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Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Finally a Warpriest guide! Thanks so much for writing this, I'm completely new to the game, well RPG's in general. My first PC is a Warpriest of Cayden Cailean and I've struggled finding any help out there for it, just had to cobble bits together from fighter and cleric guides really so really looking forward to the rest of this being completed.

Anyway if anyone has any advice for my build going forward that would be awesome...

He has reached Lvl 4 Half Elf,
Blessings: Good & Travel
Dex Based, TWF, wielding two Kukri.
Feats: Weapon Finesse, TWF, Weapon focus: Kukri, Double Slice and Improved initiative and Skill Focus: Perception.
Most used spells 0- Create water, Detect Magic, Light, Guidance 1- Divine Favor,Bless, Command, 2- Protection from Evil Mass, hold person.

I've probably made some mistakes on the way but hopefully some good decisions too. Remember... new to this, go easy on me!


Well it seems this escalated whilst I was away. I thought I had my answer early on. Basically it comes down to GM interpretation sooooo...

I spoke to my GM about this and he will allow it. He reasoned the CRB says 'a measured and precise movement of the hand' not fingers. He see's spell casting as more large hand swoops, pushes etc like bending in the Avatar shows rather than small precise finger movements that would be restricted by the Cestus.

Cestus as as my Warpriest sacred weapon I think. No wasted move action drawing/sheathing my weapon after spellcasting.

Thank you all for your input.


Thats what I was hoping to hear!


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Just a quick one I imagine...

A Cestus frees up a hand to hold items but does it also count as a a free hand for casting spells?


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Corvino wrote:

I hope you're able to find what you need in there Rushacre.

If as Kalindlara says you are new to Pathfinder it might be worth Googling "the forge of combat" which is also by Tark (IIRC). It's not specifically about clerics but provides a good grounding in group roles and dynamics. Understanding what roles you fill can inform how you build your character.

I am indeed a nice shiny noob for you all to mould into any player you like! ha I shall definitely have a look for that. We have our first session sunday so trying to get as clued up before then as possible. the GM is new to GM'ing also so I want to relieve as much pressure from him as possible my learning as much as I can without having to pester him as he will have everyone else too.


Corvino wrote:
It might be worth reading through TarkXT's very useful "Tark's Big Holy Book of Clerical Optimization". In general it discusses how to make an effective Cleric and has some sample builds. The Support or Battle clerics therein might work for the suggested role, and most of it's core stuff.

Thanks Corvino, I was actually just glimpsing through that on my lunch break at work. I shall give it a proper read later on. Look to have some useful stuff.


Thanks for the advice guys. All noted.

I am currently thinking, Pump up my DEX and take weapon finesse with Caydens weapon being the Rapier and then taking combat reflexes as 2nd I will have more AoO due to having a higher DEX bonus. The I can also put points that would be in STR into other areas and just travel a little lighter.

Thoughts?


I just love the back story of Cayden Cailean and want to build my cleric to worship him. Ideally I would like it be a Battle Cleric, but open to suggestions.

This is to be Core Rulebook only. I may be able to talk the GM into stuff from the APG.

Any advice?


Many many thanks!! all those resources bookmarked. I am seeing my GM today for a little tipple and discuss anything we want clearing up before starting later in the week, so I will enquire whether we are sticking to the core rule book or not. I imagine this time we will be.


haha yeah some of those last two went a little over my head. Could you explain what you mean 'by feat chain'?


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Kalindlara wrote:
...remember what I was saying about Ancestral Arms[/url]?

I do! Seems like a cool option. I will have to enquire with my GM if we are allowing weapons etc that aren't in the core rulebook. If not it is certainly one to bare in mind for future reference.

Thanks guys this is all really useful! We haven't even started playing yet and I am hooked ha.


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Aniuś the Talewise wrote:

So select armor with an armor check penalty of 0 if at all possible. I do not recommend going above -1.

As a rogue, you are a little more naked in close quarters than other melee classes, so I recommend you have a ranged weapon as a backup, and do not be afraid to retreat. (remember that to take a full-round action to Withdraw from the enemy does not incur an attack of opportunity from the foe next to you!) Get a composite shortbow if you can since they allow you to add some strength bonus to the damage roll, but they can get expensive.

Armor advice is good! I haven't got round to doing much reading on that yet.

Could you possibly explain what you mean by 'full round action'? Sorry not totally used to all the terms yet. One thing I read (I can't remember where) suggested rather than a range weapon as back up, a long spear can be good for keeping yourself further from damage and help survive, would that be something you agreed with? Also as main weapons, would you just go for two short swords?


Thanks again! I will definitely keep the unchained rogue option in mind. I think at first we are all just going with Core classes etc until we get the grip of things.

Feeling rather pleased with myself, from the bits of reading I have done I had jotted down Acrobatics, Perception, Disable Device, and Stealth as the skills to go for.

Noted those talents, I had also ear marked Resilience as quite important? Would you agree?


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Any advice on what equipment , skills, talents etc to go for right at the beginning?


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So you're saying I need to flank? ha. Thanks for the advice Anuis, the explanation of sneak attacks a big help. I wasn't expecting so many replies so quickly.


Thanks for the advice Kalindlara! i'll definitely look into those suggestions, especially the exotic weapon trade off. Sounds very interesting.

Lostcause78, thanks, you brought my attention to a typo I do mean two weapon fighting, 1 in each hand. My bad!


I have never played the game before or any of its sort but just agreed to joining a new group made up of other noobs. The only person with experience of the game in the group is the GM who loves it and wanted to introduce us all to it.

I am currently considering for my first character a Half Elf Rogue, most probably two handed fighting. I have done a lot of reading up but, being new to it, a lot of it is a little confusing. I was hoping maybe for a few handy, SIMPLE tips to get me going and give me a bit of a nudge in the right direction for my PC.

Any help would be really appreciated.

Thanks.

Full Name

Mailhain Starfall

Race

Elf

Classes/Levels

20th lvl Conjurer/ 10 tier Archmage

Gender

Male

Size

Medium

Age

120

Special Abilities

See below

Alignment

NG

Deity

Iomedae

Location

Inffinite Prison

Languages

Common, Elven, Celestial, Draconic, Gnome, Goblin, Sylvan, Aquan, Auran, Ignan, Terran, Abyssal, Infernal

Strength 18
Dexterity 18
Constitution 16
Intelligence 48
Wisdom 18
Charisma 18

About Mailhain Starfall

Stats:
LG Medium Elf
Init +16; Senses Lowlight Vision; Perception +26
--------------------
Defense
--------------------
AC 29, touch 24, flat-footed 25 (+5 armor, +5 deflection, +5 natural armor, +4 Dex)
hp 275 (1d6+3)
Fort +9, Ref +10, Will +16;
--------------------
Offense
--------------------
Speed 30 ft.
Longsword +14(1d8+4, 19-20x2, slashing)
Dagger +14/+14 (1d4+4,10ft, 19-20x2, piercing)
Longbow +14 (1d8+4, x3, piercing)
--------------------
Statistics
--------------------
Str 18 (+4), Dex 18(+4), Con 16 (+3), Int 48 (+19), Wis 18(+4), Cha 18 (+4)
Base Atk +10; CMB +14; CMD 28
Traits: Riftwarden Orphan, Warrior of Old, Elf Racial Traits
Feats: 1st: Spell Focus (conjuration), 1st bonus 1: Scribe Scroll, 3rd: Augment Summoning, 5th:Superior Summoning, 5th bonus: Piercing Spell (Metamagic), 6th divine bonus: Spell Penetration, 7th: Greater Spell Penetration, 9th:Greater Spell Focus, 10th bonus: Selective Spell (Metamagic), 11th: Improved Familiar, 13th:Piercing Spell (Metamagic), 15th:Empower Spell (Metamagic), 15th bonus: Echoing Spell (Metamagic), 17th: Maximize Spell (Metamagic), 19th: Leadership, 20th bonus: Quicken Spell (Metamagic)

Mythic Feats: 1st (6th lvl): Augment Summoning (Mythic), 3rd (9th lvl): Spell Focus (Mythic, Conjuration), 5th (12th lvl): Spell Penetration (Mythic), 7th (15th lvl): Extra Path Ability (Mythic): Speedy Summons, 9th (18th lvl):Mythic Spell Lore (Mythic)
Traits: Riftwarden Orphan, Warrior of Old

Skills: Acrobatics: 4, Appraise: 42, Bluff: 4, Climb: 4, Craft (Alchemy): 42, Diplomacy: 4, Disguise: 4, Escape Artist: 4, Fly: 27, Heal: 4, Intimidate: 4, Know(Arcane): 42, Know(Dungeoneering): 42, Know(Nature): 42, Know(Noble): 42, Know(Planes): 42, Know(Religi): 42, Linguistics: 28, Perception: 26, Perform : 4, Profession(Enginner): 27, Profession(Lyre and Singing): 14, Profession(Cook): 11, Ride: 4, Sense Motive: 14, Spellcraft: 42, Stealth: 4, Survival: 4, Swim: 14, Use Magical Device: 24
Languages: Common, Elven, Celestial, Draconic, Gnome, Goblin, Sylvan, Aquan, Auran, Ignan, Terran, Abyssal, Infernal
SQ: Mythic Path Abilities

Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

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

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

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elemental Resistance: Elves with this racial trait gain elemental resistance 5 to fire

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Traits
Warrior of Old: As a child, he put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Riftwarden Orphan: he bears a strange birthmark on his body. Something you've learned is the Sign of the Seeker's Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you're certain they're dead-and your gut tells you that the one who murdered them yet lives! In any event, you've long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. She gains a +4 trait bonus on caster level checks to penetrate a demon's spell resistance.

Mythic Path Abilities:
Mailhain's Mythic Path Abilities: Mythic Power: 23

Riftwarden Orphan:Once per day, he can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + 10 to the item, up to its normal maximum number of charges.

Hard to Kill (Ex): Whenever he is below o hit points, he automatically stabilize without needing to attempt a Constitution check. If he has an ability that allows him to act while below o hit points, he still lose hit points for taking actions , as specified by that ability. Bleed damage still causes him to lose hit points when below o hit points. In
addition, he doesn't die until her total number of negative hit points is equal to 40.

Surge (Su): He can call upon his mythic power to overcome difficult challenges. He can expend one use of mythic power to increase any d20 roll he just made by rolling 1d12 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative {Ex): He gains a +10 bonus on initiative checks. In addition, as a free action on his turn, he can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. He can't gain an extra action in this way more than once per round.

Recuperation (Ex): He is restored to full hit points after 8 hours of rest so long as he isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, he regains 137 hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance , spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest
doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex): Whenever he succeeds at a saving throw against a spell or special ability, he suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If he fails a saving throw that results from a mythic source, he takes the full effects as normal.

Force of Will (Ex): He can exert his will to force events to unfold as he would like. As an immediate action, he can expend one use of mythic power to reroll a d20 roll he just made , or force any non-mythic creature to reroll a d20 roll it just made. He can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Unstoppable (Ex): He can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked , paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition.
He can use this ability at the start of his turn even if a condition would prevent him from acting.

Immortal (Su): If he is killed, he returns to life 24 hours later, regardless of the condition of his body or the means by which he was killed. When he returns to life, he isn't treated as if he had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if he is killed only by a coup de grace or critical hit made with an artifact.

Legendary Hero (Su): He has reached the height of mortal power. He regain uses of his mythic power at the rate of one use per hour, in addition to completely refreshing his uses each day.

1st: Competent Caster (Ex): He automatically succeeds at concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.

2nd: Energy Conversion (Su): Whenever he casts a spell with the acid, cold, electricity, or fire descriptor, he can expend one use of mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.

3rd: Harmonious Mage (Ex): His wizardly studies have moved beyond the concept of opposition schools. Illusion and Necromacy are no longer opposition schools for him, preparing spells from one of theses schools now only requires one spell slot of the appropriate level instead of two, and he no longer take the -4 Spellcraft penalty for crafting items from an opposition school.

4th: Crafting Mastery (Ex): He can craft any magic item as if he had the necessary item creation feats. This ability does not reduce the item's cost or any other requirements.

5th, 6th, 7th, 8th: Arcane Metamastery (Su)(selected four times): As a swift action, he can expend one use of mythic power and pick any one metamagic feat he knows that increases the slot level of the spell by 0 to 4 levels. For the next 10 rounds , he can apply this metamagic feat to any arcane spell he casts without increasing the spell slot used or
casting time. He can also use this ability on an arcane spell he cast from a scroll, staff, or wand. He can't have more than one use of this ability active at a time. If he use this ability again, any previous use immediately ends (though this doesn't affect spells already cast).

Extra Path Ability Feat: Speedy Summons (Su): When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you're a summoner, as a full-round action you can exp end one use of mythic power to summon your eidolon. You must be at
least 3rd tier to s elect this ability.

9th: Mythic Spellcasting (Ex): He has learned 20 mythic spells and can expend mythic power when casting them to enhance the results. To select a mythic spell, he must be able to cast the non-mythic version or have it on your list of spells known.

10th: Enhance Magic Items (Ex): Your mythic presence enhances the power of certain magic items. Add half your tier to the caster level of potions, scrolls, staves , and wands you use. When using a staff or wand, you may activate the item by expending one use of mythic power instead of one of the item's charges.