The NPC cleric should work great. Right Koldur? Our original party was two fighters, a paladin, and an arcane caster I believe. Each of you should get health potions or any other healing items. Belt of Healing for the win!
The options all sound good, "what do you want to play?" Is my vote.
Our original party didn't have divine caster either.
And Koldur has being through a lot over the course of his adventure. He has met many adventurers and adventured with them. Right now he has had the privilege of travelling with Flouncy, Beorn, Zod and now Loarin.
He hasn't had a particular deity he's worshipped as he gives respect and venerates all equally. He invokes each at their appointed time without being selective and even evil gods he gives due respect though he may not like all of them.
I'm digging Flouncy's build now. There are some arcane trickster tricks he won't get, like Surprise Spells (add sneak to any attack, even AoE spells), but the gestalt is still better.
I gave him a trait that lets him specialize in Snowball, which will be his go-to blast most of the time. Being able to change it to other energy types keeps it a strong choice for him, and his better BAB and dex means he will hit more often. He might even flank somebody now and then.
Will be making a post in a day or two. I need to scroll back to find out who was our head priest, why he's head priest and his general demeanor as I can remember it.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 23/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 20/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
I don’t see the cleric deal as an issue for me to deal with. I’m ready to go investigate a missing person. If the people want to see lower prices in divine services then they need to stop giving to the temples which they must be doing or the temples would not be functioning. Even if the temples received money from their greater church, that would dry up eventually when said mother church sees the wilderness temple is constantly losing funds.
Fighter it will be then, what do you think about bow master? Nope I just realized that we already have a bow master = Beorn!!! Oh I sure am tired.
Instead I will be going with Armor Master.
Armor Master:
Armor Master
Source Ultimate Combat pg. 44
All fighters have two main tools of their trade—weapons and armor. While many fighters hone their weapon skills to a point of inescapable grace and lethality, there are those who live under the maxim that a good offense can be accomplished though an impenetrable defense. To these fighters, proper use of armor and shields ensures that they can fight another day, and that the frustration of enemies who can’t seem to crack an armor master’s superior defenses is just the first symptom of his foes’ eventual defeat.
Deflective Shield (Ex): At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. This ability replaces bravery.
Armored Defense (Ex): At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless. This ability replaces weapon training 1 and 3, and armor mastery.
Fortification (Ex): At 9th level, an armor master can use his armor to shield critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. At 13th level, his armor gains the moderate fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the armor master takes the better of the two fortifications. This ability replaces weapon training 2 and 4.
Indestructible (Ex): At 20th level, an armor master gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it. This ability replaces weapon mastery.
Sorry folks as I have been MIA. Thankfully nothing serious, just a lot of time with family and vacations and such. From the 1st to the 9th I likely will not be posting much as we are going to the beach and won't have wifi at the beachhouse. Service is also spotty but I will see what I can do.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 23/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 20/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
Headed to the Young Writer’s Workshop for the week. Not sure about connectivity as I am taking my camper. I will try to post from my phone though I may have a bad signal. Be back Friday evening.