| Bharaz Silverhelm |
The only part about it that I like is the bloodline arcana
"Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above."
While it might not seem like much, that's free healing every turn. And having a few HP added each round can be the difference between being in positives or negatives.
| Storm Dragon |
| 1 person marked this as a favorite. |
I am a big fan of alternate healers. Probably a holdover from 3.5 where clerics were just absurdly powerful. Pathfinder really enables a lot of other classes to serve as good healers.
The plan with Irving is to make use of the Feats Healer's Hands and Incredible Healer for efficient out of combat, skill-based healing.
| Bharaz Silverhelm |
Tern Bismeth wrote:I am a big fan of alternate healers. Probably a holdover from 3.5 where clerics were just absurdly powerful. Pathfinder really enables a lot of other classes to serve as good healers.The plan with Irving is to make use of the Feats Healer's Hands and Incredible Healer for efficient out of combat, skill-based healing.
I'm a big fan of this feat line. It takes awhile to really turn on, but when it does, it's a wonderful alternative to spell slots / wands of cure light wounds.
| wanderer82 |
Storm Dragon the trait Battlefield Surgeon improves Incredible Healer most effectively. You have not taken a drawback, so you could if you wanted to get a third trait. Just a thought.
Cerilis Silvertree that which you can seek can be found at the beginning of this thread.
It's Friday morning where I sit. Two and a half days left to finish any character proposals. Below is the current list of applicants. I have broken them down into three broad categories for ease of review and consideration. If you feel your character would fit more appropriately elsewhere, please let me know.
COMPLETED CHARACTERS - MARTIAL
Captain Generica Toblacane Alemardo, Half-Orc Swashbuckler (whirling dervish) 4
Grumbaki Bharaz Silverhelm, Dwarf Warpriest (arsenal champion) 4
HustonJ Larry, son of Barry, Human Fighter 4
Jereru Nioku, Half-Orc Warpriest (arsenal champion) 4
Nightdeath Dalgar Carver, Half-Elf Druid 2, Shifter 2
SqueezeMeNow Tern Besmeth, Half-Elf Barbarian (armored hulk) 4
TheNine Cerian Screamingtrees, Elf Ranger 2, Rogue (unchained) 2
COMPLETED CHARACTERS - SKILLED
GM Fuzzfoot Selia D'Averam, Aasimar Bard 2, Monk (unchained) 2
Kamaloo Rajiv Rao, Tiefling Rogue (unchained) 4
Pad300 'Gram of Marsember', Half-Orc Skald (red tongue, urban) 4
Storm Dragon Irving Skriven, Skinwalker Investigator (empiricist, forensic physician) 4
The Archlich Faun, Elf Investigator (empiricist) 4
COMPLETED CHARACTERS - CASTER
FangDragon Angelica, Tiefling Magus (puppetmaster) 4
Herkymr the Silly T'zirik, Tiefling Shaman 4
Nathanael Love Malinda Marne, Halfling Sorcerer (unicorn; VMC cleric) 4
SmooshieBanana Pelipe, Human Blood Arcanist 4
Trawets71 Trawets Aarock, Human Wizard (admixture evoker) 4
CONCEPT or INCOMPLETE CHARACTER
Jovich Cerilis Silvertree, Elf Rogue (unchained) 4
Phntm888 Human Cleric of Kelemvor
Plastic Dragon Cavalier (inspiring commander)
EXPRESSED INTEREST
Camris
Laird_Thorne
Profession Smith 6 Ranks
Simeon
Spazmodeus
Zahir ibn Mahmoud
| Bharaz Silverhelm |
Another fun combination for healing is this:
Boots of the Earth Gives you fast healing 1 so long as you don't move. 5000 gold.
Fast Healer Takes endurance and diehard (might as well be a halforc then for the free endurance, or be a ranger to get endurance for free at lvl3), but "when you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."
Now, assuming Con18, and if I'm right about it, you get Fast Healing 3. More than enough to heal someone up after a fight. As a half-orc or ranger, it would only cost 1 feat and 5k gold.
| Cuàn |
You missed me on the interest list.
A question: would you allow the Bladed Brush feat, waving the worship of Shelyn part, as she's not a thing in Faerun?
I'm looking at creating a character who, when it comes to the gods, divides his attention between the Red Knight and Tymora, knowing that even the best laid plan can fail if luck's against you.
| Tern Bismeth |
There is also Clockwork Surgeon which was mentioned in that article I linked.
The skill unlocks are pretty crazy as you advance levels as they multiple the HPL you get on the treat deadly wounds. 2-3x as much healing per level by level ten is amazing. Especially when the character has a low con mod.
| Storm Dragon |
There is also Clockwork Surgeon which was mentioned in that article I linked.
The skill unlocks are pretty crazy as you advance levels as they multiple the HPL you get on the treat deadly wounds. 2-3x as much healing per level by level ten is amazing. Especially when the character has a low con mod.
Clockwork Surgeon seems like it might be worth taking over Battlefield Surgeon. Or maybe I can find a way to fit in Additional Traits lol. Or remove Forbidden Knowledge since we got that extra skill point to spend.
You might also try combining Healer's Hands with the Heal skill unlock. That might heal a bit less, probably, but doesn't need you to go crazy on Heal bonus behind steadily reaching DC 30, and adds some nice Ability Damage healing.
Had this discussion with somebody on GitP a while back; the numbers do end up bigger but it comes online MUCH later. You can get Healer's Hands/Incredible Healer off the ground by 5th level, and heal Heal Check result + Kn. Planes Ranks + Wis mod per check. For a Wis based character, this is something on the order of a minimum of 22 (they'd have the same +21 bonus as Irving does, or not much lower)+7+4 = 33 healing; not bad for something that doesn't expend a resource.
The Skill Unlock heals for...9, flat.
At 10th level the minimum healing for the Conduit route increases by at least 5, but does increase linearly. So roughly 38-40 healing. Skill Unlock jumps to 25-26 or so.
At 15th level, there's no contest. The Skill Unlock version heals like 60, easy, and the other variant "only" heals like 45-50. But the campaign is also over, so...
| hustonj |
IIRC, Healer's Hands provides X uses without a Healer's Kit per day.
Everything else is about the standard uses of Heal to Treat Deadly Wounds. Two great tastes that can be used in series.
Normal Treat Deadly Wounds (twice per person), followed up with Healer's Hands Treat Deadly Wounds to take things over the top.
Or am I misunderstanding/missing something?
| Storm Dragon |
You're missing Incredible Healer.
Combined, the two allow you to make a Heal check as a Full Round Action (instead of 1 hour), X/Level times per day, which heals the Heal check RESULT (for reference, Irving could Take 10 to heal 31 at level 5 when it's available) rather than a flat "healed character's level" in damage. You also add your Kn. Planes ranks (i.e. level) to the healing from Healer's Hands, and usually some kind of bonus from exceeding the DC by 10 and getting to add your Wis mod.
Healer's Hands on its own is neat, but kind of meh. Hence why it can be taken at first level. At first level it's still pretty solid though, because healing somebody for 2+Wis isn't the worst thing in the world at that level.
The key thing Healer's Hands does is remove the 1/day/person restriction from Heal.
| pad300 |
Had this discussion with somebody on GitP a while back; ...
I'm not real sure they've got the math right there.
Healer Hands - Heal deadly wounds in a full round action = 1 hp/hd of subject + wis if heal check >=25 + K planes ranks with heal check >= 30
whereas
Incredible Healer - Heal deadly wounds heals your Heal skill check ( 1d20+ ranks in heal + 3 trained + wis + etc). This definitely REPLACES the 1 hp/hd + wis if heal check >=25. Depending on your DM, that may also replace the addition of K planes ranks from Healer's hands.
vs
Signature Skill Heal - at 5th "as a full day's rest" = 2 hp/hd ~ 10 hp and 2 ability damage. K Plane ranks definitely added with Heal check >= 30. Depending on what your DM says, maybe wis if heal check >=25
At 10th "As a full Day's rest with long term care = 4 HP/HD ~ 40 hp and 4 ability damage.
at 15th "as 3 full days rest = 6 hp/hd~ 90 hp and 6 ability damage.
At 5th you're probably ahead (assuming the party is equal in level). At 10th, you're behind. At 15th, you're far behind.
| Storm Dragon |
I've always figured it as it removes the 1 HP/HD (accounted for) but doesn't remove the +Wis to healing, since that's "extra" healing.
Perhaps I misunderstood what "full day's rest" means, so perhaps they're equivalent? I thought it would be 2 HP/HD, but if it's 4 then they're identical at 10.
At 15th, keep in mind level 15 does NOT count as Long Term Care. That's level 20.
I think overall still they're roughly equivalent at 10 (Incredible Healer would give you a fair bit over 40 at 10), but the key thing is that it scales at 11, 12, 13, and 14, unlike the Skill Unlock path.
| hustonj |
According to my reading, Healer's Hands gives you x per day of a specific, positive energy-boosted Treat Deadly Wounds, and says nothing about REPLACING the standard usage.
I don't think you understood my point.
"You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes)."
You never HAVE to use the benefits of a feat.
So, forego the benefits of the feat for the standard usage of Treat Deadly Wounds (even as modified by the other feats) and only THEN activate these benefits, giving you your X uses as ADDITIONAL uses above and beyond the standard.
Get all the benefits of both sides of the discussion.
Edit:
Cheesy as anything, but this whole discussion is, really, so it just fits in. A feat giving mundane characters a positive energy ability with no requirement for a link of some sort to a source for that energy is also over-the-top for ignoring the cosmology of the setting and just going for something to sell books. In my opinion.
| Storm Dragon |
Well, the Feat itself is the link. Conduit Feats are a subset of Feats that link you to a Plane and allow you to draw energy from them; they notably don't work in areas where planar travel is denied, or even if you're affected by Dimensional Anchor.
As for the other bit, yeah that works. The reason I was comparing/contrasting the two though is that both are two Feat "chains". Adding a third Feat is a lot of investment, though not necessarily a waste as Skill Unlocks suddenly become worthwhile at 10th. Given there are very few Feats you need for an Investigator, I'd probably end up doing that anyway. Once I take Fencing Grace at 5th, my combat build is completed. Eveyrthing else is gravy.
| Baerlon Greymantle |
Baerlon Greymantle, Inspiring Commander/Cavalier, reporting for duty!
(Plastic Dragon's entry for this game)
| Thedmstrikes |
stat1: 4d6 ⇒ (3, 3, 2, 3) = 11
stat2: 4d6 ⇒ (3, 4, 2, 1) = 10
stat3: 4d6 ⇒ (2, 4, 5, 2) = 13
stat4: 4d6 ⇒ (5, 2, 1, 3) = 11
stat5: 4d6 ⇒ (3, 1, 2, 1) = 7
stat6: 4d6 ⇒ (2, 5, 1, 5) = 13
Wow, the dice roller hates me. I am not even going to bother with rerolls and go the point buy route.
Given there are not many, I will go the way of the specialty cleric, Mystra (Midnight) perhaps, as a human.
Studying for an exam on Tuesday, so will be updating until ready during any breaks and will post what I got by the end of Sunday.
| wanderer82 |
| 1 person marked this as a favorite. |
It's Saturday afternoon, there's a little less than 36 hours left.
COMPLETED CHARACTERS - MARTIAL
Captain Generica Toblacane Alemardo, Half-Orc Swashbuckler (whirling dervish) 4
Grumbaki Bharaz Silverhelm, Dwarf Warpriest (arsenal champion) 4
HustonJ Larry, son of Barry, Human Fighter 4
Jereru Nioku, Half-Orc Warpriest (arsenal champion) 4
Nightdeath Dalgar Carver, Half-Elf Druid 2, Shifter 2
Plastic Dragon Baerlon Greymantle, Human Cavalier (inspiring commander) 4
SqueezeMeNow Tern Besmeth, Half-Elf Barbarian (armored hulk) 4
TheNine Cerian Screamingtrees, Elf Ranger 2, Rogue (unchained) 2
COMPLETED CHARACTERS - SKILLED
GM Fuzzfoot Selia D'Averam, Aasimar Bard 2, Monk (unchained) 2
Kamaloo Rajiv Rao, Tiefling Rogue (unchained) 4
Pad300 'Gram of Marsember', Half-Orc Skald (red tongue, urban) 4
Storm Dragon Irving Skriven, Skinwalker Investigator (empiricist, forensic physician) 4
The Archlich Faun, Elf Investigator (empiricist) 4
COMPLETED CHARACTERS - CASTER
FangDragon Angelica, Tiefling Magus (puppetmaster) 4
Herkymr the Silly T'zirik, Tiefling Shaman 4
Nathanael Love Malinda Marne, Halfling Sorcerer (unicorn; VMC cleric) 4
SmooshieBanana Pelipe, Human Blood Arcanist 4
Trawets71 Trawets Aarock, Human Wizard (admixture evoker) 4
CONCEPT or INCOMPLETE CHARACTER
Jovich Cerilis Silvertree, Elf Rogue (unchained) 4
Phntm888 Human Cleric of Kelemvor
Thedmstrikes Human Cleric of Mystra
EXPRESSED INTEREST
Camris
Cuan
Laird_Thorne
Profession Smith 6 Ranks
Simeon
Spazmodeus
Zahir ibn Mahmoud
| Laird_Thorne |
Ok, this is a rough draft of my concept(still a few details to work out), I present the former gladiator known as Gerrosk!
Male human cavalier (daring champion) 4 (Pathfinder RPG Advanced Class Guide 90, Pathfinder RPG Advanced Player's Guide 32)
LN Medium humanoid (human)
Init +7; Senses Perception +6
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Defense
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AC 22, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 dodge, +1 shield)
hp 33 (4d10+8)
Fort +5, Ref +6, Will +3
Defensive Abilities nimble +1, self reliant
--------------------
Offense
--------------------
Speed 30 ft.
Melee spiked chain (bladed belt) +10 (2d4+5+4 Precision)
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain (bladed belt))
Special Attacks challenge 2/day (+4 damage, +2 to hit and AC when challenge challenger), panache (2), precise strike, tactician 1/day (Precise Strike, 5 rds)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 13, Int 14, Wis 14, Cha 15
Base Atk +4; CMB +9; CMD 21
Feats Agile Maneuvers, Chain Mastery, Combat Expertise, Dance Of Chains, Deadly Aim, Power Attack, Precise Strike[APG]
Traits reckless, unshackled
Skills Acrobatics +13, Bluff +8, Climb +6, Diplomacy +7, Escape Artist +13, Handle Animal +6, Intimidate +7, Knowledge (local) +6, Linguistics +3, Perception +6, Perform (dance) +4, Profession (gladiator) +9, Sense Motive +9, Survival +7
Languages Common
SQ champion's finesse, dodging panache, finesse weapon attack attribute, ronin[UC], swashbuckler initiative
Combat Gear bladed belt[UE]; Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], mithral buckler, bracers (blood arena champion) (worth 100 gp, 1 lb), 2,285 gp
--------------------
Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Dodging Panache +2 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +2 to AC vs. attack.
Deed: Precise Strike +4 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ronin's Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, +2 attack/dodge AC vs. challenger when returning a challenge.
Self Reliant (Ex) At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the
Tactician (Precise Strike, 5 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
--------------------
Background:
From an early age, all that Gerrosk can remember is the life of a gladiator. A favorite of the fans for his skill with a spiked chain, and one of the few in the Blood Arenas of Manshaka (Calimshan) to have earned the golden bracer of a champion, Gerrosk thought all was well until he experienced the escape of fellow gladiator Vajra Valmeyjar. Once that happened, he realized that there was life outside the arenas. However, he never had the opportunity until 3 years ago during the Great Games when all chaos descended and he managed to sli[ out of the damaged arena, apparently unnoticed. For the last few years, he's wandered, taking in all that he can experience and helping those he could along the way. As months passed, he began to feel a bit sullen and withdrawn, unsure of his path ahead and almost wishing he were back in the arena.
All of that has changed with the arrival of a letter from Aden Grimdawn and the hint of conflict and adventures ahead should he arrive at the Wretched Wench and join him. While Gerrosk thought of it for all of a few moments, it truly was a decision he made with ease. Arriving at the Wretched Wench, he looked forward to putting his bloody past behind him and getting an opportunity to make up for all the death he caused.
| wanderer82 |
| 3 people marked this as a favorite. |
Cue epic 80's music
It's the FINAL COUNTDOWN!
With just under 9 hours to go, here is where the roll of applicants stands:
COMPLETED CHARACTERS - MARTIAL
Captain Generica Toblacane Alemardo, Half-Orc Swashbuckler (whirling dervish) 4
Grumbaki Bharaz Silverhelm, Dwarf Warpriest (arsenal champion) 4
HustonJ Larry, son of Barry, Human Fighter 4
Jereru Nioku, Half-Orc Warpriest (arsenal champion) 4
Jovich Cerilis Silvertree, Elf Rogue (unchained) 4
Laird_Thorne Gerrosk, Human Cavalier (daring champion) 4
Plastic Dragon Baerlon Greymantle, Human Cavalier (inspiring commander) 4
SqueezeMeNow Tern Besmeth, Half-Elf Barbarian (armored hulk) 4
TheNine Cerian Screamingtrees, Elf Ranger 2, Rogue (unchained) 2
COMPLETED CHARACTERS - SKILLED
GM Fuzzfoot Selia D'Averam, Aasimar Bard 2, Monk (unchained) 2
Kamaloo Rajiv Rao, Tiefling Rogue (unchained) 4
Pad300 'Gram of Marsember', Half-Orc Skald (red tongue, urban) 4
Storm Dragon Irving Skriven, Skinwalker Investigator (empiricist, forensic physician) 4
The Archlich Fayn, Elf Investigator (empiricist) 4
COMPLETED CHARACTERS - CASTER
FangDragon Angelica, Tiefling Magus (puppetmaster) 4
Herkymr the Silly T'zirik, Tiefling Shaman 4
Nathanael Love Malinda Marne, Halfling Sorcerer (unicorn; VMC cleric) 4
Nightdeath Dalgar Carver, Half-Elf Druid 4
SmooshieBanana Pelipe, Human Blood Arcanist 4
Trawets71 Trawets Aarock, Human Wizard (admixture evoker) 4
CONCEPT or INCOMPLETE CHARACTER
Phntm888 Human Cleric of Kelemvor
Thedmstrikes Human Cleric of Mystra
EXPRESSED INTEREST
Camris
Cuan
Profession Smith 6 Ranks
Simeon
Spazmodeus
Zahir ibn Mahmoud
There is still a short window of time for anyone that is still finishing up a character to get it submitted, so let's get it done. I want to preemptively thank you all for the amazing list of characters, its going to be a hell of a challenge selecting a party, and were I at a point to run two parties side by side, I would. Sadly, that is not the case, and I will only be running one party.
So, for the next 9 hours, we wait....
| Cuàn |
I'd like to submit Araden Maerdrym, my Stormsoul Sylph/Air Genasi Phantom Thief Unchained Rogue.
I did make the assumption that mundane crafting would be ok, considering magical crafting is. All his weapons, excluding the shortbow, are his own handiwork.
In short his heroic deed would be abandoning his mercenary friends in order to save a village from their attack.
1: Big parts of his background
2: Goals
3: Secrets
4: NPCs
The good
The bad
The ugly
5: Memories
Upon closer inspection his elemental heritage is very obvious. Even when tied back his hair seems to move as if by a strong wind and his gaze has the severity of a storm. An even more clear sign are the tiny electrical arcs that come from his fingertips when he touches things and his tendency to become statically charged.
| Tern Bismeth |
| 1 person marked this as a favorite. |
Let me show you how a barbarian does an 80s music countdown.
Warning PG13 blood and minor uhhh... stuff.
| wanderer82 |
| 1 person marked this as a favorite. |
Thank is correct. Though I would love to declare a party at 12:01 am, there is a vast wealth of excellent applicants, so it is going to take a bit of time to decide.
Oh, and let's have it both serious and playful, cause yeah, after all, this is a game....
| Thedmstrikes |
So, here is my last minute entry:
Male Dwarf Cleric of Dumathoin 4
Neutral Medium Humanoid
[ b]Init [/b]+1; [ b]Senses [/b]Darkvision 60 ft.; Perception +9
--------------------
[ b]Defense[/b]
--------------------
[ b]AC [/b]18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
[ b]hp [/b]30 (4D8+12)
[ b]Fort [/b]+7, [ b]Ref [/b]+3, [ b]Will [/b]+9
[ b]Resist [/b]None
--------------------
[ b]Offense[/b]
--------------------
[ b]Speed [/b]20 ft. (slow and steady)
[ b]Ranged [/b]Acid Dart +4 (1D6+2/x2)
[ b]Melee [/b]+1 Earth Breaker +5 (2D6+2/x3)
[ b]Special Attacks [/b]Dragon Breath 15 ft. cone cold 1D4 1/day, Channel Energy 1D6 (DC 13) 6/day
[ b]Spell-Like Abilities [/b]None
[ b]Cleric Spells Prepared [/b](CL 4):
Level 0 (At Will) (DC 14)[ i]Create Water, Detect Magic, Detect Poison, Guidance[/i]
Level 1 (3/day) (DC 15) [ i](D) Magic Stone, Bless, Divine Favor, Protection from Evil[/i]
Level 2 (2/day) (DC 16) [ i](D) Create Pit, Silence, Spiritual Weapon[/i]
--------------------
[ b]Statistics[/b]
--------------------
[ b]Str [/b]13, [ b]Dex [/b]12, [ b]Con [/b]14, [ b]Int [/b]12, [ b]Wis [/b]18, [ b]Cha [/b]14
[ b]Base Atk [/b]+3; [ b]CMB [/b]+3; [ b]CMD [/b]14
[ b]Feats [/b]Toughness(B), Versatile Channel, Selective Channel
[ b]Traits [/b]Honored Fist of the Society, Exalted of the Society, Pride, Militant Merchant
[ b]Skills [/b]Athletics (3), Craft Stone (6), Heal (9), K. Arcana (6), K. Dungeoneering (3), K. Engineering (3) K. History (6), K. Local (3), K. Nature (3), K. Planes (6),
K. Religion (6), Perception (9), Sense Motive (9), Spellcraft (6)
[ b]Languages [/b]Common, Draconic
[ b]SQ [/b]Unstoppable (+1 FORT, Toughness), Iron Within (+2 dodge or +20 ft for 1 rd 2/day), Breath Weapon, Hatred (+1 attack vs orcs and goblinoids)
[ b]Other Gear [/b]Backpack, Silver Holy Symbol, Vestments, Spell Component Pouch, Belt Pouch, Ink, Inkpen, Bedroll*, Healers Kit*, Messkit*, Waterskin*,
Trail Rations (10)*, Scroll Case, Waterproof Bag*, Earth Breaker +1, Breastplate +1,
3861 GP, 1 SP // 14000 XP
--------------------
[ b]Special Abilities[/b]
--------------------
Spontaneous Casting (Heal)
Channel to Heal, 3D6, 6/day
Command Earth Elementals
Acid Dart range 30 ft., 1D6+2, 7/day
+1 Resistance to all Saves
Resistance Touch pass resistance to 1 person for 1 minute 7/day
--------------------
Domains
--------------------
Earth (Caves/Caverns)
Protection
I abandoned my initial concept of a specialty priest of Mystra when I realized the big draw of casting arcane spells with divine slots is not happening in PF1 without significant work (and a couple more levels), so I put this guy together to at least bring something new to the table.
Edit: So, I did run out of time, he has some money to spend. Also, his background will be expanded to be more detailed. I have been jotting things down as time went on. I take the exam in two days and then I can get back to a semblance of normalcy (like finishing these details up). I was disappointed to find how difficult it is to reproduce the specialty clerics from 3.5