Grand Necromancer

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weapon focus was from Crusader bonus feat, it ignores class and level requirements

I would probably have to bring the GM a Keto dessert to get a trait lol

but i could look into that to possibly rework some things

The non lethal thing was more about being true to the deity being lawful good, Dredd is Lawful Neutral

Blade of mercy might let me go a lawful neutral route and not be tied to lawful good


Ok so some co workers did a session 0 last week they made their characters and no one is playing a healer, there is a Monk, Kineticist, Gunslinger, Bard.

I had the idea of joining them and bringing a few heals with me so I've been bouncing around cleric ideas in my head.

Going to be playing Runelords, which i have never played before, and to be honest I've only played a few sessions of pathfinder. But i do like to theory craft characters.

The Cleric i came up with is 1st level Crusader Cleric, 2nd level fighter, then the rest of the levels Crusader Cleric after but we are starting at level 1 and i heard there is a bunch of goblins.

My thoughts behind this character was wanting to play a cleric like Judge Dredd.

Using Home Brew Iksar Race.

Iksar Home Brew:
Iksar are a race of lizardfolk that have lived in hot swamp lands for centuries, separated and relatively isolated from other races. They have a savage and warlike culture, and tend to lean toward evil deeds, as they worship the God of Chaos. Despite this, a few Iksar have left their homeland, exploring the world and its wonders and prejudices alike. Iksar tend to view other races as silly or ignoble and tend to make friendships one on one, than to a race as a whole. Other races view Iksar as monstrous and hideous, as well as mysterious, due to their isolated nature which ensures that not many are aware of the Iksar race.

Physical Description: Iksar resemble bipedal reptilian humanoids. Their imposing frame stands between 6 and 7 feet tall, with bodies covered in gray, green, or brown scales. Their heads are adorned with brightly colored dorsal frills or spiky spines and have short crocodilian snouts. Although their 4-foot long tails often drags on the ground behind them while on land, it allows them remarkable stability and great maneuverability in the water. Their scales are thicker and harder than that of a normal lizard.

Standard Racial Traits (20 RP)

Ability Score Racial Traits: Iksar are strong, fast and smart, though generally unpleasant to be around. They gain +4 Strength, +2 Dexterity, +2 Wisdom, and –4 Charisma.

Type: Iksar are humanoids with the reptilian subtype.

Medium: Iksar are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Iksar have a base speed of 30 feet.

Languages: Iksar begin play speaking Draconic. Iksar with high Intelligence scores can choose from the following: Aquan, Common, Infernal and Orc. See the Linguistics skill page for more information about these languages.

Heavily Scaled Skin: Due to the thickness of scales, Iksar gain a +3 Natural Armor bonus.

Cold-blooded: Due to the nature of reptilian cold blood, Iksar gain Fire resistance 5, but are vulnerable to cold, taking 50% more damage.

Fast Healing: regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.

Natural Swimmer: Iksar gain a +4 racial bonus on Swim checks and can always take 10 while swimming. Swim is always considered a class skill for Iksar.

Survivalist: Survival is always considered a class skill for Iksar.

Carrion Sense: Iksar have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Infravision: Iksar can see heat, rather than light. Warm bodies are like torches, with a 20 foot radius.

Unsociable: Iksar take a -2 racial penalty to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and Perform.

The ability point rolls were really good, we do a roll 4D6 and drop the lowest dice in front of GM

Rolled
17
16
15
14
14
10

And there was a way for me to earn 4 extra ability points with , or spend 2 of the bonus points on feats, basically being a cleric/gunslinger or monk at first level got 1 bonus Ability point too, and being a one of the Home Brew Races the GM made, was 2nd bonus ability point. I chose to use those 2 bonus points to make the 15 roll a 16 and the 17 roll an 18.

I also received 2 more bonus points for allowing the GM to give my character a flaw of his choice which i spent to gain an additional feat at level 1, He chose to make the Iksar a vegetarian and consuming meat would make me sickened, my natural instincts makes me crave meat still so it will be a battle for me and my party to try to keep an oversized lizard from getting sick lol...

final stats are

Str 20
Dex 12
Con 14
Int 14
Wis 20
Cha 12

The character is Lawful Good, Deity Sarenrae, Favored weapon Scimitar, Divine Fighting technique: Way of the Merciful, Single Domain: Sun (light)

The ability from Sun (light) Domain is Blinding flash, which basically turns me into a walking flash bang, Goblins wont know what hit them...

Starting Gear: Scimitar, Four Mirror (medium armor), Light Steel Shield, Clerics kit, Mask: Battle for +1 intimidate to demoralize

Level 1 Crusader Feats:
Divine Fighting Technique: So i can do non lethal damage with Scimitar
Weapon Focus: Scimitar
(Bonus Feat for GM flaw) Enforcer: So when ever im doing non lethal with my Scimitar i can try to intimidate

Level 2 Fighter Dip:
heavy armor prof
tower shield prof
(Bonus feat) Intimidating Prowess: so i can use my Str for intimidate
also gives me intimidate as a class skill

level 3 back to Crusader:
Dazzling Display so i can try to intimidate everything

Level 5 Feat:
Fearsome Finish: So when i knock out an enemy it makes intimidating all the more easy

I know i give up, or delay spells a lot by dipping Fighter and going Crusader archetype but it felt like everything just fits together in this Judge Dredd of a character i came up with, any thoughts comments or revisions i should consider?