Female Human Cleric, 3
Gave up furious focus :( and replaced it with improved initiative. (actually, it represents improved initiative first level, and power attack on third. Also, I noticed that somehow my bladed scarf did not get on my weapons profile(it was paid for and in my back story) Not proficient. If someone sees another error, feel free to let me know.
I am eager to join the group. Volk asked how I got power attack and furious focus. I, as a DM, have allowed a character to delay getting a feat til second level (such as power attack or weapon finesse). I hope this is acceptable. (retraining can also do this, I believe.). Let me know if this is a problem.
Female Human Cleric, 3
My character has not yet come on the scene, but my diplomacy is 7, bluff 6, intimidate 7. My character is tall, and, at least to most humans, "easy on the eye". I need to get up to speed with what is going on, but will be glad to do a lot of the interaction. Perhaps my entry could even smooth over some things??? Do not know yet how I will be "dropped in" to the game.
Here's an updated and edited version of my character sheet.
Imenda:
IMENDA (Shoanti) (Shoanti) Female Cleric 3 NG Medium Human / Humanoid (Human) Init +1; Senses Perception +2 ==DEFENSE== AC 17, touch 11, flat-footed 16 (+6 armor, +1 dex) hp 23 (3d8+3) Fort +4, Ref +2, Will +5 Armor Breastplate, Medium ==OFFENSE== Spd 20 ft/x4 Melee Cold Iron Masterwork Glaive +6 (1d10+7) 20/x3 CM +1; reach; [PA]; [FF] Melee Cestus +5 (1d4+3) 19-20/x2 monk Melee Club +5 (1d6+7) 20/x2 [2HD]; [PA]; [FF] Ranged Sling +3 (1d4+3) 20/x2 ==STATISTICS== Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 12 BAB +2, CMB +5, CMD +16 Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Furious Focus (PFAPG 161), Power Attack (PFCR 131), Scribe Scroll (PFCR 132), Shield Proficiency (PFCR 133) Skills Bluff +6, Diplomacy +7, Heal +6, Intimidate +7, Knowledge (arcana) +4, Knowledge (religion) +4, Linguistics +4, Profession (Artist- Visual Arts) +6, Spellcraft +4 SQ Cleric Channel Energy [4 / 2d6] (PFCR 40) SU Domain Powers (PFCR 40-41), Adoration (PFAPG 93), Wind Blast (PFAPG 97) MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49) Traits Extremely Fashionable (Equipment) (PFCo: AdvAr 30), Fools for Friends (Campaign: Second Darkness) (PFAP: SD Companion 14), Prince/Princess (Social) (PFCo: QGttE) Drawbacks Naive: Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers. (PFCo:QuCa) [bLanguages[/b] Common, Shoanti, Thassilonian Gear Misc. Jewelry and fancy clothes worth 125 gp Sling stones Explorers outfit
Weapon Cord
4 0 level scrolls
4 1st level scrolls- Burning Disarm, Abadar's Truthtelling, Magic Stone, Liberating Command Fishing kit
backstory: She is the third daughter/seventh child of the head of her clan. This was thought to be very auspicious, even more so when her appearance was so striking (white hair, blue eyes, fair skin) and a local, well known witch/hermit came into the camp proclaiming prophecies regarding this child. She said the girl would travel to strange places and battle evil alongside fearsome strangers, some not even human. She would have ways different from her people, even while she honored the past. Then the witch left, never to be seen again. She grew up tall and strong, as her people are, but with her shocking white hair she always stood out. As she grew up, she learned Thassilonian to honor her ancestors and learn about the great and amazing monuments from the ages past. She followed Shelyn, unusual for her people. Though a princess, having many older siblings, she was not proud or arrogant. She developed the ability to see beauty nearly anywhere, and where she could not see it, she created it, with small clay sculptures, drawings burnt into wood, and sand paintings. She was often found alone, high on some lonely hill playing her flute as the sun came up. She had a brother, only three years older and the youngest boy, who chafed at his humble roll in the tribe. He traveled to the south and "lost his way" as his people said. He gambled and drank heavily, returning home on rare occasions. Once he came home having won a great deal and gave her a beautiful and strange weapon, a bladed scarf, which she keeps, though she does not know how to use it well. More often he would come home penniless, often beaten. A year ago he left, excited, talking about a new place where he would make his fortune. It was a city to the west, on the sea, wild and dangerous. Just recently, she has felt her goddess calling her to go and find him. Her journey took her to the city of Riddleport.
I am new to this format. I have not yet included gear and back story yet. How does this look so far? My original had luck instead of air, but I did not want to steal the other clerics thunder. The backstory, which I will enter later, is a character that is very different from the others, but should interact very well, add a new dimension to the group, and I cannot think of any problems she would cause. Anyone feel free to give feedback before I finish. She is the third daughter/seventh child of the head of her clan. This was thought to be very auspicious, even more so when her appearance was so striking (white hair, blue eyes, fair skin) and a local witch/hermit came into the camp proclaiming prophecies regarding this child before disappearing, never to be seen again. That is a start, more to follow.
Imenda: IMENDA (Shoanti) (Shoanti) Female Cleric 3 NG Medium Human / Humanoid (Human) Init +1; Senses Perception +2 ==DEFENSE== AC 17, touch 11, flat-footed 16 (+6 armor, +1 dex) hp 23 (3d8+3) Fort +4, Ref +2, Will +5 Armor Breastplate, Medium ==OFFENSE== Spd 20 ft/x4 Melee Masterwork Glaive +6 (1d10+7) 20/x3 CM +1; reach; [PA]; [FF] Melee Cold Iron Cestus +5 (1d4+3) 19-20/x2 monk Melee Club +5 (1d6+7) 20/x2 [2HD]; [PA]; [FF] Ranged Sling +3 (1d4+3) 20/x2 ==STATISTICS== Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 12 BAB +2, CMB +5, CMD +16 Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Furious Focus (PFAPG 161), Power Attack (PFCR 131), Scribe Scroll (PFCR 132), Shield Proficiency (PFCR 133) Skills Bluff +6, Diplomacy +7, Heal +6, Intimidate +7, Knowledge (arcana) +4, Knowledge (religion) +4, Linguistics +4, Profession (shopkeeper) +6, Spellcraft +4 SQ Cleric Channel Energy [4 / 2d6] (PFCR 40) SU Domain Powers (PFCR 40-41), Adoration (PFAPG 93), Wind Blast (PFAPG 97) MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49) Traits Extremely Fashionable (Equipment) (PFCo: AdvAr 30), Fools for Friends (Campaign: Second Darkness) (PFAP: SD Companion 14), Prince/Princess (Social) (PFCo: QGttE) Drawbacks Naive: Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers. (PFCo:QuCa) Languages Common, Shoanti, Thassilonian
How do you figure hit points? I am used to full points the first level, then average(for cleric 4 second level, 5 first level. The wealth seems unusually low. Is that because I would be a new character, the nature of this campaign, or your particular style as a DM. I would love a little bit more, but this is, to my liking, much better super rich characters.
@DM. The advantage of sacred summons is being able to summon as a standard action instead of a full round action. If it must be restricted I will wait until I am at a level high enough to summon those creatures. @group. I understand the campaign is balanced, but I would shift the build depending on the character of the group.
Another question. I have seen suggestions regarding the power of celestial summons. However, it depends on the DM. "Technically, Sacred Summons cannot be used to summon anything except the few creatures that have an
There are very few creatures that can be summoned by a good cleric with this feat, but if applying a celestial template on them, it works great. I would have no problems with some limitations (for example, you may decide that there cannot be "celestial stirges" - even though they may be the best thing to summon - but I would like some choices. Please let me know what you think.
Back to recruitment...based on the play and mix of the group, what would seem more important, hit points or skills? But since the discussion is there, I think it is insightful to suggest that Alynthar is describing a lawful neutral alignment. I bet he has never thought of that, but he is saying there should be law, there should be pushishment. To hell with mercy, they get what they deserve and we will go on from there. The idea that constructs are even more evil is interesting also. Is that your perspective or your character's?
I have always been bothered by the idea that small and medium creatures have the same reach, especially with reach weapons. I just cannot see a gnome threatening the same area as a human! This rule glitch gives an option. Allow medium creatures to reach the corners with a reach weapon. Then, allow small creatures to attack/threaten the closer diagonal, even with a reach weapon. Why do people think?
I am not much for power gaming, we create characters and stories, but I am looking forward to having fun with a hobbit(sorry, just have to call them that from time to time) with daggers. He could be a fighter, rogue, swashbuckler, fighter/swashbuckler, etc. He mostly throws his daggers with point blank range and multiple modifiers but he has finesse so he can melee also. The only problem is he needs enough strength to carry a good supply until he gets up high enough to get some magical returning weapons, but from the stats I have seen on this site, that should not be a problem. (all our characters start with about an average of 12 (8/10/12/13/14/15 with some adjustments)) |