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like mentioned above.
The rules mention: SR works like Armor against magical attacks.
But if I want to put Haste, Prayer or any other spell on one of my summoned creatures to buff them, do I have to make a SR check?
How does your GM handle it?
Hello everyone,
my cleric summons Azata Bralani with SM V. Can the Azata with SR benefit from buff spells like heroism, haste and prayer?
Thank you
The fireballs in the staff are empty.
Our Sorceress only has fireball on her spell list not burning hands or wall of fire.
How does it work? Can the sorceress still use those two remaining spells in the staff?
And how can she charge the staff?
Herself or as at a service only somewhere, and how much would that cost and how long would it take?
Sorry for all those questions
markus
more then the hound archons. I was thinking about the lvl 6 and lvl 7 summons. The legion and shield archons. Also besides the Arochons there are other LG Options in the list.
This makes your options to summon as a standart actions much better.
Yet you are right. In the medium lvl range spamming azatas and liliends seems better.
Well my choice is made. I am playing an Aasimar Cleric with Azata heritage that worships Saranrae. (Glory and Sun Domnain).
I like turining on my aura of heroism as a swift action and as a standart action summoning Azatas that immidialty benefit from the aura of heroism and augmneted summoning.
If there are undead present I quick-channel positive energy and all that in one round. With the benefits of the Sun and Glory Domain the Channeling is the other focus for my Cleric besides buffing and healing.
No Melee at all, but I like the concept and the cleric is fun and versitale to play!
Markus
hmm combined with sacred summons - this feat with the archons seems awesome - i sadly choose CG with sacred summoning Azatas - After lvl 6 the LG Monsters are much much better - wish I had chosen LG as my Alignment now!
or here:-) http://img.fotocommunity.com/photos/11528718.jpg
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here: http://www.kencyclopedia.com/001.jpg
Hi,
no i do not want to reduce the summoning time. The summoning time is 1 full round.
I was wondering on what to do, to not loose the spell by taking damage during that round.
Like sanctuary, inivisble, mirror image etc.
Do you do any of that as a summoning focused character before you go into battle?
Hello everyone,
i am playing a lvl 9 summoning focused / buff cleric (sun/glory-heroism).
I have sacred summons to summon azatas(CG) as a standart action.
But do you guys have any suggestions on tactics how to summon with a full round action?
Our DM uses AOE etc. so I get damage on the first round and loose my SM5/4 .
Which advice would you have for regular full round summons?
thank you
Markus
it Says in Blessing of Fervor it doesnt stack with haste but heroism is a moral bonus.
I would say it stacks?
3 people marked this as FAQ candidate.
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Or does smiting only work on real attacks and not with the Trample ability?
blackbloodtroll wrote: Yes. yes i can choose where each creature appears?
1 person marked this as FAQ candidate.
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or do they all appear next to each other?
thank you
Hello everyone,
I am about to start as a player (I have been DMing CC 1-3) now in CC 4-6. I want to play a Cleric of Saranrae with Sun and Glory Domains. He is an Aasimar with Azata blood running in his heritage. I want him to focus on support, channeling and summoning. Especially summoning Azatas (as a standard action) that he has close ties to through his heritage.
Do you have some feedback especially on fluff, traits, spells and equipment. Also on strategy and playstyle? All feedback is welcome.
Aasimar Cleric 9
CG Medium Outsider (native)
Init +3; Senses Darkvision; Perception +10
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+8 armor, +4 shield, +1 Dex, +2 natural)
hp 84 (9d8+27)
Fort +12, Ref +7, Will +15
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scimitar
Spell-Like Abilities Touch of Glory (9/day)
Cleric Spells Prepared (CL 9, 4 melee touch, 7 ranged touch):
5 (2/day) Flame Strike (DC 21), Wall of Stone (DC 22), Summon Monster V
4 (3/day) Blessing of Fervor (DC 20), Summon Monster IV, Holy Smite (DC 20), Magic Weapon, Greater (DC 20)
3 (4/day) Magic Vestment (DC 19), Magic Circle against Evil (DC 19), Prayer, Dispel Magic, Heroism
2 (6/day) Restoration, Lesser (DC 19), Resist Energy (DC 18), Bless Weapon, Silence (DC 18), Summon Monster II, Shield Other (DC 18), Make Whole
1 (6/day) Divine Favor, Obscuring Mist, Shield of Faith (x4) (DC 17), Bless
0 (at will) Light, Read Magic, Detect Magic, Purify Food and Drink (DC 16)
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Statistics
--------------------
Str 7, Dex 13, Con 14/16, Int 7, Wis 20/22, Cha 16/18
Base Atk +6; CMB +4; CMD 15
Feats Augment Summoning, Sacred Summons, Selective Channeling, Spell Focus (Conjuration), Superior Summoning
Traits Chance Savior, Sacred Conduit
Skills Acrobatics -5, Climb -8, Diplomacy +10, Escape Artist -5, Fly -5, Knowledge (religion) +7, Perception +10, Ride -5, Stealth -5, Swim -8
Languages Celestial, Common
SQ Aura, Cleric Channel Positive Energy 5d6 (7/day) (DC 21), Cleric Domain: Sun, Cleric Domain: Glory(Heroism), Extend metamagic rod (lesser) (3/day), Nimbus of Light (9 rounds/day), Aura of Heroism (9 rounds/day), Spontaneous Casting
Combat Gear Breastplate, Heavy steel shield, Morningstar; Other Gear Amulet of natural armor +2, Belt of mighty constitution +2, Cloak of resistance +3, Extend metamagic rod (lesser) (3/day), Headband of mental prowess (Wis & Cha +2), Pearl of power (3rd level) (1/day), Wand of Cure Light Wounds, Wand of Shield of Faith
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Touch of Glory (9/day) (Sp) Grant a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. Lasts one hour or until used.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Cleric Channel Positive Energy 5d6 (7/day) (DC 21) (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: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Nimbus of Light (9 rounds/day) (Su) You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus.
Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Aura of Heroism (9 rounds/day) (Su) you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Superior Summoning When summoning more than one creature, summon an extra one
DM had restricted Resistances and Daylight Aasimar features.
I might also get a +2 breastplate to not have to cast magic vestment every day as well as a ring of protection. I am not sure if to get the +2 CHA/WIS Headband or a +4 WIS headband.
Thank you for your feedback!
Markus
hmm should i rather post this in the Carrion Crown section?
Hello everyone,
I was wondering, if I take the Campaign Trait Inspired by greatness
http://paizo.com/threads/rzs2n79b?Bard-Inspire-Greatness
and I am a lvl 9 Cleric and choose Summon Monster V - with this feat I will cast summon monster V as +1 Caster lvl - does this mean I will cast Summon Monster VI?
Thank you
Markus
Hello everyone,
I am about to start as a player (I have been DMing CC 1-3) now in CC 4-6. I want to play a Cleric of Saranrae. He is an Aasimar with Azata blood running in his heritage. I want him to focus on support, channeling and summoning. Especially summoning Azatas that he has close ties to through his heritage.
Do you have some feedback especially on fluff, traits, spells and equipment. Also on strategy and playstyle? All feedback is welcome.
Aasimar Cleric 9
CG Medium Outsider (native)
Init +3; Senses Darkvision; Perception +10
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+8 armor, +4 shield, +1 Dex, +2 natural)
hp 84 (9d8+27)
Fort +12, Ref +7, Will +15
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scimitar
Spell-Like Abilities Touch of Glory (9/day)
Cleric Spells Prepared (CL 9, 4 melee touch, 7 ranged touch):
5 (2/day) Flame Strike (DC 21), Wall of Stone (DC 22), Summon Monster V
4 (3/day) Blessing of Fervor (DC 20), Summon Monster IV, Holy Smite (DC 20), Magic Weapon, Greater (DC 20)
3 (4/day) Magic Vestment (DC 19), Magic Circle against Evil (DC 19), Prayer, Dispel Magic, Heroism
2 (6/day) Restoration, Lesser (DC 19), Resist Energy (DC 18), Bless Weapon, Silence (DC 18), Summon Monster II, Shield Other (DC 18), Make Whole
1 (6/day) Divine Favor, Obscuring Mist, Shield of Faith (x4) (DC 17), Bless
0 (at will) Light, Read Magic, Detect Magic, Purify Food and Drink (DC 16)
--------------------
Statistics
--------------------
Str 7, Dex 13, Con 14/16, Int 7, Wis 20/22, Cha 16/18
Base Atk +6; CMB +4; CMD 15
Feats Augment Summoning, Sacred Summons, Selective Channeling, Spell Focus (Conjuration), Superior Summoning
Traits Chance Savior, Sacred Conduit
Skills Acrobatics -5, Climb -8, Diplomacy +10, Escape Artist -5, Fly -5, Knowledge (religion) +7, Perception +10, Ride -5, Stealth -5, Swim -8
Languages Celestial, Common
SQ Aura, Cleric Channel Positive Energy 5d6 (7/day) (DC 21), Cleric Domain: Sun, Cleric Domain: Glory(Heroism), Extend metamagic rod (lesser) (3/day), Nimbus of Light (9 rounds/day), Aura of Heroism (9 rounds/day), Spontaneous Casting
Combat Gear Breastplate, Heavy steel shield, Morningstar; Other Gear Amulet of natural armor +2, Belt of mighty constitution +2, Cloak of resistance +3, Extend metamagic rod (lesser) (3/day), Headband of mental prowess (Wis & Cha +2), Pearl of power (3rd level) (1/day), Wand of Cure Light Wounds, Wand of Shield of Faith
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Touch of Glory (9/day) (Sp) Grant a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. Lasts one hour or until used.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Cleric Channel Positive Energy 5d6 (7/day) (DC 21) (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: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Nimbus of Light (9 rounds/day) (Su) You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus.
Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Aura of Heroism (9 rounds/day) (Su) you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Superior Summoning When summoning more than one creature, summon an extra one
DM had restricted Resistances and Daylight Aasimar features.
I might also get a +2 breastplate to not have to cast magic vestment every day as well as a ring of protection. I am not sure if to get the +2 CHA/WIS Headband or a +4 WIS headband.
Thank you for your feedback!
Markus
thanks i will have to check out the programm, i might increase str and int to 8 in order not to minmax, but other than that looks good!
with what program did you do the build? i have seen this layout alot on the boards!
Did you use 15 point buy? can you switch to sun / heroism domain?
Sorry guys CHA was set wrong! no its fixed and resembles the right 15 point buy
I could lower DEX to 10 / CON to 10 or maybe lower CHA (and give up channels and channel DMG) to increase INT
really not sure at this point. I know 8 INT sucks..
i would cast Ant haul in the morning for carrying breastplate and all.
Elamdri wrote: your stats seem low 15 point buy
Hello everyone,
I am planning to join our Carrion Crown campaign as a player. I have DMed the first 3 modules and a former player will DM the last 3.
The group consists of Paladin/Rogue/Ranger/Sorcerer 9th lvl
I am joining in as Cleric 9th lvl (Sun/Heroism)
The cleric is an Aasimar from an Osirian Family. His Grandmother mated with an Azata Bralani. He came to Ustalav with his parents focusing on bringing the light to Ustalav. As he still has some ties to the outside planes he can summon celestial creatures to help him in his course.
Aasimar Cleric (GM nerved resistances and daylight ability)
favored class cleric +1/2 dmg to undead
STR 8
DEX 12
CON 12
INT 8
WIS 16 + 2 (race) +2 (lvl)
CHA 14 + 2 (race)
feats: selective channel, spell focus conjuration, augmented summoning, sacred summons, (improved summons or extra channels - not sure yet!!)
traits: not sure yet
- sacred conduit: +1 channel DC
- +2 initiative
- reroll d6 when 1 is rolled on channel dmg against undead
I dont plan on doing a lot of melee as we have a paladin, rogue and switch hit ranger in the group. I want to be able to stay back and maybe protect the sorcererss. If necessary I would draw a good scimitar and step up with some buffs though.
I want to buff / support the group, and summon celestial monsters or Azatas even as a standart action. 1 Azata Bralani at 9th lvl. 1d3+1 at 11th.
Equipment. 46k available. Breastplate, Shield, Scimitar, Ring of Prot, Ring of NAtural Armor Headband of Wisdom, Belt of Con, Cloak of Restance, rods ..?
What do you think of the Fluff and the build?
Any suggestions?
I am developing a Concept for a 9th lvl Aasimar Cleric of Saranrae (CG) that is the sun of a human saranrae priest and an Azata Bralani.
He has the sacred summons feat and can summon an Azata as a standart action.
What do you think?
Hello everyone,
are summoned monsters considered allies? My Cleric has a 30 foot aura of granting heroism. I was wondering if I (sacred summon) Azata Bralanis if they will get the buff?
Thank you
Zark wrote: PeteZero wrote: So, for a cleric of a LN deity the feat is totally useless then? Or is there anything he could summon? Yes it is totally useless. would you suggest going CG for Azatas or LG for Archons? I guess there are only those 2 options:-(
Hello everyone,
the Sacred Summons feat lets me summon outsiders according to my exact alignment.
This leaves for LG the Archons and for CN the Azatas. The options are really limited but which ones would you suggest? I am scared the Archons Lanterns and Hounds are too low in lvl soon. We are all lvl 9 now and I am starting as an Aasimar Cleric in the group. Campaign ist Carrion Crown.
Thank you
andreww wrote: Have a look at the description of Summon Monster
Summon Monster
Note the bottom section:
Quote: When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. In particular the bolded bit which combined with Sacred Summons should make summoning those creatures a standard action.
This pretty much makes Clerics some of the best summoners going as the normal 1 round casting time may as well paint a giant "hit me" sign on your head.
But with sacred summons you can only summons monsters that match your deitys alignment:-( So none for Saranrae NG /only Archons for Iomadea LG / and Azatas for CG
" this means that this feat will only work with creatures in the summon monster list whose subtypes (listed in the table itself) match your deity's alignment. Creatures marked with * cannot be summoned as a standard action with this feat, as they do not have the requisite alignment subtype(s)"
problem with scared summons is it wont work with Sarenrae (ng) archons are only lg and the azanti are cg :-(
Hello everyone,
our group for Carrion Crown (all 9th lvl starting book 4) consists of
paladin (undead scourge), rogue, ranger(switch hitter) and sorceress (bf control)
I am wanting to join in as a Support Cleric and was thinking about an Aasimar or Human Cleric of Saranrae (Sun & Glory (Heroism)). As i dont plan on focusing on Meele with our Party setup I thought about Summoning. We have never really used summoning much. Another option would be to focus on channeling maybe but thats really going only to focus on undead..
What do you think? What would be a nice concept for our Group?
STR 8 CON 12 DEX 12 INT 8 WIS 16+2+2 CHA +2
were the Stats I was thinking about
Thank you
Hello everyone,
for Carrion Crown I am building a lvl 9 Aasimar Sun/Glory(Heroism) Cleric.
STR 10 CON 12 DEX 10 INT 8 WIS 16+2+2 CHA +2
Our Group consists out of
Sorceress (battlefield Control), Paladin, Switch Hit Ranger and Rogue
I am debating what feats to take. One Option would be to focus the Cleric on Channeling and Improve the Channels with extra, improved, quick, selective and maybe the outsider option.
Our group already has a good amount of Damage. I like both ideas but was wondering what would be more fun. The summoning feat line with augmented, sacred summons, superior summons would also be interesting as the aasimar is already an outsider. Making the cleric Human might make more sense in the summoning line with one more feat thought the Channeling line the Aasimar would be nicer with +2CHA.
I think its a little sad that there are only like 4 outsiders in the summons list and all are form B1. Lanters, Hounds and the 2 Azati that I would be able to summon with a standard action. Also can all good summons be "sacred" summoned ?
What would be your advice? Channeling Focused to harm undead or summing focused? Are there any feats that would help with summoning?
Thank you!
blackbloodtroll wrote: There is a feat to allow you to use Wisdom for attack rolls with your Deity's favored weapon. That was the feat I think i was looking for! what is it called? As I am wanting to use Scimitar
I am a newbie DM and my PCs when they go shopping would like to upgrade their weapons like "i go to a wizard and buy an enchantment "holy" for my keen longsword +1"
Is this stuff randomly available in bigger towns?
MY DM agreed to nerf the daylight and resistances.
+2 to WIS and CHA are kept and darkvision and skills I can keep.
I think i could live with that! I get Daylight anyway with Sun domain. And the resistances ok.. well
Now to the stats for my lvl 9 undead focused cleric!
how would you set the attributes (15 point buy) (medium age included)
STR: 8
CON: 10 (+2 Belt)
DEX: 9
INT: 10
WIS:18 (+2 race +2 lvl +4 Headband)
CHA: 14 (+2 race)
or
STR: 7
CON: 10 (+2 Belt)
DEX: 9
INT: 8
WIS: 18 (+2 race +2 lvl +4 Headband)
CHA: 16 (+2 race)
42 k to spend
Domains SUN / Heroism
Feats:
Improved Channel
Extra Channel
Quick Channel
Selective Channel
Scribe Scroll or Turn Undead
traits:
sacred conduit +1 DC Channel
suject of study +1 dmg undead
breastplate +1 / shield +1
ring of protection +1 / amulet of natural armor +1
cloak of resistance +2
Jadeite wrote: Outsider includes darkvision. Ok we will work on that with the rules. What do you think of the remaining build?
The assimar would be left with:
+2 to Wisdom or Charisma (I would choose wisdom)
darkvision
+2 on diplomacy and perception
2 languages (common and celestial)
Hello everyone,
for Carrion Crown I want to built a Sarenrae Cleric focused on support and blasting undead.
I was thinking a Aasimar might be a nice fit as the group is mostly human. The alternate favourite class option of 1/2 cleric lvl to damage in combination with Sun/Glory(Heroism) Domains sounded good to me.
The DM thinks the +2 to two abilities, darkvision, daylight, resistances and two languages are to much.
He would reduce it to +2 to one ability and darksivision or daylight.
Is that than underpowered? what do you think? I might suggest to give +2 to WIS and CHA and -2 to CON.
My current built looks like this: (medium age 1-STR/CON/DEX +1 INT/WIS/CHA)
STR: 8
CON: 10 (+2 Belt)
DEX: 9
INT: 10
WIS:18 (+2+2+4 Headband)
CHA: 14
Domains SUN / Heroism
Feats:
Improved Channel
Extra Channel
Quick Channel
Selective Channel
Scribe Scroll or Turn Undead
traits:
sacred conduit +1 DC Channel
suject of study +1 dmg undead
breastplate +1 / shield +1
ring of protection +1 / amulet of natural armor +1
cloak of resistance +2
what do you think? Any Advice
WerePox47 wrote: For an Undead camp cleric u can get no better than an assimar imo. Take the blood of angels feat, so u can take the wings feat at 11th.. Flight will go along way for u not being molested while lay spell blat.. I would also look at the deathless spirit alternate racial for this campaign. I believe u can also swap somthing, possibly your sla, to get an additional +2 to wisdom or chrisma, which i would do if allowed.. Feats i would consider heavy armor prof, selective channel, scribe scroll, blood of angels, angel wings, maybe extra channel a few times.. I would also look into taking divine inteference at either 11th or 13th, it would be a hard choice for me to take over the wings at 11th, because it could be a lifesaver.. where do I find the rules for switching out the SLA (daylight) for more bous to wisdom or CHA?
Also do you really think the flying ability is worth two feats (angelic blood and wings)?
If i power up the Channeling with Sun / Glory and Feats (extra, selective, quick) and the damage with Aasimar and traits, will it not get to weak at higher levels?
I read alot that channeling against undead is good at lower levels but sucks at higher levels.
we are using skill points!
Thank you for the advice.
That sounds good, i am not really wanting to wade into battle but guarding the sorceress also sounds good and supporting the remaining group.
The question is if the Aasimar Saranrae Glory and Sun Cleric would be a good choice or a Desna Luck / Freedom Cleric. Will an Aasimar get a racial adjustment as it has so many advantages?
The Desna Luck and Freedom Cleric would work more on supporting the others but you are right the Saranrea would do damage. I have a hard time to imagine what my Desna Luck / Freedom Cleric would actually do after buffing people if it doesnt want to do melee or focus on doing damage by channeling!
Is this the right analyses? A cleric can, besides being the buffer / supporter of the group focus on channeling or going into melee?
As we already have 2-3 melee fighters and our sorceress focused some on battlefield control - maybe the channeling focused cleric would be a good idea..
I was at first more focused on the Desna Cleric but I think a cleric misses the offense damage spells and feats to focus on if he doesnt channel or go into melee.
What are your thoughts?
Hello everyone,
i ran the first 3 books of CC as a DM. A player that was killed by Auren Vrood (Circle of Death) is going to take over as the DM now.
The party current setup:
Human Paladin / Iomadea / Undead Scourge
Half Elf Sorceress / Celestial
Half Elf Ranger / Switch Hitter
Human Rogue
The Human Witch just was just slayn.
I am thinking of playing a cleric starting 9th lvl. I have never played a cleric and looking at our group would tend to play a casting-heavy cleric. I was thinking on support / buffs / debuffs and some Damage spells?
What do you think? It seems to me that mosed clerics wade after some spells into melee. We have not yet played at such high levels and i thought it could be an option to directly focus on casting and take a low strength score.
I had a Desna (luck / freedom) or Saranrea (good/glory) cleric in mind. Human, half elf or Aasimar.
What feats would you choose? Does a cleric have at this tier enough spells for a whole battle to be built like a wizard/sorcerer or witch?
Or would it make more sense to go the regular route with some armor and battle centered feats as a cleric can also buff itself for melee?
Thank you
Markus
Hello everyone,
i was wondering if every PC that wants to take part in the ritual have to do a UMD 25 check? or just the one PC (Sorcerer in our Group) that starts it?
Thank you
Markus
Is a Paladine immune ? he is immune to diseases.. so also to lycantrophy?
Hey everyone,
last night i had a "witchfire" attack my players.
http://paizo.com/pathfinderRPG/prd/additionalMonsters/witchfire.html
it states a ranged (touch?) attack. I could no where find the range of this attack?
i treated it like a "ray" with 25ft + cl.
Markus Teich
Hi everyone,
I am about to Start Broken Moon, and was wondering how the PCs can force out the Vilkacis of a posessed NPC without killing the NPC.
The adventure mentions this possibility but i Dont know how they might do that?
thank you
Markus
Hey everonye,
what can this creature do as a full round attack?
Melee 1 bite +9 (2d6+7), 2 claw +9 (1d8+7 plus paralytic nails)
can it do both bite and 2 claws or either?
as a standart action it can either do a melee or 1 claw.
I am a little confused as sometimes it states and / or between the two attacks
thanks you.
Stynkk wrote: PRD - Bestiary I - Universal Monster Rules wrote: Rend (Ex) If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 the creature's Strength bonus.
Format: Rend (2 claws, 1d8+9); Location: Special Attacks.
4 Claw attacks must hit one target per the Golem's entry. It is a different amount for each creature. If they do, add the 1d4+10. Now this threat shows exactly my problem..
GâtFromKI wrote: Two or more of the claws must hit. It deal the rend damages (1d4+10) at most once per round. But its says rend (4 clawsm 1d4+10) do not 4 claws then need to hit?
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