Caleb Foth's page

7 posts. Organized Play character for rlien56.




I'm playing a home game with the following build:
Human Cleric of Iomedae 3 with Heroism and Tactics domains
Str 18
Dex 10
Con 12
Int 14
Wis 14
Cha 8
Feats: Heavy Armor Proficiency, Toughness, Craft Wondrous

My goal is to be the backup tank/healer. Right now I'm looking for items that I can craft/buy that help me in the next 2-4 levels. I know that I'm going to want Gloves of Elvenkind to help me craft and cast, but past that I'm a bit lost other than the obvious (+2 stat items, etc.). I'm not exceptionally familiar with really solid items past the core-type stuff. Any advice on what to make and buy for the next 2-4 levels?


How does this look? I'm planning on trying to use it as pacifist arcane support. Mainly to try and give enemies Shaken, Entangled and Fatigued all at once via Rime Frostbite. For creatures immune to subdual (undead) or with reasonable cold resistance I wasn't quite sure where to go but I was thinking of grabbing Piranha Strike at 9 for extra damage. Many of the numbers are rough thoughts of where they'll be at. I know I'm going to have 11k or so to play with after +2 stat items and the +1 agile weapon.

Elf (standard except with Fleet-Foot instead of Keen Senses/Weapon Familiarity)
Kensai Level 7
Str 7
Dex 23
Con 10
Int 20
Wis 10
Cha 10

Class Abilities: Arcane Pool, Cantrips, Canny Defense, Spell Combat, Spell Strike, Arcane Accuracy, Perfect Strike, Fighter Training, Iajutsu

Feats: Weapon Proficiency Scorpion Whip, Weapon Focus Scorpion Whip, Weapon Finesse, Whip Mastery, Rime Spell, Enforcer, Improved Whip Mastery

Skill Ranks: Fly 7 (+16), Intimidate 7 (+10), Knowledge Arcana 7 (+15), Knowledge Dungeoneering 7 (+15), Knowledge Planes 7 (+15), Spellcraft 7 (+15), Use Magic Device 7 (+10)

Traits: Metamagic Master, Warrior of Old

Init +15
HP ~48
AC ~21/25 FF ~10/14 TAC ~21
Fort +5 Ref +8 Will +5
BAB +5 CMB +3 CMD 19
Spells: 4/5/3/1
Atk: +1 Agile Whip ~+11 (1d4 + 7, 20/x2)


Right now I'm GMing, but once we're done with my run of adventures I'll end up rolling up a 7th level character. Right now the party is a Healbot, a Melee Cleric and a Rogue. I'm not really in the mood to roll a wizard and be all controlling so I was planning on rolling up a Magus (before you ask I've looked at all the guide and things I could find re: Walter's Guide, a few Fighter guides, Trait guides etc.). It's essentially a home game that is would be PFS legal.

I know that I'm going to use a +1 agile Andoran Dueling Sword. My thoughts were to either start with an Elf Kensai (Magus) or multiclass with Elf Kensai 4/ Weaponmaster 3. I wanted to make the 3 level dip for Weapon Training to bump it up with Gloves of Deuling because that fits. I was also hoping to find a way to fit in Moonlight Stalker so I could have consistent high damage. The problem that I'm running into is that I'm either short on feats to do everything well, short on gold (23500) unless I craft, or losing out on other random static bonuses. Any suggestions?

Liberty's Edge

One of the groups I'm running is short a healer. Since I'm introducing the group to a non-golarion world, it's useful (as a DM) to have a voice in the party able to give them information about areas, local laws, etc. That said, other than that I didn't want to have the character be more than a 'google search' and party bandaid. This campaign will be starting around level 6 and likely taken into high level (15-18 or so). I was remembering Radiant Servant of Pelor and thinking how that could be really cool, then I remembered that Pathfinder completely overhauled the turning/dusting/channeling system in general as well as a general overhaul of the domains (90+% for the better).

The first major issue is how to change the Insta-Dusting from the Sun Domain and Radiant Servant into Pathfinder without making the class too strong of a buffer/healer.

Previous nice specs:
1-Easy (but god specific) Requirements
2-Full martial proficiency
3-3/4 BAB
4-Good Fort/Will saves
5-d6 hit die
6-10/10 casting
7-class levels stack for turning
8-increased healing capabilities at 2/6/10 (empowered, maximized, maximized and empowered)
9-extra domain at 5
10-divine health at 2
11-Extra greater channels at first level

My thoughts on converting and balancing it were:
1-Easy (but god specific) Requirements
2-No added proficiencies
3-1/2 BAB (more relevant due to Divine Power change)
4-Good Fort/Will saves
5-d6 hit die
6-9/10 casting (losing 1 at first level)
7A-class levels stack for channeling
7B-+1d6 [radiant] channel dice at each even level (essentially 1d6 channel dice per level instead of every other level)
8A-at 3rd level [radiant] channel dice are empowered for relevant types (undead if sun domain, healing if healing domain, vs Evil outsider [if w/Channel alignment] if Good domain, etc.)
8B-at 6th level those dice are maximized instead
8C-at 10th level those dice are maximized and empowered
9-No extra domain
10-Divine Heath at 2
11-Extra Channel as a bonus feat at 1

Does this look balanced on paper? Any problems anyone may see? My concern is that Channel dice may end up being WAY to good for 30' burst healing (even without the healing domain), but I was thinking that the hit to casting may be a good balance to it.


So in 3.5 I played a Cleric who was proficient in every role(tanking/blasting/healing). In my cursory view of PF, clerics got knocked down a good bit. I'm planning on being the tank for a level 2 party (true necromancer, shadowdancer, ranger are the end goals iirc). I enjoy tanking but I'd like to have a build that is a bit of a Gish preferably divine (for extra healing). I'm open to about any build though including straight base class builds. Any suggestions for builds or good divine Gish guides?