
Nalun Elzrahar |

Nalun Elzrahar wrote:From a system mastery pov, a dwarf cleric with 7 cha will be a terrible healer...thanks guys, that kind of information is what I was looking for.
I am looking to be what is most useful for the group. When I rolled this guy up I didn't see much correlation between cha and healing with a cleric. I will quickly research that more.
My initial idea was to max healing at the cost of ch. I wanted to reach the wis up high to get more castings per day to drop light and medium wounds and leave a few slots open to memorize a utility if needed. Fighting was a complete afterthought.
Burning spell slots to heal is terribly inefficient. As a cleric spell slots should be used primarily to buff and prevent damage by killing things fast not to heal damage once taken. Wands out of combat and channel in combat make the best healing. Selective channel is a great feat to use for in combat healing.
That being said, dwarves make EXCELLENT clerics, just subpar healers. I say if you wanna play a dwarf, play one to its strength and bash faces as a smasher cleric.Check out this guide HERE for some ideas.

Dread Bones |
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Wow, thank you. I really saw this differently. For one I glossed past the section about channeling and now I see how charisma can affect that. Second I will look more at the preventative aspect of the cleric instead of the band-aide.
I am gonna make this dwarf a little prettier. I just hope the plastic surgeons back at the pathfinder society don't end up messing him up like Kenny Rogers, that country bard with the failed chicken tavern chain. Hjelmet won't get more channels in with a permanent grin and fixed facial expression.

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This is where I am at right now. If you see some glaring problems with this character in the party please let me know, otherwise it's gonna stick.
Working on a backstory, wouldn't mind additional help. I have not really read up on pathfinder society outside of the shackles ap.
I know my family was killed by some G#+ d!@n Orcs. I was brought to some temple where I became pious through the soul cleansing good work of crafting and drinking fine ales and other beverages.
I got alot of reading in the game play thread, the info thread and in pathfinder society and towns.

Nalun Elzrahar |

"Bashy Mcsmashfaces
Male Dwarf Cleric 3/Fighter 1
LG medium humanoid
Init +1 Senses Darkvision (60 feet) Listen +3 Spot +3
DEFENSE
AC 18, touch 10, flat-footed 18
hp 39
Fort 9 ,Ref 3 ,Will 7
OFFENSE
Speed 20 ft
Melee +1 Waraxe, dwarven +8 (1d10+7/x3)
Space 5 Reach 5
STATISTICS
STR 16 DEX 12 CON 16 INT 12 WIS 16 CHA 7
Base Atk 3 Grp60
Feats Power Attack, Furious Focus, Weapon Focus (Waraxe, dwarven)
Skills Appraise +5, Bluff -2, Climb -2, Heal +7, Knowledge (dungeoneering) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Spellcraft +8, Survival +7, Appraise +5, Bluff -2, Climb -2, Heal +7, Knowledge (dungeoneering) +5
Languages Common, Dwarven, Terran
Gear +1 Waraxe - dwarven
"
Dwarf Traits (Core 21)
• Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*
• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
• Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
• Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
• Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*
• Jump Modifier (Core 88): You gain a -4 to jump checks.
Traits
• Zest for Battle (DoG 10): Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
• Axe to Grind (UCa 51): You gain a +1 trait bonus on damage against foes who are threatened by only you.
Class Features
• Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy
Armor. You are proficient with shields (including Tower Shields).*
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
• Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a
particularly powerful aura corresponding to the deity’s alignment
• Channel Energy (Su): Heal—Creatures gain a +1 bonus on weapon damage and critical hit confirmation rolls until the end of your next turn. Harm—Creatures take a -1 penalty on weapon damage and critical hit confirmation rolls until the end of your next turn (Will Save DC 9). You can use this abilty 1 times a day.
• Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.
Domains
• Protection
• Resistance Bonus (Core 46): You receive a +1 bonus on saving throws
• Resistant Touch (Sp) (Core 46): You can touch an ally to grant him your resistance bonus for 1 minute. You can use this power 6 times a day.
• Good
• Touch of Good (Sp) (Core 44): You can touch a creature as a standard action, granting a +1sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times a day.
Feats
• Power Attack (Core 131): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon.
• Furious Focus (APG 161): When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
• Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.
• Armor Proficiency, Heavy (Core 118): You are proficient wearing heavy armor.
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills
The idea behind Bashy is to do just that, bash faces in. Buff up and crush skulls like a true dwarf! He can heal, in a pinch, but he would rather drink ale and destroy his enemies like Conan on a good day. He is almost impossible to stop with spells so the enemy might as well not try, and his AC is pretty good and will only get better with Fullplate and a bevy of buffs. Divine Favor will cause him to hit like a mack truck when its his turn to shine.

Nalun Elzrahar |

Why even have a need to heal, when you can destroy the enemies in one round with minimal loss of HP. Clerics aren't the best healers anyway, that title goes to Life Oracles.
I made a melee cleric because Bones wanted to play a dwarf and I just wanted to show him a sample build for a tough basher cleric. I could just as easily make a ranged elf cleric who dishes the hurt at ranged.

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I only want to be useful. Dave asked me to play a healer. I saw cleric as the classic healer from my old days in the dungeon. Clerics primary stat for spells is wis and dwarves get +wis. I was informed it was lots of underground and dungeon crawling, so a dwarves size and night vision seemed to fit. I am not stuck in any race/class combo.
I am seriously happy playing anything. I just want to play the kind of healer you guys need. I am happy playing an elf life oracle (whatever that is) or a melee heavy combat medic. I am just thankful I get to play.
That is a nice build though.. smash

Nalun Elzrahar |

"Shoot Macshootsalot
Male Elf Cleric 3/Fighter 1
CG medium humanoid
Init +4 Senses Low-Light Vision Listen +5 Spot +5
DEFENSE
AC 18, touch 14, flat-footed 14
hp 31
Fort 7 ,Ref 5 ,Will 5
OFFENSE
Speed 30 ft
Melee Starknife +4 (1d4+1/x3)
Ranged +1 Longbow, composite (+1) +6 / +6 (1d8+2/x3)
Space 5 Reach 5
STATISTICS
STR 12 DEX 18 CON 12 INT 12 WIS 15 CHA 8
Base Atk 3 Grp40
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +3, Escape Artist +3, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (religion) +5, Linguistics +5, Perception +5, Sense Motive +6, Spellcraft +8, Survival +6, Acrobatics +3, Escape Artist +3, Knowledge (arcana) +5, Knowledge (history) +5
Languages Common, Elven, Celestial, Dwarven
Gear +1 Longbow - composite (+1), Starknife
Elf Traits (Core 22)
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial
saving throw bonus against enchantment spells and effects.
• Elven Magic: Elves receive a +2 racial bonus on caster level checks made to
overcome spell resistance. In addition, elves receive a +2 racial bonus on
Spellcraft skill checks made to identify the properties of magic items.
• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.*
• Weapon Familiarity: Elves are proficient with longbows (including composite
longbows), longswords, rapiers, and shortbows (including composite shortbows),
and treat any weapon with the word “elven” in its name as a martial weapon.
Traits
• Forlorn (APG 331): You gain a +1 trait bonus on Fortitude saving
throws*.
• Principled (UCa 55): You take a –2 penalty on Bluff checks* and gain a +2 trait
bonus on saving throws against charm, compulsion, and emotion effects.
Class Features
• Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy
Armor. You are proficient with shields (including Tower Shields).*
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
• Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a
particularly powerful aura corresponding to the deity’s alignment
• Channel Energy (Su): You can release a wave of positive energy which either
heals 2d6 of damage to living creatures or damages undead creatures (Will Save DC
10). You can use this abilty 2 times a day.
• Spontaneous Casting (Core 41): You can channel stored spell energy into cure
spells.
Domains
• Travel
• Agile Feet (Su) (Core 47): As a free action, you can gain increased
mobility for 1 round. For the next round, you ignore all difficult terrain and do
not take any penalties for moving through it. You can use this ability 5 times a
day.
• Luck
• Bit of Luck (Sp) (Core 45): You can touch a willing creature as a
standard action. For the next round, any time the target rolls a d20, he may roll
twice and take the more favorable result. You can use this ability 5 times a day.
Feats
• Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with
ranged weapons at ranges of up to 30 feet.
• Precise Shot (Core 131): You can shoot or throw ranged weapons at an opponent
engaged in melee without taking the standard –4 penalty on your attack
roll.
• Rapid Shot (Core 132): When making a full-attack action with a ranged weapon,
you can fire one additional time this round. All of your attack rolls take a –2
penalty when using Rapid Shot.
• Armor Proficiency, Heavy (Core 118): You are proficient wearing heavy armor.
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check
penalty only applies to Strength- and Dexterity-based skills
Shooty is an elven cleric of Desna who likes to shoot things, he would rather shoot things than heal. He is a pretty darn good ranged damage dealer when he buffs himself, and when in important combats he doesn't miss much thanks to his touch of luck ability. He would much rather be an inquisitor though, because judgements would make him truely epic. However, he wanted 9 level casting so he became a cleric.

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LOL. You guys are awesome. I am going to make some mistakes but hopefully my personality and role playing make up for it a bit. What I don't know about casting and channeling is a vast and wide chasm and what i do know is based on old assumptions.
I will have this dude finalized by this afternoon. I am catching up on some of the game play thread.

Nalun Elzrahar |

Not a big deal at all, my favorite thing about 3.5/Pathfinder versus AD&D/OD is the customization. If you can think of a character concept there are usually quite a few ways to get there that all have different pros and cons.
This is why my advice to players is always, pick a concept that you absolutely love and then build the mechanics around that. I'm not an optimizer, hell Nalun probably is a little sub optimal, but Nalun is my attempt to channel my inner bookworm/nerd into a character.

Dread Bones |

Here are my goals. First to learn to play a caster. Second to learn how to effectively heal. Third to learn from my mistakes. As always I add as much personality into it as I can and I believe in the old adage of RPing that you can play through any disadvantage with good role playing.
I was going to pm you Dave, but I will ask here. May I play a life oracle of either the half elf or aasimar race? Aasimar makes sense to me as an oracle right now but I don't really know how they fit into pathfinder society and that particular world.
What say you? I am ready to go on either way, cleric or Oracle. But the caster form of the life oracle would fit my goals.

GM: Dave the Dwarf |

Yea Aasamiar is fine.
Worrie less about combat and more about the role playing and you will have fulfilled our greatest desires lol.
Of course if you go super healer I'll throw harder stuff at you guys and level you up faster.
Right now your sitting at 2 or three levels above this AP's level. That's why ALL of the tower girls were wearrats.

GM: Dave the Dwarf |

Sorry if you feel railroaded on leaving the dungeon.
You have barely scratched the surface of this place and I would like to get Oolanna in the game ASAP. We all agreed we wanted another voice in this game. Not to mention this is a big transition point in the dungeon.
You said you did not want to introduce the new player in the dungeon so I thought this was an awesome way to transition Kierra out and Oolanna in.

Mark Talbot |

I'm rubbish at shopping in Pathfinder. I'll restock on healing potions and probably pick up a few miscellaneous protection spell potions as well. Give me until end of day today and I should have everything I want to buy and everything I want from the loot log picked out.
Agreed with Nalun re: getting the statues appraised. I'd want to take them to a decently reputable vendor.

GM: Dave the Dwarf |

The statue of the woman with the Ransuer is to big to just pick up and put even into your bag of Holding. That's why I did not give you a price with it.
You can go back and chip it loose. Being made of the same stone that the Irespan is made of It may even sell very well to a golem construction company. Even though doing that is technically illegal.
Would you rather add a little mystery to the looting? We can haggle over prices and have you identify magic items instead of me just telling you what everything is.
I have not done that because its a PbP. I'm fine to start if that is your preference.

Nalun Elzrahar |

ooooooh about the statue, I thought it was something small and portable. NVM
Also, I'd rather not do all the haggling and stuff I'm fine with 1/2. Too much time consummation. Identifying, sure if you think I need to roll, but my Spellcraft bonuses with Detect Magic are pretty ridiculous, like +23 right now.

Nalun Elzrahar |

Ok, assuming no one takes any items, each person will get 3530.9 GP. Except for you Oolana.
Nalun will add Levitation to his spell book. DC 17 Spellcraft: 1d20 + 15 ⇒ (12) + 15 = 27 This costs 40gp
Nalun will create a Headband of Vast Intelligence +2 (2000GP cost, 2 days of work DC 13) Spellcraft: 1d20 + 15 ⇒ (13) + 15 = 28
Nalun will find a wizard who will allow him to copy spells and copy the following spells for 60gp each (if the GM allows)
Resist Energy 60gp DC 17 1d20 + 15 ⇒ (3) + 15 = 18
Protection from Evil, Communal 60gp DC 17 1d20 + 15 ⇒ (2) + 15 = 17
Knock 60gp DC 17 1d20 + 15 ⇒ (3) + 15 = 18
Glitterdust 60gp DC 17 1d20 + 15 ⇒ (14) + 15 = 29
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.