Alurad Sorizan

The 4th Jawa's page

9 posts. No reviews. 1 list. No wishlists. 1 alias.




Since my character bit the bullet in the first session, I need to come up with a new one. Since we have a total lack of casters in the party, I decided to try building a cleric. But it's been years since I build a (3.5) cleric, so I could use all the help I can get.

    The campaigns build rules:
  • Core Rulebook only
  • 18 pointbuy
  • Good aligned
  • Level 4
  • 6k gold
  • HP @ 3/4 of max

The new concept is a cleric, who has gone mad (which caused one of his domains to be replaced by madness) after receiving a vision. (FYI: His god grants some of his followers visions, which his clerics spread across the realm (hence the travel domain).)

    What I've got so far:
  • Dwarf
  • Chaotic Good
  • Cleric 4
  • Domains: Travel & Madness
    Stats (cost) 4 points left
  • Str 12 (2)
  • Dex 12 (2)
  • Con 14 (5) +2
  • Int 7 (-4)
  • Wis 17 (13) +2 +1
  • Cha 7 (-4) -2
    Feats
  • Heavy Armor Proficiency
    Equipment
  • Full-Plate
  • Heavy Steel Shield

    The other party members:
  • Half-Orc Monk
  • Human Monk (going shadowdancer)
  • Dwarven Fighter

While I'm not unwilling to change the whole build, I would appreciate it if the advice would be true to the concept. I'm leaning towards a Bad Touch kind of build, but I don't know how feasible it is with Core only.

Thanks in advance for your response.


I'm a player in an avid D&D 3.5 group. Every year we have have a week in which we do some heavy gaming (and drinking). During this week we usually try something that we normally wouldn't in a campaign, such as gestalt/all-evil/mounted characters. We have also used this week to test 4th edition. This year we would like to see if pathfinder is to our liking.

The basics:

  • 5-8 players
  • About 5 hours of gaming per day
  • For 7 consecutive days
  • Rotating DM/GM (every player takes a turn)
  • There is limited time during the week for preparation/rebuilding

Wishes:

  • Experience both low-level & mid-/high-level
  • Pre-build adventure (since it works better with rotating DM's)
  • The adventure should be written for PathfinderRPG (since this is our first pathfinder experience we don't want to rebuild an adventure)
  • We usually set the character levels for each day before hand, to allow for changing players and better preparation.

Where I need help:

  • Does anyone know a good Pathfinder adventure? (I've looked at the adventure paths, but they seem too large to complete in a week and I think a lot would be lost if we skipped parts.)
  • Which are typical pitfalls when changing from 3.5 to Pathfinder. (Not the obvious changes, but the small ones you would miss on a first read.)