trednis's page

Goblin Squad Member. RPG Superstar 9 Season Star Voter. 40 posts. No reviews. No lists. No wishlists.




I am looking for a fun or interesting option for VMC with a new character. Wizard with divination school will insure I go first, conjuration school would go well with the travel cleric theme, or aberrant Sorcerer for extra reach. I'm not familiar with Cavalier or Oracle, but I'm sure there is something that would work with teamwork feats or lifelink. GM would allow elemental schools for VMC. Party has plenty of damage potential so direct damage is covered.

At low levels, will play a somewhat typical reach/ aid another cleric, then at mid-levels probably take the Exalted prestige class and focus on buff/ de-buffing.
Race: Human
Class: Evangelist Cleric of Desna with Travel Domain
Traits: Campaign and Reactionary
Favored class bonus will go into bypassing SR
Rolled stats: 16 14 14 14 12 10 (put the 16 in WIS + 2 racial)
Possible Starting Feats (includes GM bonus feat): Combat Reflexes, Skill Focus (Know: Religion), and Extra Traits (Adopted: (Halfling) Helpful, Dangerously Curious)
Eventual Feats: Bodyguard, Improved Initiative, Extend Spell, Scribe Scroll

Campaign will go up to at least lv 20 and will probably go mythic. Lots of evil outsiders or undead expected. Other party members: controller wizard, archer ranger, crit build paladin, and sometimes a warpriest.

Is variant channeling (luck) a good option? With Quick Channel adding a small luck bonus would be fun, but I'm already low on feats.


A quick note to mention that the Monster Codex is now up on the PRD. Several of the districts' main creature types have new options as pre-made NPC's.
The Boggards especially get some great options (bard, sorcerer, antipaladin).


What is the interaction of the two? Can a creature with both move through a narrow space 1/4 as wide as normal (1/8 the space) without squeezing?


Would an enemy be allowed a reflex saving throw to avoid falling in the pit if they were moved the 10' by shifting sands?


In a campaign I am playing, I have only used the divine bond weapon feature of a Paladin once in 9 levels (now lv 13). Usually it is more action efficient to just attack. I am suggesting a feat to allow the use of divine bond as a move or a swift action.

Improved Divine Weapon Bond

Prerequisites: Paladin level 8

Benefit: You may call the celestial spirit into your weapon as a move action. At level 11 and higher you may call the celestial spirit as a swift action, but the duration shortens to 1 round per paladin level.

Special: It is normally a standard action to activate divine weapon bond.

--------------------------
Should the swift action version be another feat?