Seagull

daeran1's page

60 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 60 << first < prev | 1 | 2 | next > last >>

Hi,

I need some ideas for a quest that the PCs can undertake to help Nurah redeem herself.

Any input would be appreciated.

thx


Thats what I got so far, any idea how to progress form lvl 6 on?

Tiefling (demon spawn) Monk (master of many styles) 1
LN Medium outsider (native)
Init +2; Senses Perception +6

DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +2 armor, +1 natural)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +2
Defensive Abilities resist fire 5

OFFENSE
Speed 30 ft.
Melee unarmed strike +4 (1d6+5)
Special Attacks stunning fist (1/day, DC 11)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—darkness

STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats Nightmare Fist, Improved Unarmed Strike, Dragon Style, Stunning Fist
Traits Quain Martial Artist, Dominator, Brute, Paranoid
Skills Climb +8, Intimidate +5 (+7 to demoralize), Perception +6, Swim +8
Languages Common, Abyssal
Combat Gear ; Other Gear leather armor, pathfinder's kit, light wooden shield

1 moms nightmare fist, dragon style
2 moms dragon ferocity
3 brawler nightmare weaver, weapon focus (unarmed)
4 brawler power attack
5 brawler fiendish darkness
6 brawler weapon spec

Edit: I forgot to include scaled skin and prehensile tail.


They aren't but I wouldn't loose much from becoming non-lawful, except not being able to become paladin or monk ever again. :)


I am kind of stuck with how to progress this Charakter in CoT.
So far I've got:

LN Human (15pt.-buy; GM lets us switch the 1st-Level-Feat for +2 to any stat)

STR 18, DEX 14, CON 12, INT 10, WIS 16, CHA 7

#1 Brawler 1 - Weapon Focus (unarmed) (FB), Dodge (HB)
#2 Urban Ranger 1 - Fav. Enemy (undead)
#3 MoMS 1 - Crane Style, Crane Wing (MB)
#4 MoMS 2 - Crane Riposte (MB)
#5 Brawler 2 - Dragon Style, Dragon Ferocity (FB)
#6 Brawler 3
#7 Brawler 4 - Weapon Spec (unarmed), Combat Style Master (FB)
#8 ???

How would you proceed?

What I thought of:
- Urban Barbarian for Rage
- Gendarm for Spring Attack
- Fighter for ..., yeah, FEATS
- Ranger for Combat Style and maybe Westcrown as a Favored Community

EDIT: As you may have notice I'd like to continue with my level-dipping madness and the class/prc should preferrably be FullBAB.


no traits, heroic stat array and the wealth should be avarage lvl 12 pc wealth because I need to bolster the pcs equipment a bit, as they are significantly under avarage wealth.


Yeah, I know I could just use different classes, but I liked the idea that the whole party has swift-invisibility and See Invisibility potions (for team tactics) to annoy the PCs a little. The other reason for ninja in every NPC was to weaken the NPCs a bit as they will get PC-loot and I dont want the encounter to be a TPK.


1 person marked this as a favorite.

So the party is after this epic katana, thats sth like a Mantis Blade. And at the end of the dungeon (that consist mostly of traps and some ghosts/shadows) just before they find the epic sword along with some other +3 to +5 weapons, they should encounter a party of 4 12th lvl ninjas.

They should be sth like:
1 pure ninja
1 ninja/sorc/AT or sth similar thats capeable of arcane casting
1 ninja/fighter or ninja/monk (martial at least)
1 ninja/oracle or bard or just 1 guy with maxed UMD to use CLW-Wands

Are you up to the challenge to help me build them?

thx in advance :)


Thx.

A changeling Witch and some Bugbears with classlevels seem to fit. Maybe a Nightmare as the Hags mount.

And the picture of them holding hands while skipping through the Etheral Plane is just awfully funny.


Hi,

what would be good minions for a Night-Hag with a focus on things from the etheral plane? So far I got Animated Dreams and Phase Spiders. Any suggestions, cause I got no clue what else to take and need it for an encounter for tonights session.


Tadeus wrote:


So, why does she cast a spell that won't work on the party in her room?

Nobody knows. In part 3 of the AP there's a Naga that casts Invisibility to escape underwater. Just give her Heat Metal (even if it's just half damage underwater) or any other 2nd level spell instead.

Tadeus wrote:


And another question - is the barkskin spell she casts before combat already in her stat block?

Yes!


Thats what happend::
Paeta barley escaped after she and her Phase Spiders ambushed the party. The heroes boldly started building a camp in the courtyard of the chelish fort without checking things oput first. So the Pahse Spiders decided to attack. After two PCs and 4 Phase Spiders died, Paeta went back to the Night Hag Haetanga and reported.

So how would the revenge of the two look? Assuming Paeta told Haetanga that the PCs were allied with Bikendi.


We play homebrew and it's allowed to take wildblooded and crossblooded together.
Hitting things with a Reach Vampiric Touch for 5d6+21 seems ok to me. The spell is cast with 26 INT (+2 race, +4 item, +2 Level, +1 middle aged) and Spell Specialization at level 8. With empower and maximize even more at later levels.


so, no? :D


I thought about building him with 2 levels of MoMS and Magical Knack and focused on Vampiric Touch with Wayang Spell Hunter and Reach Spell.
What do you think?


My pleasure. FYI: the Purple Worm Poison that lasts 9 rounds goes to the alchemist not the witch. I will post stats for my reworked "No honor among thieves" encounter as well as soon as I get home. Captain Grotus got a few more levels and some companions to be less pathetic. :P


As we just play a hombrew quick version of ship combat no stats for the ship are included. Please tell me if you find any mistakes.

Cesspool:

cesspool (sailing ship) CR14

------------------------------------------------------------------------

Cesspool-Captain CR6

male ratfolk alchimist (plaguebringer/vivisectionist) 7 CR6
CE Small humanoid (ratfolk)
Init +7; Senses Darkvision 60ft; Perception +9

DEFENSE
AC 18, touch 14, flat-footed 14 (+1 size, +4 armor, +3 Dex)
hp 43 (6d8+15)
Fort +6, Ref +8, Will +2 (+4 vs disease)
Defensive Abilities

OFFENSE
Speed 20 ft.
Melee +1 kukri +11 1d3+1 (18-20/x2) plus Purple Worm Poison DC26
Special Attacks sneak attack +4d6
Extracts Prepared (CL 7; concentration +11)

3rd- haste, displacement
2nd- cats grace, foxs cunning, false life, protection from arrows
1st- shield, true strike, crafter fortune, expeditious retreat, reduce person

STATISTICS
Str 10, Dex 16, Con 13, Int 18, Wis 10, Cha 8
Base Atk +5; CMB +4; CMD 17
Feats brew potion, throw anything, toughness, weapon finesse, weapon focus (kukri), improved initiative
Skills craft (alchemy) +19, perception +9, spellcraft +14, Profession (sailor) +10, fly +13, swim +7, knowledge(arcana) +14, knowledge (nature) +14 ;Racial Bonus +4 Stealth, +2 Craft (alchemy), Perception, Use Magic Device
Languages Common. Ratfolk, Draconic, Aklo, Undercommon
SQ Discoveries (Concentrate Poison, Bleeding Attack, Poison Conversion, Wings), swift alchemy, swift poisoning, plague vial DC17 (bubonic plague DC17)
Gear +1 kukri, mwk chainshirt, mwk light steel shield, Purple Worm Poison

------------------------------------------------------------------------

Cesspool-Mother CR5

Female old ratfolk witch 6
CE Small humanoid (ratfolk)
Init +4; Senses Darkvision 60ft; Perception +9 (+2 while her familiar is within arm's reach)

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 size +4 mage armor)
hp 27 (6d6+6)
Fort +6, Ref +2, Will +6

OFFENSE
Speed 20 ft.
meele ratfolk-tailblade +2 1d2-2 (20/x2) plus Purple Worm Poison DC24 1/round for 9 rounds
Witch Spells Prepared (CL 6; concentration +10)

3rd- cup of dust DC19, bestow curse DC19, summon monster III (1d4+1 dire-rats)
2nd- delay poison, blindness/deafness DC18, feast of ashes DC18, haunting mists DC18
1st- ear piercing scream DC17, command DC17, command DC17, unseen servant
0(at will)- detect magic, read magic, touch of fatigue DC16, detect poison

STATISTICS
Str 6, Dex 11, Con 10, Int 22, Wis 12, Cha 10
Base Atk +3; CMB +0; CMD 10
Feats improved initiative, toughness, great fortitude, brew potion
Skills craft (alchemy) +22, perception +9, spellcraft +15, Profession (sailor) +10, fly +9, swim +10, knowledge(arcana) +15, knowledge (nature) +15; Racial Bonus +4 Stealth, +2 Craft alchemy), Perception, Use Magic Device
Languages Common. Ratfolk, Draconic, Gnoll, Goblin, Orc, Undercommon
SQ Hexes (Evil Eye DC19, Flight, Cauldron, Sleep[reach 60ft.] DC19), Familiar (Rat), Patron (Plague)
Gear headband of vast intelligence +2, Purple Worm Poison

------------------------------------------------------------------------

Cesspool-Poisoner CR2 x4

ratfolk rogue (poisoner) 3
CE Small humanoid (ratfolk)
Init +3; Senses Darkvision 60ft; Perception +9

DEFENSE
AC 18, touch 14, flat-footed 14 (+1 size, +1 shield, +3 armor, +3 Dex)
hp 22 (3d8+6)
Fort +2, Ref +6, Will +2

OFFENSE
Speed 20 ft.
Melee +7 Mwk Kukri 1d3+1 (18-20/x2) plus 2x Purple Worm Poison DC22
Special Attacks sneak attack +2d6

STATISTICS
Str 12, Dex 17, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats weapon finesse, weapon focus(kukri)
Skills stealth +13, craft (alchemy) +8, perception +9, use magic device +8, Profession (sailor) +6, acrobatics +9, swim +7, climb +7; Racial Bonus +4 Stealth, +2 Craft (alchemy), Perception, Use Magic Device
Languages Common. Ratfolk
SQ rogue talent (lasting poison), poison use, master poisoner
Gear Mwk Cutlass, Mwk Light Steel Shield, Studded Leather Armor, Purple Worm Poison

------------------------------------------------------------------------
•Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.

•Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

------------------------------------------------------------------------
Purple Worm Poison

Type poison (injury); Save Fortitude DC 24

Frequency 1/round for 6 rounds

Effect 1d3 Str damage; Cure 2 consecutive saves
------------------------------------------------------------------------
Bubonic Plague

Type disease, injury or inhaled; Save Fortitude DC 17

Onset 1 day; Frequency 1/day

Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves


Here are the monster I made for the isle of the one eyed sheep.
Big thanks to Lord Twitchiopolis for the idea. Hope somebody can use this. Feel free to check for mistakes.
I can post stats for the plague ship too, if somebody is intrested. Just coming up with the concept.

Polyphemus the Sheperd:
Polyphemus the Sheperd CR 7
Primitive Cyclops Barbarian (true primitive) 2
N Large humanoid (giant)
Init –1; Senses low-light vision; scent; Perception +29
DEFENSE

AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
hp 118 (10d8+2d12+62)
Fort +13, Ref +2, Will +4
Defensive Abilities ferocity, uncanny dodge
OFFENSE

Speed 30 ft.
Melee greatclub +13/+7 (2d8+21/×2)
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 25, Dex 8, Con 19, Int 6, Wis 13, Cha 6
Base Atk +9; CMB +17; CMD 26
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack, Great Fortitude, Skill Focus (Perception), Toughness
Skills Perception +29, Profession (farmer) +14; Racial Modifiers +8 Perception, +4 Stealth, +4 Survival
Languages Cyclops, Giant
SQ flash of insight, rage 10 rounds/day, illiteracy, favored terrain (cyclops-island), rage power (knockback)

SPECIAL ABILITIES
Flash of Insight (Su)

Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Ferocity (Ex)

A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.

Ram:

Ram (Advanced Bison) CR 5
N Large animal
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC 21, touch 11, flat-footed 20 (+10 natural, –1 size, +2 Dex)
hp 52 (5d8+30)
Fort +10, Ref +6, Will +3
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+21)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+15, DC 22)
STATISTICS
Str 31, Dex 14, Con 23, Int 2, Wis 15, Cha 8
Base Atk +5; CMB +14; CMD 26 (30 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +10
SPECIAL ABILITIES
Stampede (Ex)
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.

Trample (Ex)
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.


@yawaka: I dont really like the feel of Dervish Dance vor this build as I will try to mimick an Aldori Swordlord.

@guy: the bonusfeats and AC would be noch but the sacred Monk is to static for a real duelist.

As for feats I think I will continue with:
Combat Reflexes, Greater Trip, Vicious Stomp and Crane Riposte.
Any additions or sth I am forgeting here?
Also would Critical Feats be worth it?


I thought of a similar backstory, maybe challenging a Bandit-chief to a duel as there should be bandits involved according to the PHB and building up a Sirian Aldori-like backstory because of being maybe even obsessed with Aldori history.

Spire Defender sounds intresting and would really fit the concept, I'll try to work out a build with it.


This is by no means a finesse fighter. :)
Maybe the Duelist part in the title was missleading. I' m planning on continuing Lore Warden at lvl8 not going into Duelist.
Any suggetions on feats for lvl8+ would be nice too.

EDIT: thx guy, I already read the whole thing. ;)


The build started as an Aldori Swordlord, but I liked the Breadth of Expirience, Kirin Style combo so much, so this came out. And the Exotic Wepaon Prof is too expensive and not realy fitting as an elf.


Woodcraft sounds nice for the whole survival acpect.


Arcana is for Kirin Style, cause I need 6 ranks for Kirin Style to take Kirin Strike as my Bonusfeat. Spellcraft and the trait that gives me detect magic 1/day, were just for fun. As you both say theres a need for survival I consider taking it instead of spellcraft and swapping the elven magic racial trait for sth else. Instead of magical talent I´ll take Sword Scion from the campaign traits.

For other knowledge skills I´ll try to activate them all, what would be the best order?
Althought it doesnt matter that much cause Breadth of Expirience lets me take all knowledge-checks untrained.

EDIT: I dont know what the rest of my group will be playing, the campaing just got anounced. I've just read the Kingermaker-PHB and tried to come up with a not too optimised and kind of generalist build.


In two weeks I'm going to be in a Kingmaker game. We use a 21-point-buy (crazy GM :P). What do u think of my build so far?

Elf Fighter (Lore Warden) 1
LN Medium humanoid (elf)
Init +2; Senses Perception +4 Traits Insider Knowledge, Magical Talent (Dedect Magic)
DEFENSE
AC 17; touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+3)
Ranged longbow +3 (1d8)
STATISTICS
Str 16, Dex 14, Con 12, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Breadth of Expirience, Dodge
Skills Acrobatics +3, Diplomacy +5, Knowledge (Arcana) +8, Knowledge (Local) +8, Perception +4, Spellcraft +6 (+8 to identify magic items)
Languages Common, Darconic, Elven, Celestial Gear Chain Shirt, Longsword, Longbow
PROGRESSION
#2 Lore Warden 2: Combat Expertise, Improved Trip
#3 Master of Many Styles 1: Crane Style, Crane Wing, Improved Unarmed Strike, Stunning Fist
#4 Lore Warden 3: Weapon Focus (Longsword)
#5 Lore Warden 4: Weapon Specialization (Longsword)
#6 Lore Warden 5: Power Attack #7 Master of Many Styles 2: Kirin Style, Kirin Strike


My meele-focused ranger 6/ horizon walker 2 got 20k gp to spend on magic items. As I've never come to such a high level, I dont really know what to get. Any suggestions?
I already got a +1 keen composite longbow STR +2 an a +2 Breastplate and some minor items.


I thought it gives you a cantrip choosen by the caster that made the ioun stone. I just picked this one to avoid the cheesyness of spamming Arcane Mark. So another PoP it is. :P


So ...

I will take Outlander (Lore Seeker) as my 2nd trait
http://www.d20pfsrd.com/traits/campaign-traits/rise-of-the-runelords/outlan der
What are good Spells to take for +1CL/DC?


http://www.d20pfsrd.com/traits/campaign-traits/kingmaker/noble-born
Thats the only one I think, but you got to be from Orlovsky.


sveden wrote:
Judging by this exchanges in this post I'm going to go ahead and suggest you don't play a prankster character.

Thats good advice!


bump


You could try and trip the guy charging you with your AoO.


It was either Weapon Finesse, Dervish Dance and Elf or the build I posted above. I think Preferred Spell gives me more versatility and the ability to chop 2-handed for more damage for a little less AC.


As my want to be shadowdancer died last session(lvl6 was so close :() and I always wanted to play a Magus, I'm going with a bladebound/kensai-shinigami-like charakter. Here is my build so far. Any tips/advice would be welcome.

NG human bladebound kensai 5

STR 16
DEX 14
CON 12 (+fav class for HP)
INT 18 (4th-lvl-raise, rest goes to STR)
WIS 10
CHA 7

Traits: Magical Lineage (Shocking Grasp), open (maybe sth to up concentration)

Feats
1: Heighten Spell, Elemental Spell (acid), Weapon Prof + Focus (katana)
3: Power Attack
5: Intensified Spell, Preferred Spell (Shocking Grasp)
7: Weapon Spec (katana)
9: Critical Focus (maybe improved crit and sth else at 13?)
11: Greater Weapon Focus (katana), Quicken Spell
13: Staggering Critical
15: Spell Perfection (Shocking Grasp)

Arcana
6: Arcane Accuracy
12: Ghost Blade
15: Bane Blade

Gear (We get half the amount of money you would normaly get)
Silken Ceremonial Robe +1
Cracked Orange Prism Ioun Stone (Touch of Fatigue)
3x PoP 1st lvl
Potion CLW and 20gp


Hope you got a good plan to survive the first few levels. :)


You might want to consider Piranha Strike.
Also Eldritch Heritage (e.g.:Arcane Bloodline for a Familiar and Bonus Spells at Lvl11) is quite nice, if your going Half-Flf for a free Skill Focus.


hey,

whats the best entry for the shadowdancer prc, in your opinion, cause I want to play one in an upcoming campaing.

Is it ...
fighter 5
ranger 5
rogue 5
... or somthing else?

Sry if this post has already been made but I couldnt find anything via search.


My group just started RotR with just 3 PCs (20pt-buy). Atm we're half way through Burnt Offerings (unnerfed, according to the GM) and it has worked well so far. The party consits of 1 Barbarian (aiming for Travel/Liberation Cleric), an Archer Ranger/Barbarian (Wild Rager for way too many attacks) and my Dawnflower Dervish Bard.
Maybe consider letting them take Leadership to get either a pure Wizard or Cleric.


I´d rather max the stats, cause as I know the DM it wont be played out that much. I could go with dwarf, might be a better choice as the +2 to CON gives me basicly the same as Toughness and Darkvision. Although I dont know if its realy wise to dump CHA to 5 and skip Channel.

As for feats, maybe Defensive Combat Training to keep my CMD competetive.


I´m not sure about the feats from lvl5 on either. Any Suggestions?


So still at work and bored ...
After considering everything I think I´ll start out with 1 Level of Fighter and continue Cleric with Liberation/Travel afterwards

Stats are either
STR 16
DEX 10
CON 12
INT 9
WIS 16
CHA 9

or

STR 17
DEX 10
CON 14
INT 7
WIS 18
CHA 7

Traits:
Deft Dodger & Rich Parents or Amror Master, if we get money at the start

Feats:
1 Toughness, Power Attack, Furious Focus
2
3 Combat Casting
4
5 Extend Spell


daeran1 wrote:
plz no flamewar in this topic!!! :P

but anyways I have no problem with roleplaying my ugly and dumb divine brute.


Is there a Trait that gives you Perception as a class-skill?


@Secane
Guided is awesome, though as it is from another adventure, at least according to pfsrd, so I have to discuss this with my GM.

@blackbloodtroll
Thx, I´ll look them up, though evil alignments are forbidden.
Inquisitor would be a solid choice, but I´m kinda stuck with this battlecleric-concept ;).

@bigkilla
Crusader sounds promising but I think with one lvl of Fighter I would sacrifice less and gain more.


Yeah, I forgot the +1 BAB req for Weapon Focus.
Heirloom Weapon keeps getting worse as neither me nor my GM read that "specific" in the text.

One level-dip of fighter might be the best option, saves me a feat and I could make up for the CL with Magical Knack. Though I am going to ask my GM about the guided weapon, could be another option.

I looked at all of the Gods, the major ones at last, and I´d either like Gorum or Desna. And as I want Travel, I´ll stick with Desna and throw some Starknifes occasionaly. ^^


KydeemDeMorcaine wrote:
ARGH ! FLAME WAR !!!

I know but when I first do a character of a class I´ve never played before I like to know what I can do with the rules before I fit that char into the world.

BTW -> plz no flamewar in this topic!!! :P


@Deyvantius:
First mechanics, then background to justify the mechanics :P


@Fionnabhair:
We will have another highly CHA/WIS focused cleric in the party, so I thought I´d skip this part.

@Richard:
As long is its no flame every review is good. (And its just my first cleric ;))
Dumping STR a little and getting more WIS is a good idea. (bonus spells, DCs) INT and CHA could be swapped, but i´d like to leave them that way, cause there are already other party members focusing heavily on these stats and i kinda like the idea of a divine barbarian (though I am missing the rage subdomain).

@Kydeem:
Heavy Armor shouldnt be a problem cause most of the time we just kick in doors and rush blindly. :P But i thought about swapping it for Weapong Focus.
I highly wanted to focus on buffs, so no WIS 18 shouldnt be that big of a problem.
Hm feats ... maybe:
1 Toughness, Heavy Armor or Weapon Focus
3 Power Attack
5 Furious Focus or Lightning Reflexes

@blackbloodtroll:
As a PG i´d like an Asimar with Travel/Darkness but my GM wont allow that, so as we have no wizard and two clerics (the other one is gorum btw Rage/Tactics), getting fly and teleport seemed nessecary and on the other hand Travel is my favored Domain. So Travel/Luck or Travel/Liberation would be the best.

@Slacker
thx for the advice.
maybe sth like:
STR 16
DEX 12
CON 14
INT 9
WIS 16
CHA 9

or with dumping what I can

STR 17
DEX 10
CON 14
INT 7
WIS 18
CHA 7

Ah and just for your information: Everything Paizo published is available to me. No 3.5 or 3rd party.


http://www.d20pfsrd.com/traits/equipment-traits/heirloom-weapon

This one.


Maybe Liberation would be nice instead of luck, especially since I dont really have a standard-action to spare for "Bit of Luck" and the 8th-level aura is just awesome.


Hey,

I made my first "Battlecleric" for the upcoming Rise of the Runelords campaign. First I wanted to go with Gorum and maybe prestige into "Divine Scion", but Gorums domains are not that good. So I decided zo go with Desna as her domainlist is awesome. What I came up with is this: (20pt-buy, 2 traits)

NG Human Desna-Cleric 1 (Travel, Luck)

STR 18
DEX 12
CON 14
INT 7
WIS 15
CHA 10

Special:
Channel Energy 3/day (Luck, Heal) d6/+1
Agile Steps 5/day
Bit of Luck 5/day

Traits:
Heirloom Weapon (for either Greatsword or Earthbreaker proficiency)
Deft Dodger

Feats:
Heavy Armor Proficiency
Toughness

So what do you guys think, is there any way to get some more battlefocus out of this? (no battle-oracles please, I dont like them :P)

1 to 50 of 60 << first < prev | 1 | 2 | next > last >>