Athach

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I am looking to make a character that is like a shadowrun body chop shop operator. Good with removing, applying, and altering all forms of biotech and cybernetics. Unfortunately the biohacker is not being allowed in this game as we all are new to starfinder and that class is in play-test at the moment.

Thanks for any help with this.


I am looking for some help with a divine (oracle or cleric) necromancer build. The problem I am having though is trying to add a touch of melee ability to the character. Point buy is 25 and race wanted is drow. Any help would be greatly appreciated.


I want to join the Adventure Path subscription and I have a question. If I join now, will I get the current book (Hell's Vegence 6 of 6) or will it start with book 1 of Strange Aeons?


If I have a Banner of the Ancient Kings on a long spear would I still be able to use the spear in combat? If I use the spear in combat do I still gain the benefits of the Banner?

This would be used on a bard.


Would I be putting the characters at to much of an advantage at letting them start at 2nd level? I would counter that bonus by having them start with zero xp and having to earn all the xp needed to go from lvls 1 to 3.


I'm starting a new game and was planning on making an undead hunting cleric. Stats are not yet known as they will be rolled and not point bought. I was thinking of going human with a big 2h weapon but was not sure which deity to follow.

I am trying to build a character around the traits of Hunter's Blood and Carefully Hidden. Though Carefully Hidden will be reworded a bit to help it work with the background.

So far I was thinking following Pharasma with one first level feat being martial weapon proficiency, for the big 2h weapon, but not sure on the 2nd feat.

Thank you for any help with this situation.


Building a dwarf cleric for my son and could use some advice on it. The idea of the campaign is nautical based.

20pt build starting at level 4.

Here is what I have at the moment

Male Dwarf Cleric (Crusader) 4
CN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 31 (4d8+8)
Fort +7, Ref +4, Will +10; +2 vs. poison, spells, and spell-like abilities
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Offense
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Speed 20 ft.
Melee +1 greatsword +9 (2d6+4/19-20/×2)
Special Attacks channel energy, destructive smite
Cleric (Crusader) Spells Prepared (CL 4th; concentration +9):
2nd (2/day)—bull's strength, bull's strength, hold person (DC 17)
1st (4/day)—divine favor (x2), true strike, bless (x2)
0 (at will)—read magic, guidance, vigor
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Statistics
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Str 14, Dex 12, Con 14, Int 10, Wis 20, Cha 6
Base Atk +3; CMB +5; CMD 16 (16 vs. bull rush, 16 vs. trip)
Feats Armor Proficiency (Heavy), Channel Smite, Guided Hand
Traits deft dodger, militant merchant
Skills Knowledge (religion) +5, Perception +12 (+13 to determine if surprised), Profession (sailor) +10, Spellcraft +7
Languages Common, Dwarven
SQ aura, domains (rage), greed, hardy, saltbeard, slow and steady, spontaneous casting, stability
Combat Gear Pearl of power (1st level) (1/day); Other Gear Masterwork Full plate, +1 Greatsword, Cloak of resistance +1


I've been reading the threads here for a bit now and stumbled on the point that most clerics use wands to heal with. While I have been playing RPGs for close to 20yrs, I've never even thought about using wands as a primary means of healing. Granted I usually play clerics that can spontaniously cast healing so I've never memmed healing spells. With all this in mind, was/am I gimping my class by not using wands as a primary source of healing?