Fighter

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This is a level 10 Cleric for a game starting pretty soon. I've never actually played a Cleric (or really any caster at this level), so I'm hoping you guys can offer some tips or warn me away from any major pitfalls here. It doesn't have to be perfectly optimized - just viable and useful. I still don't know the details of the game except that we're going to be doing one of the adventure paths or some other Paizo module.

The character's a Lawful Good Human, and the stats (rolled, not point buy) are after item/racial/level bonuses. Cleric of Iomedae with Good and War domains (Archon and Tactics subdomains).

Str 15
Dex 12
Con 13
Int 13
Wis 20
Cha 16

Feats:
Weapon Focus (Longsword)
Scribe Scroll (since most of my prepared spells will be buffs, there are some situational spells I'd still like to have handy)
Improved Initiative
Heavy Armor Proficiency
Power Attack (mostly to open up a bunch of combat feats with the War domain ability)
One more that I haven' decided on. I don't know if I want to start taking channeling feats or not, and Quicken Spell doesn't feel like it'd be cost-effective at this level. I'm considering Quicken Spell-Like Ability for Touch of Good, but that feels like a pretty hefty investment.

Traits: Magical Lineage (Divine Power), Reactionary

Items (roughly 62,000 worth):
+2 Full Plate
+1 Holy Longsword
Cloak of Resistance +2
Amulet of Natural Armor +2
Headband of Mental Prowess (Wis/Cha) +2
A handful of scribed scrolls and miscellaneous non-magical stuff
About 10000gp left over

So far, this puts AC at 24, saves at 10 (fort), 6 (ref), and 14 (will), init at 7, and attacks at 9/4 (11/6 with the sword, 16-18 after a round or two of buffing)

I've also got a MW longspear handy so I can use the War domain ability to make a couple of attacks of opportunity with reach and combat reflexes.

So, for people who've run or played games with this sort of character (or who just know the system better than I do).. any advice on stuff like feats and items?


I typically don't play clerics, but it looks like I may do it for a game that a friend is running soon. I'd like to do a "battle cleric" because it sounds like fun, and I've never been big on optimizing PCs so I'm good with playing a non-ideal fighter.

One of the domains I picked for this character is Good, with the Archon subdomain, but from what I'm reading my character can't actually benefit from either ability in that domain. Touch of Good is a standard action, and lasts 1 round.. so by the time I make an attack or use a skill, that round is up and the benefit is gone. And Aura of Menace seems to be the same deal, though I can't tell if I need to spend a standard action every round that I want it active, or just the initial round. I'm assuming it's every round. At the same time, though, I've seen people recommend these specifically for battle clerics. Am I just misunderstanding how they work?

I'll probably take it either way (I suppose I can use my abilities on my allies from time to time..), but I'm kind of curious about this.


A friend of mine is running a Dark Sun campaign using the Pathfinder rules and is encouraging the players to make use of psionic classes from the Psionics Unleashed supplement.

I'd like to try a Psychic Warrior, but I'm kind of stuck on where to focus for that character. The bonus feats are nice, and I like the idea of paths, but they seem kind of.. underwhelming, along with the fairly limited powers list, crappy saves and 3/4 BAB. It could just be me, though, as I've recently been playing an Eldritch Knight with a higher BAB and much more impressive casting.

I typically wouldn't worry about optimizing, but the GM has said that the game will be pretty brutal. So what's a good way to put a Psychic Warrior together? Odds are this game won't be going to level 20, but it'll almost certainly end up in the 10-15 range.