Silas Vekker

Karrek's page

43 posts. Organized Play character for Andrew Besso.


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Liberty's Edge

Charon's Little Helper wrote:
Dave Justus wrote:
Half Dwarves are rare, since only other Dwarves can tell the difference between the male and female Dwarves.
Plus dwarf men love them some lady-beard. Other races aren't so fond of them.

Human men I understand not. Bald chin on woman you like. Bald head on woman you like not.

I never bought into that "Scottish dwarf" thing. I always thought of dwarves as sounding more Russian. I also with Paizo had not robbed dwarvish women of their beards.

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While playing a dwarf cleric, I cast spells by speaking Hebrew (Bless sounded like, "B'shem Torag barukh anu!"). I imagine that Dwarvish sounds like Hebrew. Another player looked at me quizzically and said, "Your dwarf's Jewish?"

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Disruptive Mace Ones Happen

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Thanks for coming up to Vermont, Myles.
It's a long way from your neck of the woods.

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Can we have more information? Which deity do you follow? What are your domains? Do you have traits?
Since you have "Versatile Channeler", I assume you are a neutral cleric of a neutral deity.

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CHA-A-A-ARGE!!!

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Racial traits are not the same as race traits. It is really unfortunate that Paizo used two similar words here, which has led to lots of confusion. In any case, I would probably allow it, but check with your GM.

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Oh, and if you do decide to get the Ioun stone, Toughness is always a good feat. The extra hit point per level is a wonderful thing (in my experience).
I would not want to be up against your character! I'm glad we're on the same side.

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Is "Tusked" a race trait (akin to "Brute" for a half-orc, or a racial trait akin to "Toothy" for a half-orc? The Adopted trait allows you to take a race trait but not a racial trait. I do not have a copy of Orcs of Golarion, so I don't know. But since you have a good explanation for the tusks, I guess it's OK either way.

That is quite a stat block! Was it good rolls or generous point buy?

I cannot find the post, but I seem to recall that the developers have ruled that "Adopted" does not actually use a trait slot, so you can still pick another trait. I took Sacred Touch for my dwarf cleric of Torag, but I have never used it. Since you wear heavy armor, Armor Expert might be good - it reduces your ACP by one.

I have found the Handy Haversack useful, not because of weight but because you can retrieve stuff without provoking attacks of opportunity.

*EDIT* But swapping the haversack for the ioun stone would free up a feat, which is probably better.

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Hey, thanks, everybody. Folks (including me) tend to focus on healing or melee, forgetting about the other cleric spells.

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Sanjiv wrote:

I'd imagine you're asking for advice on gear, feats, and perhaps multi-classing. I expect a lot of that might depend on your style of play and what you enjoy. How have your experiences 'in the field' been? Have you been dissatisfied with your character's performance or effectiveness?

Other questions: Do you have a regular party you roll with? What are your favorite role playing aspects about him? And what's the overall concept anyway? What did you want him to do?

on a side note: You're going to die, regardless. You should at least take pride in being awesome while your character is alive.

How many characters have you rolled before this one?

Well, that's not very encouraging!

This is the first PFS character I designed, but my second overall. The first PFS character I played (and still play when possible) is a clone of the iconic rogue, currently 6th level. I also have some low level characters, but I haven't yet had a chance to play them.

Yes, I was hoping for some advice on feats, useful spells and gear. I have een tempted to take a level in Zen Archer, to get Precise Shot for the acid dart. The bow proficiency wouldn't be bad either. Actually, he might make a decent Zen Archer who happens to have cleric levels.

So far, the character usually ends up as a mediocre combatant, also throwing healing around. The acid dart domain ability has been quite useful, especially against constructs. I have also found Summon Monster is the party's friend - instant flanking buddy for the rogue, a quick way to get close to BBEG, and damage sink.

I am trying to figure out a useful role for this character. We have a semi-regular PFS group, and no other clerics at this level.

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This was the first PFS character I built. He is 4th level now, and I am starting to realize that I did not build the character very well. He has not the charisma to be a good "healbot", but neither has he the physical attributes to be a good melee cleric. When I built the character, I focused primarily on wisdom, because that is the cleric's casting stat.
Anyway, here is a description:
Karrek, LG, Dwarf, Cleric of Torag, Level 4
STR: 12
DEX: 12
CON: 14
INT: 12
WIS: 19 (4th level stat increase)
CHA: 10
Domains: Earth, Good
Feats: Toughness, Extra Channel
Traits: Sacred Touch, Armor Expert
I just bought +1 breastplate and a +1 darkwood heavy shield (I probably could say the armor is mithral and pay the extra cash - the purchase has not yet been recorded on a chronicle sheet.)
Any ideas going forward?
I can buy an item costing up to Au 8000. I have about 7000 to spend.

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"Extra Channel" has been a benefit to me and my party. It gives the cleric more flexibility in spell use. My cleric is a dwarf with 10 CHA, so those extra 2channels are important.

For what it's worth, I have found the "Mending" orison handy. The other characters' weapons were damaged, and I happened to have the spell.

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I absolutely agree about Sacred Touch! It seemed so useful, but I have never used it. I wish I had taken something else.

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2 people marked this as a favorite.

I admit that I am a bit jealous of those who dream up wonderful back stories for their characters. Usually I struggle to come up with something more than, "Um, he's a dwarf. He has black hair. He is a devoted follower of Torag. Um..."
I sometimes find that I begin to ascribe a personality to a character after a while.
But I don't seem to be very good at min/maxing either. Others seem to inflict a whole lot more damage than I.
But I certainly have fun playing.

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I am also considering the possibility of creating an "Undead Scourge" paladin, perhaps with a level or two of cleric to get domains and more channels. If I understand the rules correctly, the damage dice for channeling positive energy would not stack, but the number of channels per day would stack. Assuming paladin 6/cleric 1, he could channel as a 6th level paladin, expending 2 uses of lay on hands for 3d6, or as a 1st level cleric for 1d6 but preserving lay on hands.

The leadership feat imposes a penalty for different alignment (the character is LG) but not for a different race, so a human paladin could be a reasonable choice.

Of course, there is always the chance that my character does not reach 9th level until after we complete this task, in which case this entire exercise is moot.

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pipedreamsam wrote:
Karrek wrote:

Let me clarify. The character who will take the cohort is not a cleric but a Zen Archer.

And, yes, I really hate undead.

Ah, gotcha ok hows this:

LG dwarven cleric of Sarenrae or Iomedae, 7th level:
** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Hope this helps!

Please do not apologize! I asked for advice; you offered advice. What's to be sorry about? I like your thoughts.

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It occurs to me that I might build a LN cleric with Versatile Channel. Then this cleric could use negative energy to command undead and make them fight each other, then use positive energy to finish off the "leftovers".

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Let me clarify. The character who will take the cohort is not a cleric but a Zen Archer. I plan to take the Leadership feat at 9th level. My current character has low charisma, even by dwarvish standards, which is why I want the hypothetical cleric's alignment to match. Our party has undertaken a mission to clear out an area overrun with undead, a quest for which we volunteered to prevent an invasion from the neighboring country.
And, yes, I really hate undead.

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I plan to take the Leadership feat and I want to play a cleric, specializing in destroying undead. For role-playing reasons the cleric should be a lawful good (important) dwarf (less important). So far, I think I want the feats Improved Channel and Extra Channel. I also think I want the Sun domain.
The character will be 7th level, 20-point build, 1/2 PC starting wealth by level.
Thanks!

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Yeah, one guy in our group was not happy when he realized he couldn't buy the mithral full plate after all. He thought he could use 10 PA to cover 3750 gold toward the purchase price.

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Let's see...

There was the troll who hit me (claw/claw/rend) for 40 points of damage, enough to drop me to -CON. I had to buy new scale mail after that one. Little bits of armor were scattered all over the room!

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A group of us were fighting against a troll. Two PCs were adjacent to it; I was a bit farther away. The GM pointed at the two players whose characters were adjacent to the troll, rolled a die and said, "Odd, it attacks you; even, it attacks you." The die landed half on a book, on its edge. The troll attacked me. Claw, claw, rend, 40 points of damage on a second-level cleric. "All dead." I mean, we're talking, "Go through his pockets and look for loose change" dead. Little bits of scale mail were strewn about the room.

(My companions had enough gold, after looting my corpse and selling most of my stuff, to pay for a Raise Dead spell, so I suppose my story doesn't really belong in this thread. I bought replacement scale mail as soon as I could afford it.)

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Kierato wrote:
Umbral Reaver wrote:
El Baron de los Banditos wrote:
One of the traits in the APG actually is centered around being attractive, and had no CHA restrictions. It gives a bonus to language-dependent spells and diplomacy (I think) if the target could be sexually attracted to you.
That trait is hideous to GM for. One thing you don't want to hear over and over is "Am I sexy?" from the guy playing the character with the charming trait before every social roll or spellcasting.
lol

I'm too sexy for my chainmail, too sexy for my chainmail...

Please lock the thread before I post again! Stop me! Aaaaaaaaaaa!!!!

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Ultimate Magic wrote:


Description
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day.

(emphasis mine)

Would it be possible to use a Raise Dead spell on someone killed by one of the undead mentioned above while the spell is in effect?

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mdt wrote:
Ravingdork wrote:

It also keeps your players from selling an infinite amount of beer to make infinite profit for free.

After all, no self respecting group of alcoholics would drink from the same mug.

Note that the ale in the MIC was POOR ale, as in, the stuff you pay a copper for a keg of.

Good heavens! Worse than Piels or Bud? Yecch!

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I am a cleric with CHA 10 (not bad for a dwarf). I would like to increase my CHA so I can channel energy more often. I already have the Extra Channel feat, but I want even more! Would a Headband of Alluring Charisma do the trick? If I understand correctly, as soon as I put it on, I would get increases to charisma-based skill checks (e. g. Diplomacy). After 24 hours the enhancement bonus is treated as permanent, and then I would get more uses of channel energy. I mention the headband rather than the Ioun stone because the former is upgradeable.

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My cleric character (dwarf, 10 CHA) has often been very glad to have Extra Channel. Being to heal comrades or injure undead two more times helps! Selective Channel would have been nice on at least one occasion. It can be discouraging when the fight is almost over and the cleric heals some of the monsters you just killed.

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Wouldn't it be cool if the cleric could cause a small rainstorm of holy water? I envision a sort of combination of the Create Water and Bless Water spells. I am sure this would be at least a third-level spell, and might cover a 10'x10' square. I think it would have to be short range.

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One of my PFS characters is a dwarvish cleric of Torag. I find this character as much fun to play as the rogue, and more fun than the barbarian. I find that the cleric fills a number of different roles in the party: healing and melee, sure, but no one else in the party handles undead better than the cleric. The paladin can channel positive energy now, but only now that he has reached a high enough level. The cleric could do it from the beginning.

This character does not have access to subdomains since he predates them.

EDIT: While it is true that druids have access to subdomains, druids can pick only one domain from a choice of seven, and then only if the druid does not have an animal companion.

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SimianChaos wrote:


Also, I make a habit of not doing anything myself that I myself would not allow as a DM.

Fair enough. In any case, it is so unlikely ever to happen that I don't think it is an issue either way.

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Beckett wrote:
Karrek wrote:
I think I have found an unequivocal answer. The spell description says that the spell can be cast on one held item or 15 pounds of unattended metal. The lightest metal armor, a mail shirt, weighs 20 pounds. So the spell cannot affect any metal armor.
That is for an unattended object specifically, though. Otherwise it would say something like "one unattended object or held object, neither of which can be more than 15 lbs". Also, a Mithral Chain shirt is 10 lbs. So, (and not saying you are wrong), would you allow that?

After I submitted that last post, I had a feeling that someone would point out the weight of a mithral chain shirt. If (a) I happen to have the spell memorized and (b) I want to use it against someone wearing a mithral chain shirt, then I will let the GM decide if it works. If I were the GM and a player wanted to do that, then I would remind him/her that the spell is called Burning Disarm. I have reached the conclusion that the spell is meant only for weapons and other metal objects that one might hold.

The description makes the spell seem almost useless against unattended metal objects. But it might be good for making tea.

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I think I have found an unequivocal answer. The spell description says that the spell can be cast on one held item or 15 pounds of unattended metal. The lightest metal armor, a mail shirt, weighs 20 pounds. So the spell cannot affect any metal armor.

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Beckett wrote:

I would say not unless they where acually holding the armor. It is kind of odd that it allows a locked gauntlet, which as the case seems you would not "hold" either, but would wield or have on. I would probbly allow it until abused, though it isn;t that powerful a spell, so sure.

As far as needing to be Cheliaxian, no, though it is more common and available from there. However, Clerics do not recieve all Cleric spells for free, only those in the PF Core book, so said Cleric would need approval to use it, regardless. In that being Cheliaxian would help.

Where does it say that? I play only PFS, and the organized play rules do not mention anything like that.

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The description of the "Burning Disarm" spell says:

Quote:

School transmutation (fire); Level cleric/oracle 1, druid 1, sorcerer/wizard 1

Components V, S
Range Short (25 f. + 5 f./2 levels)
Target Held metal item of one creature or 15 lbs. of unattended metal
Duration Instantaneous
Saving Throw Reflex negates (object, see text); Spell Resistance Yes (object)

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
Source: Cheliax, Empire of Devils

Can a cleric cast this spell on an enemy's plate armor?

Does the cleric have to belong to the Cheliax faction to use the spell?

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I would like to have augmented summoning, for which spell focus is needed. Can a cleric do that? The feat description does not say "no", but schools of magic really don't apply to divine spells.

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Volgrim Jormgard wrote:
Bomanz wrote:
Feat: Selective Channel is your friend. In essence, lets you exclude people from the channel up to your CHA modifier. Or lets you include only a number of people up to your CHA modifier. One or the other, I haven't checked in a while.

I went the Wisdom route so no Cha bonus for my dwarf But thanks for pointing that out, Ill just wait till everything dies to channel heal :>

(hopefully non of the PC's but that's what Cure light wounds is for )

I have exactly the same issue with selective channel. I just hope the GM doesn't decide to rule that the enemies are only "mostly dead", and let them regain consciousness when I channel energy! The folks who contributed toward raising me from the dead would be justified in taking rather a dim view of that.

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I like the sling because it combines nicely with the Magic Stone spell; Earth is one of my domains. Generally, though, I use Acid Dart for ranged attacks, since I can wield my primary weapon and shoot acid simultaneously. Since I get 7 acid darts per day, I seldom use physical weapons for ranged attacks.

Besides, I am still constrained by residual memories of the old days when clerics were not allowed to use piercing or slashing weapons such as a crossbow. I know that is no longer RAW but old habits die hard.

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DM_Blake wrote:

Sounds right to me, although when I give out potions, wands, and scrolls that are created above the miniumum caster level I always tell the player what the caster level is (once the item has been properly identified). So it seems strange to me that the DM didn't say "this is a scroll of Aid at 5th Caster Level".

And your last bit about making the Wisdom check concerns me. are you saying you are a cleric but you have less than a 12 Wisdom? The scroll only requires you to have enough Wisdom to cast a 2nd level spell, and that only requires a 12 Wisdom - as a cleric, I would hope that your Wisdom is significantly higher than that. If it isn't, then you may have a serious design flaw in your character.

Also, if your Wisdom is in fact less than 12 then you cannot use either of these scrolls at all. Having the minimum Wisdom to cast a spell of this level (they're both level 2 spells) is not optional; it's a requirement (unless you use the Use Magic Device skill to activate them).

Now, if you're not yet 5th level, you will have to make a Caster Level check to cast that Aid. The DC is the scroll's Caster Level + 1, so the DC is only a 6. Whenever you make a Caster Level check, for any reason, you roll 1d20 and add your class level in whatever your spellcasting class is. So for example, if you're a 3rd level cleric and you try to use this scroll, you'll need to roll a d20+3 and get at least a 6 to successfully cast it.

The character's wisdom is 18, but he is only a second level cleric. According to the PRD, a Wisdom check is needed if the caster level of the scroll's creator is higher than the caster level of the scroll's reader.

PRD wrote:
If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps). A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell's casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does.

Given that only a 6 needed (4 on the die), it should not be too difficult to make the check, but failure is always a possibility. I don;t get it - I typed, "Caster Level Check" not "Wisdom Check" in my original post. This new Keyboard from Miskatonic Data Systems keeps changing my posts.

In the GM's defense, we did not use Read Magic during the scenario. The scenario sheet simply lists what items are available for the characters to purchase after they finish.

Iä! Cthulhu!

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In two different scenarios, my cleric gained access to a Scroll of Aid (cost 250 gp) and a Scroll of Silence (cost 150 gp). Both spells are second level cleric spells. The cost of a scroll of a second level cleric spell created by a third level cleric is 2 * 3 * 25 gp=150 gp. The Scroll of Aid costs 250 gp, so it must have been created by a fifth-level cleric (2 * 5 * 25 gp=250 gp), right?
This means that when I use the scroll, the spell will be cast as if I were a fifth level cleric (assuming I make the Wisdom check).

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I had a wooden symbol up to now, but surely a dwarf in Torag's service should have a silver holy symbol. I have the cash; I'll have to upgrade.

I do think there ought to be some consequence to the material, though. Surely a wooden symbol is more appropriate for an "outdoorsy" deity like Erastil, while Torag would insist on metal.

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And Torag might be happier if his clerics used metal holy symbols rather rhan wood...

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I cannot find anything in the rules to imply that a silver holy symbol is in any way superior to a wooden holy symbol. Is there any reason to buy the more expensive silver holy symbol? A holy symbol is required to channel energy, and presumably for the divine focus component of spells, but I see no functional difference between the silver and wood symbols.


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