Ryzern wrote:
Tis a good way t' get yur skull crushed nimble fingers. To the others What be wrong with that land lubber?
Profession Sailor: 1d20 + 5 ⇒ (12) + 5 = 17 Rorgrim lifted his elbow to wipe sweat and saltwater from his eyes while attempting to get a clear look at his surroundings. The storm had produced driving rain and high velocity winds blocking almost all vision. Luckily, His father's training had come back. With a mast line wrapped around his tanned, muscular forearm multiple times; Rorgrim piped sailing commands to those around him. Prepare th' belayin' pins. Grab th' Monkey fist and heave the line until it be chock-a-blocked. Ye to th' stern or the Captain will be getting his daughter (cat of nine tails) after ya. Watch the leech. It be twistin'! His frame was built for this. His short, massive thighs flexed tightly holding his feet to the rocking deck. Storms were the great equalizer. In times like these, no one cares who is the skipper and who is the deck hand. All that matters is who has sea legs and can save the ship. Only hours before, the dwarf was cooking the evening slop down below. Now he was working his ass off to save the ship. From his periphery, Rorgrim sees a small shape fall overboard. It be th' halfling. We'll have th' devil to pay for her to make it. AHOY! Man overboard port! He barely has time to say it before the small figure splashes in the water. Rorgrim looks for a life preserver and judges the danger of disconnecting his safety line and heading to the port side of the ship (Sailor Skill check above). Sorry my campaign thread did not update since my fort save until Mumbata posted today.
If I switch to assimar and go the true support cleric, you will be able to tank easily. If you take boon companion, your pet will definitely be able to tank. I can drop some summon monster spells if needed too. I will still have high armor and HP though I will sit on the second line dropping luck and buff spells.
Crunch:
Human Cleric 1 CN Medium Humanoid (human) Init +3; Senses Perception +3 -------------------- Defense -------------------- AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex) hp 14 (1d8+5) Fort +4 (+5 circumstance bonus vs. cold weather), Ref +1, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee Heavy Shield Bash -1 (1d4+3/x2) and Rapier +3 (1d6+3/18-20/x2) Ranged Light crossbow +1 (1d8/19-20/x2) Morningstar +3 (1d8+3/x2) Special Attacks Agile Feet (6/day), Ferocious Strike (+1) (6/day) Cleric Spells Prepared (CL 1, 3 melee touch, 1 ranged touch): 1 (2/day) Enlarge Person (DC 14), Protection from Evil (DC 14), Bless 0 (at will) Create Water, Guidance, Light -------------------- Statistics -------------------- Str 17, Dex 12, Con 14, Int 7, Wis 16, Cha 14 Base Atk +0; CMB +3; CMD 14 Feats Selective Channeling, Toughness +3 Traits Serpent Runner (Armor), Exalted of the Society, Reactionary Skills Acrobatics -3, Climb -1, Diplomacy +6, Escape Artist -3, Fly -3, Knowledge (religion) +2, Ride -3, Stealth -3, Swim -1 Languages Common SQ Aura, Cleric Channel Positive Energy 1d6 (6/day) (DC 12), Cleric Domain: Ferocity, Cleric Domain: Travel, Cold weather outfit, Disease Variant Channeling (±1 Sacred), Earplugs, Spontaneous Casting, Weapon cord Combat Gear Crossbow bolts (20), Heavy wooden shield, Light crossbow, Rapier, Scale mail; Other Gear Backpack (4 @ 19 lbs), Bedroll, Belt pouch (5 @ 2.8 lbs), Chalk, Cold weather outfit, Earplugs, Flint and steel, Holy symbol, wooden (Cayden Cailean), Rope, Signal whistle, Spell component pouch, Waterskin, Weapon cord -------------------- Special Abilities -------------------- Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric Channel Positive Energy 1d6 (6/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Cleric Domain: Ferocity Associated Domain: Strength Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Cold weather outfit +5 Fort save vs. cold weather. Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Exalted of the Society You may channel energy 1 additional time per day. Ferocious Strike (+1) (6/day) (Su) +1 damage for an attack. Selective Channeling Exclude targets from the area of your Channel Energy. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Weapon cord Attached weapon can be recovered as a swift action. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Ok guys. Here is what I have so far. Opinions? Advice?
I plan on working up a divine character tonight. Has anyone played around with the evangelist archetype for the cleric. The inspire courage looks like a really nice addition to a cleric's arsenal. We need to chip in and get Nadja a wand of infernal healing ASAP. My PFS witch has one. Guaranteed 10 HP is awesome! I am looking at a neutral character (positive channeling) since Nadja is evil.
Daytime: Finish investigating the galley
Nighttime: Influence NPC (The half Orc watching our gear)
TarkXT wrote:
Nice! Hope you had a great time!
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