Terevalis Unctio of House Mysti |
Well in order to get the session going instead of sitting around for two days in real time really doing nothing....
Clarabibulus Flingflopsparkfizz |
Posting has dropped a good bit recently. I know Seren had to bow out. Where are the rest of you at?
Faelyn Sindrel |
Hey guys! I am in another DL campaign with High God of Krynn. I would love to build a Dwarven Cleric of Reorx to round out the group. I really enjoy playing dwarves and have always been enamored with DL. I am currently reading Dragons of Autumn Twighlight to my boys ;)
Rorgrim Bronzebeard |
Here is what I have currently. I will work on the background if you think it is acceptable and have an opening for me.
-A Member of the Holy Order of Stars.
-Daewar: Mountain Dwarf who is a member of the Forger Sect
-Worships Reorx and as such believes that the dwarves were the perfected race of Krynn. He seeks perfection in all he does.
-Can take Craft Armor and Weapons as a skill (Maybe it could be a way we progress our masterwork items?)
-Ole Stubborn Dwarf with a good heart who is loyal to his friends and enjoys a bit of drink and merriment
-Can help Drake stand in front and protect the current characters with his giant hammer while still providing the healing and restoration spells required to be successful.
Dwarf Cleric 1
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d8+4)
Fort +5, Ref +1, Will +5; +2 trait bonus vs. charm and compulson, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and
Dagger +3 (1d4+3/19-20/x2) and
Earth breaker +3 (2d6+4/x3) and
Morningstar +3 (1d8+3/x2)
Special Attacks agile feet (6/day), ferocious strike (+1) (6/day), hatred
Cleric Spells Prepared (CL 1):
1 (2/day) Divine Favor, Bless, Enlarge Person (DC 14)
0 (at will) Mending, Create Water, Guidance
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Statistics
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Str 17, Dex 12, Con 16, Int 8, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats Extra Channel
Traits Armor Expert, Birthmark, Eyes and Ears of the City
Skills Acrobatics -2, Climb +0, Craft (armor) -1 (+1 on checks related to metal or stone), Craft (weapons) -1 (+1 on checks related to metal or stone), Escape Artist -2, Fly -2, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Stealth -2, Swim +0; Racial Modifiers craftsman
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 10), domains (ferocity, travel), hardy, slow and steady, spontaneous casting, stability, stonecunning +2
Other Gear Scale mail, Heavy steel shield, Dagger, Earth breaker, Morningstar, Pathfinder's kit, 44 GP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric Channel Positive Energy 1d6 (5/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ferocity) Associated Domain: Strength
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Ferocious Strike (+1) (6/day) (Su) +1 damage for an attack.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
~Faelyn Sindrel
Drake Steelwind |
Now THATS a dwarf! Good man.
I never knew Reorx granted the Travel domain, I thought it was Artifice (formally Forge), Earth, Fire, Luck, and Strength (although I could see him having the Rune domain also). I'm curious what supplement you found that in (disregard the question if its something you worked out with the DM).
High God of Krynn |
Indeed I overlooked that. Travel unfortunately is not a domain covered by Reorx. The domains he has access to Artifice, Earth, Fire, Law and Strength. I don't see him as having the Rune Domain as most of the Reorx races are not very proficient in magical pursuits. So Rogrim will have to pick from that list of domains. Reorx is not a god of travel, in fact Dwarves in Dragonlance often are not vibrant travelers. Most mountain dwarves are perfectly content to stay in their holds. If you want the travel domain, Shinare the Goddess of Merchants and Traders might be more up your alley.
Rorgrim Bronzebeard |
Rorgrim will not be no cleric of Sh..Shin...that woman Goddess! He is a true Daewar! Not some sissy Gully Dwarf!!! By Reorx's beard...Rorgrim will change his domain then! Follower of some woman Goddess. Pffft!
I will change the domain. Ferocity is a subdomain of strength. will that one be OK? By Pathfinder rules, you can always take a sub domain. I will go with what you decide though.
High God of Krynn |
Indeed it should be Luck not Law. Thought Reorox was a lawful neutral god, but I guess not. I do have holy orders open at the time I wrote that.
As for you Rogrim, unfortunately you've got a few other corrections to make to your character. First of all you have 1 too many traits. Secondly you are using an Earth Breaker which is a Martial Weapon. An Earthbreaker is not a "Warhammer" which is the favored weapon of Reorx. Dwarfs treat dwarf weapons as "Martial" not "Simple" so a cleric is not proficent with Earth Breaker hammers.
Faelyn Sindrel |
I will fix both of those. On the traits, I forgot to take one of them off Herolabs when I switched. As far as the weapon, I will switch to the Warhammer as the favored weapon of Reorx. Thank you for the input. I am making the changes now and will re-post the build for your approval.
Rorgrim Bronzebeard |
Here is the new build with the changes:
Dwarf Cleric 1
NG Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d8+4)
Fort +5, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +0 (1d4+4/x2) and
Dagger +4 (1d4+4/19-20/x2) and
Warhammer +4 (1d8+6/x3)
Special Attacks ferocious strike (+1) (5/day), hatred
Spell-Like Abilities Bit of Luck (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Bless, Enlarge Person (DC 13)
0 (at will) Mending, Create Water, Guidance
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Statistics
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Str 18, Dex 12, Con 16, Int 7, Wis 15, Cha 10
Base Atk +0; CMB +4; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Scribe Scroll
Traits Eyes and Ears of the City, Reactionary
Skills Acrobatics -3 (-7 jump), Climb +0, Escape Artist -3, Fly -3, Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -3, Stealth -3, Swim +0; Racial Modifiers craftsman
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (3/day) (dc 10), domains (ferocity, luck), hardy, slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear Scroll of Comprehend Languages, Scroll of Comprehend Languages, Scroll of Obscuring Mist; Other Gear Scale mail, Heavy steel shield, Dagger, Warhammer, Backpack (8 @ 11.8 lbs), Bedroll, Chalk, Holy symbol, wooden (Reorx), Ink, black, Inkpen, Mug/tankard, Parchment, Scroll case (1 @ 0 lbs), Signal whistle, Waterskin, Weapon Chord, 51 Steel Pieces
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ferocity) Associated Domain: Strength
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Ferocious Strike (+1) (5/day) (Su) +1 damage for an attack.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Scroll of Comprehend Languages Add this item to create a scroll with spells on it.
Scroll of Comprehend Languages Add this item to create a scroll with spells on it.
Scroll of Obscuring Mist Add this item to create a scroll with spells on it.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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.
Rorgrim Bronzebeard |
He is not smart. Very dwarven, lol.
Rorgrim ain't no sissy gully dwarf and he ain't no scholarly pointy eared Elf neither! He may not be the smartest tool in the forge, but he's got some waking around sense and he knows how to knock a lil sense into a scrawny wizard!
I may drop strength and increase intelligence if it will be a problem, but with limited magic and medium BAB the dwarf needs to be able to hit things.
Drake Steelwind |
Well seeing as Reorx is the god of crafters, and crafting is an Int based skill, I would think he would expect a bit more from one of his clerics. :P
Personally if it was me I would have gone with Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 11, but then I really dont like stats under 10.
Rorgrim Bronzebeard |
Looking at the current party with three full casters including a full divine caster (druid), What do you think about this build instead. It would be the other melee character with Drake since the rest of the party appear ranged (archer, bombs, wizard, druid) and allow me the skill points and int to take craft weapons and armor to help the party progress their masterwork items. He has less spell progression, but better melee and skills. The Rping wouldn't change at all since he will still be a Forger of Reorx. Thoughts?
Dwarf Inquisitor 1
NG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 11 (1d8+3); judgement of sacred healing 1
Fort +4, Ref +2, Will +5; +3 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
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Offense
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Speed 20 ft.
Melee Warhammer +3 (1d8+4/x3)
Ranged Longbow +2 (1d8/x3)
Special Attacks hatred, judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Bit of Luck (6/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Bless, Cure Light Wounds, Divine Favor
0 (at will) Resistance, Create Water, Guidance, Stabilize
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Ironhide
Traits Reactionary, Glory of Old
Skills Acrobatics -3 (-7 jump), Climb -2, Craft (armor) +5 (+7 on checks related to metal or stone), Craft (weapons) +5 (+7 on checks related to metal or stone), Escape Artist -3, Fly -3, Heal +7, Intimidate +0, Knowledge (dungeoneering) +5 (+8 to identify the abilities and weaknesses of creatures), Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -3, Sense Motive +8, Spellcraft +5, Stealth -3, Survival +7, Swim -2; Racial Modifiers craftsman, monster lore
Languages Common, Dwarven, Giant
SQ domains (luck), hardy, judgement (1/day), slow and steady, stability, stonecunning +2
Other Gear Chainmail, Longbow, Warhammer, 63 GP
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
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.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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.
Drake Steelwind |
If I'm being honest I would personally prefer the cleric, Dwarven Cleric just has such a classical feel. Plus the healing potential he brings to the party is huge. I have a feeling this might be a tough campaign, and I think a cleric would be extremely beneficial.
Drake Steelwind |
Well the actual Turn Undead feat/ability kinda sucks in Pathfinder, its a far cry from its AD&D glory days, but those sweet bursts of channel energy to harm undead when the need arises are pretty nice...."oh I'm sorry, did I just destroy the entire room full of skeletons in one round" :P
Rorgrim Bronzebeard |
If I'm being honest I would personally prefer the cleric, Dwarven Cleric just has such a classical feel. Plus the healing potential he brings to the party is huge. I have a feeling this might be a tough campaign, and I think a cleric would be extremely beneficial.
The druid and alchemist both have healing ability and channel is blah in pathfinder except for out of combat, especially with a dwarf! The inquisitor would play just like the cleric minus the channel, but with 8x as many skills as the cleric. For RP purposes, I would like to take craft armor and weapons. With one to two skill pts per level, clerics get crap. It is hard to make a really good battle cleric in PF. The 25 point buy helps though. Since the inquisitor is better at combat, he has to use far less buffing spells to be effective which would allow for saving spells for spontaneous healing. Inquisitor is just a name. I would RP him like a war cleric who spends his life seeking perfection in combat and forging. The class just allows better balance as a character.
In the end, I will go with what the party/GM thinks works best! Cheers my DL friends!!!
Rorgrim Bronzebeard |
LOL, a squire to the knights, just like Reorx is seen as squire to Kiri-Jolith.
Reorx is squire to no one! Those ole lies been passed around human communities for years! They are just jealous Reorx was the one who forged Krynn on his anvil and saved his best for the Daewar!
LOL. Reorx is a sidekick!
Plus, The paladin will have LOH ability soon too.
So: Druid CLW, Alchemist CLW, Inquisitor CLW, and Paladin LOH. That is a lot of healing. Thoughts?
Drake Steelwind |
Will the Alchemist be able to use CLW as an extract? I didn't know as healing in DL is supposed to be the sole province of the gods. I know the Bard was informed he couldn't take healing spells, but the Alchemist is its own special entity, so it might be allowed. We'll see what the DM has to say on the matter.
And I agree, 2 skill points a level sucks. Whenever I DM I make minimum skill points 4 per level, it really helps out the fighter, cleric, paladin, etc. Plus there's no reason a Cavalier should have 4 per level whereas a Fighter only has 2. Although Wizards stay at 2, justifying that magical training and study is so intense it leaves little room for other pursuits (plus with their Int's they dont need 4).
As for the input, it is my pleasure Rorgrim. I'm just of the opinion that clerics are awesome and super useful, providing many boons, not just healing. And if the serious need arises, you are just a Divine Power and/or Righteous Might away from facestomping. ;)
Rorgrim Bronzebeard |
Will the Alchemist be able to use CLW as an extract? I didn't know as healing in DL is supposed to be the sole province of the gods. I know the Bard was informed he couldn't take healing spells, but the Alchemist is its own special entity, so it might be allowed. We'll see what the DM has to say on the matter.
And I agree, 2 skill points a level sucks. Whenever I DM I make minimum skill points 4 per level, it really helps out the fighter, cleric, paladin, etc. Plus there's no reason a Cavalier should have 4 per level whereas a Fighter only has 2. Although Wizards stay at 2, justifying that magical training and study is so intense it leaves little room for other pursuits (plus with their Int's they dont need 4).
As for the input, it is my pleasure Rorgrim. I'm just of the opinion that clerics are awesome and super useful, providing many boons, not just healing. And if the serious need arises, you are just a Divine Power and/or Righteous Might away from facestomping. ;)
If that is true and the alchemist and druid can not heal, that changes things. I may do the cleric and focus more on support with back up melee. I just hate having low skills in a RP campaign.
Terevalis Unctio of House Mysti |
A druid can heal in DL since they get their magic from the gods but we need to remember that the alchemist and the inquisitor class came out way after 3.5 DLCS. There is a DL inquisitor PRC but it is kind of different from the Paizo class.
High God of Krynn |
An inquisitor would be an OK class. As for why you're in Pashin, you're with a group of dwarves hired by the mayor of Pashin to investigate the sewers and evaluate the integrity of the construction. It was crafted centuries ago back in old Ishtar by dwarf laborers and there as and there has been some concerns of structural weaknesses developing. So basically you're a part of the survey crew to check out the sewers and advise on what kind of reconstruction is required. I have an idea of when the party will show up and meet you so be patient.