedral and to learn some humility along the way.


How do you feel about magic item crafting? I'm considering a human cleric (iron priest) of Brigh from Alkenstar who is very focused on invention and creation, especially of constructs. Also, would I be allowed to take a level of gunslinger later on to represent his origins in Alkenstar and constant tinkering with new weapon systems?


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Felfiz Darner wrote:

An all cardinal intrigue subgame would be so cool.

Detect Poison would be critical.

Just saw this...well played


LegitGM wrote:

Rannik - variant or normal multiclassing?

Normal multiclassing.

I think I got him pretty much ready.

Orlog BrightShield, Son of Rhyfel


Gramork - yes I am still accepting.

ginganinja - looks good

Lord Foul II - correct

Big Joe - looks good.

Raltus - no definite ending yet, looks good

Lila - looks good

The Sesquipedalian Thaumaturge - there will always be time for item crafting in my campaigns, like the gunslinger idea.

Rannic - looks good.

I should get the first few tables up tonight.


I'm struggling with writing a background, so I'll bow out. Have fun, everyone!


Introducing Cyrus Kaleem, a N Alkenstari human cleric (Iron Priest) of Brigh intent on extending the horizons of knowledge and expanding the capabilities of technology.


Cyrus - does your character have traits?


Yes, he should have Spark of Creation and TIreless Logic, but apparently I forgot to include them. I've updated his stat block.


The first three tables have been (mostly) randomly generated. If I accidentally put you with a member of an enemy clergy, be mature about it - not to say that role play is bad, but being a jerk is.

Table 1
Turkas
Felfiz Darner
Dohosa Fate-seer
Cyrus Kaleem
Cole Lambert

Table 2
Nimue Durmada
Lila Fiorin
Zamiel Drus
Rooke Xandarian
Ursk Kulok

Table 3
Bufalgar Ironspire
Kyral Rinshar
Orlog BrightShield
Ilysaria Zenderholm

If, in 24 hours, you have still not reported to your table, you will recieve a PM. 24 hours later, you will be botted for up to 72 hours by me. Then your character goes away unless you can roleplay your way in.


Guess this means recruitment is closed?


nope not yet. Looking for one more table to tie up loose ends.


sweet, he'll be done soon in that case.


Gramork - join table 3 after I check your character.

Everyone else - recruitment is closed.


1d100 ⇒ 34
1d100 ⇒ 42
1d100 ⇒ 14

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