Chivane

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The cord on the weapon doesn't need to be a rope. It could be just as simple as a loop, Wii remotes come with loops on them to prevent people from throwing them at the tv when they're playing games. :)

As a player I have always had my clerics have a shield and their weapon, when it comes time to cast a spell, the weapon is held by the shield hand as my shield has the bar thingie/leather strap that sits on the arm rather than being held by hand via a post in the center of the shield. Or in the case of my sword swinging cleric who was super combat orientated, she would stab her sword into the ground and cast her spell, then snatch it up and engage enemies. My gm ruled that stabbing the ground 1 round and then snatching it up the next round were both free actions.

As a gm, I always assume that the character in question has a means of putting the weapon out of the way for purposes of spell casting. As long as they're not packing a tower shield at least.


The original concept of this character was a social outcast who really desired to be respected by the normal people. Given that she's half-vistani (half gypsy) it gave that automatic status of social outcast, miscreant without her even needing to do anything. She's heavily focused in healing others and learning all that she can about the world around her, which sadly led her to needing to deal with a nasty Night Hag (eventually).

Started off being horrible in combat, but I keep her between the baddies and the wizard and protect him while the dwarf and witch fight in melee. The witch is tricked out to do all sorts of combat damage with her hair and loves using hold person. So, technically we have 3 melee combatants and the wizard. The witch also has cure spells but I'm more tricked out at healing the party. We sat down during a session and made a whole bunch of potions with the wizard and I just got a wand of cure moderate wounds that I cast into it and the wizard made. So if necessary, the witch can take it off of my character and use it on her if I drop in combat.

Every gm I have had for Pathfinder seems to think of it as the new form of hack and slash. The one who's gming Ravenloft has heavy emphasis on perception and knowledge checks, so between the Wizard and I we've got the knowledges covered.

I really like the idea of channel smite. If I can get the wizard to make me an item to boost my strength, con and dex, things will work out. :) Thank you


Bigdaddyjug wrote:
Fey Foundling at level 1 is the way to go. I play a life oracle in PFS and I took Fey Foundling at 1 and put Selective Channeling off until 3. Fey Foundling is THAT good.

I took Ethereal Empathy at lvl 1 because it was a good flavour for being Ravenloft and my character being a Half-Vistani (Vistani are humans of unique subtype who have interesting abilities while also being outcasts in the domains that make up the Realms of Dread).

I guess that I should have said that my focus with my character is to keep my party alive. The wizard is shaping up to be tower of destruction and the fighter is a wonderful killing machine, as is the witch.


I'm more or less new to the Pathfinder type of RPG, and I have finally found a gm who is not only fair but also fun after 3some really horrible experiences. The game is set in Ravenloft and we have encountered some undead, some trapped demons, and many humans/humanoids who are either scheming against us or trying to kill and eat us.

Some stats on the character:
Dristanya Yondervist
Just made lvl 5, Half-Vistani Neutral Good Oracle with Life mystery and Haunted curse.
Str 10 (14)
Dex 10
Con 12
Int 16
Wis 16
Cha 19

Presently wears a masterworked Breastplate, and weapon of choice is a +2 longsword that grants +4 to str, immune to fear, heal 1/day, ego 11 and don't run from a fight or she gets dealt 3D10 damage, no save. She uses a light wooden shield, and has back up masterwork shortsword and masterwork morningstar. For range weaponry it's a sling, and she's got normal and cold iron bullets for it.

Life Mystery:
Channel Positive energy like a cleric

Safe Curing: provoke no attacks of opportunities when casting spells with cure in the descriptor while in combat.

Feats:
Ethereal Empathy: Sense emotions and see images play out on the near-Ethereal, wis based dc.

Selective Channeling: Select who I heal and don't heal with positive energy OR which undead I do and don't harm (she's yet to come across mummies who would get healed by her channeling).

Spells:
Lvl 0: Light, Mending, Read Magic, Detect Magic, Purify Food and Water, Ghost Sounds, Create Water

Lvl 1: Cure Light Wounds, Bless, Detect Undead, Hide from Undead, Burning Disarm, Mage Hand, Shield of Faith (or Cultural Adaptation as my character is also the diplomat of the group)

Lvl 2: Lesser Restoration, Cure Moderate Wounds, Whispering Lore, Shield Other, Levitate, Minor Image

The rest of my party includes a dwarven fighter, a human wizard, and a human witch who will eventually be taking fighter levels. I plan on continuing to be anti-undead/healer, but I am stuck on what feat to take for lvl 5.

Turn undead doesn't really interest me, as my character is more wanting to put the restless dead to final rest, one way or another than having to chase them down later. I was looking at alertness for its bonus to perception and initiative, while also looking at spell penetration or spell focus (Cure Moderate Wounds) since I keep on slapping undead with high DRs with a healing spell.

Our wizard is focusing on getting the item creation feats, and we can work together with making stuffs. So aside from what I listed and I'm not sure if they will work well with getting my character to be the best healer/undead slayer she can be. Any suggestions?