Druids are great! I agree with pauljathome their are better choices than the shaman archetypes. I recently played a Goliath Druid and it was fun (much different feel from a regular druid). Used weapons more than natural attacks. Since most builds are strength based you don’t need may feats other than power attack, natural spell, and wild speech. Grab you toughness too if you have room.
Here is my submission (I will create an alias if selected): Declan, the Bramble Knight There was no fanfare or posturing nobles as Declan knelt in the grove and took his knightly vows. Rather there was the melodious chirping of birds, a gentle breeze rustling the leaves, and warm sunlight peeking through the branches overhead. As tradition dictated Declan planted the five seeds in the shape of an arrow while Father Shamus gave Erastil's blessing and crowned Declan's head with a wreath of wild flowers. Crunch:
Human Warpriest of Erastil – 1
DEFENSE
OFFENSE
STATISTICS
Combat Gear – Studded Leather Armor (20 lbs, 25 gp), Composite Longbow (3 lbs, 100 gp), Dagger (1 lbs, 2 gp), Arrows x GP: 4; SP: 3; CP: Light Load 58 Medium Load 116 Heavy Load 175
=========================================================================== ============================================================= Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1 Ironfang Survivor Gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result. Empty Quiver Style (link) While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon. You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat. If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow. Point Blank Shot (link) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Weapon Focus, Bows (link) You gain a +1 bonus on all attack rolls you make using the selected weapon. Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat. Spell Casting (Divine): A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance. Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again. Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. +++ Community, Communal Aid (minor): At 1st level, you can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action. +++ Good, Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability. Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon) Sacred Weapon At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon Background:
In the rolling hills of the verdant Nesmian plains Declan’s family owned a prosperous tobacco farm about a half a day’s walk from the village of Phaendar. The family felt blessed by Erastil, the soil was rich and with hard-work the family’s future abounded with many prospects. Unfortunately, the continued conflicts with Molthune prevented the farm from reaching its potential. On many occasions the hostilities forced the family to abandon their home and burn the season’s crops as they withdrew. This pattern continued, raid, retreat, return and replant for most of Declanl’s young life. Each time the family rebuilt with steadfast determination and hope for the future. That all changed when the Ironfang Legion struck with less warning than usual and caught the family in the middle of burning their crops. Declan’s entire family was slaughtered and Declan barely escaped with his life. Declan claims that he was led to safety by following an old elk through the enemy lines. Those who believed this account saw it as a sign that Declan was favored by Erastil. With nowhere else to go Declan made his way to his older sister, Jyllia’s, homestead in Phaendar. As a result of his experiences Declan took a greater interest in Erastil's church and Father Shamus, the head priest of Erastil in Phaendar, took Declan under his wing treating him like a son. With Father Shamus’ help, the sprouting seed of resentment over his family's slaughter was uprooted and replaced with a love of community and cooperation, building upon the foundation of hard work laid by his parents. Hoping to do more for his community, this past summer, Declan took upon himself the mantel of a Knight of Erastil. There was no fanfare or posturing nobles as Declan knelt in the grove and took his knightly vows. Rather there was the melodious chirping of birds, a gentle breeze rustling the leaves, and warm sunlight peeking through the branches overhead. As tradition dictated Declan planted the five seeds in the shape of an arrow while Father Shamus gave Erastil's blessing and crowned Declan's head with a wreath of wild flowers. Since then he enjoys doing what he can to help the community of Phaendar grow in spirit and prosperity. Personality:
Declan is friendly, outgoing, and gregarious by nature. He would rather make a friend then an enemy, however he his quick to defend his friends and community. He is altruistic but is stern when necessary. While Declan is polite and well-mannered he isn’t afraid to speak his mind, which has led to trouble on more than one occasion. He has a wry sense of humor and is a lover of debate, archery, as well as smoking his pipe. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing grin. Appearance:
Declan stands a little over six feet tall with a lean but well-muscled build, he looks older than his years and carries himself with an air of confidence. He is good looking and lightly tanned with piercing green eyes. His face is covered by a perpetual 5 o’clock shadow and is framed by shoulder length light brown hair that always looks askew. Declan favors clothing in woodland colors and is usually clad in a well-made studded leather armor. He is never far from his longbow and on a belt at his waist is a dagger and an assortment of pouches. Code: The Knights of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.
* My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will? * I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong. * When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger. * I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others. * I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me. *I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them. * I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.
Not sure which way I'm going to go yet. I'll try not to step on anyone's toes. 4d6: 4d6 ⇒ (1, 4, 6, 5) = 16 reroll 1reroll: 1d6 ⇒ 4 Total: 15
15, 17, 11, 12, 14, 14 Indiana GMT-5
Cade looks around and shakes his head and questions himself, Whats going on? Seeing that the fighting has moved on he rushes forward and launches a stone from his sling at the necromancer. Attack: 1d20 + 4 ⇒ (7) + 4 = 11
17 stones remaining
Move A1, 15 Brinkley Cade moves up his sling sings as he swings it over his head. He launches a stone at the lone skeleton. Sling: 1d20 + 4 ⇒ (9) + 4 = 13
18 sling bullets left ----------------------------------------- Quickstats: Cade Ravenhill, Bard, Human, Level 1 [smaller]Initiative +2, AC 14, HP 7/9, Speed 30 Unencumbered Passive Perception 11, Senses None, Languages Common, Dwarven Special Traits: None Cantrips Known: Light, Vicious Mockery 1st Level Spells Known: Heroism, Cure Wounds, Farie Fire, Thunder Wave 1st Level Spell Slots: 0/2 Spell DC: 13 Ammo: 20 Sling Bullets Potions & Consumables: Holy Water (1) Coins: GP 34,SP 3, CP 9 STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 10 WIS 8 (-1)CHA 16 (+3)[smaller]
It makes sence to attack the necrmancer as soon as possible but A few of us almost died. I'm out of my best spells and the parties low on resources, not the best situation. He sits there and continues to contemplate, You're afraid, best get over it and move forward with the task at hand. Reluctantly, he offers,"We best gather our gear and get going. If we wait any longer the Necrmancer will be more prepared for us."
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