| Ganymede425 |
Hey, y'all. I just finished up some work on a dwarven cleric I've been tinkering with. Everything looks good so far, but I am having trouble picking his first level feat. I've come up with a couple options based on the theme I've already established, but can't quite pick one. (this character has no deity, therefore no favored weapon. Some DMs might allow me to select a single martial weapon to fill the slot, but he is built under the assumption that he won't be able to do this)
One option would be to take Elemental Channel (Fire). This would be very thematic and would fit well with my dwarf's background. Unfortunately, it also isn't especially useful. For one, I can't imagine doing battle with many fiery outsiders. Secondly, with only a Charisma of 10, he is not very good at channeling energy in the first place.
Secondly, I would consider taking Heavy Armor Proficiency. While I would like for this guy to be able to wear heavy armor eventually, it is unlikely that I'll be able to get a suit of it before level three. by then, I could simply take it as my second feat.
My last option is to consider taking Tower Shield Proficiency. The tower shield would make a potentially great substitute for heavy armor, and would give a dramatic boost to his AC. On the other hand, the penalty to all his attacks would be a tough pill to swallow. Likewise, as his left arm would be useless for anything else, it would make mixing combat and spellcasting problematic.
Let me know what y'all think. If you have any advice regarding these three options, or any other options, allow me to hear your feedback.
Here is my dwarven cleric's basic stat block and background information.
Grimstone Firebeard
Str 14
Dex 10
Con 16
Int 8
Wis 16
Cha 10
Profession (Miner)
Domains: Fire, Travel
Physical Description
Roughly four feet tall, Grimstone Firebeard’s life as a miner as left him stocky and stout. His shoulders are broad and strong, adapted for lifting a heavy load. His belly, nurtured by many steins of dwarven ale, strains against his belt. His skin tone is a deep tan, like the color of baked clay. A pendant made of uncut and unpolished diamond always hangs from his neck. Unlike most dwarves, Grimstone keeps his chin and scalp shaved clean. His only facial hair is a bushy red moustache, the last remnant of his namesake.
Grimstone’s most noteworthy feature is a series of burn scars that speckle his face and scalp. They run across his skin in dark streaks, like veins of ore streaked across a cliff face. The scars make it impossible for him to grow his hair out without unsightly bald spots. With only his moustache untouched by the scars, he keeps it well trimmed as a point of pride.
Personality
Many would describe Grimstone as peculiar, even eccentric, for a dwarf. He enjoys sun shine, open spaces, and even elven wine on occasion. He feels that greed is a destructive influence, and that a rigid code of honor can get in the way of doing what’s right. He’s even been known to ride a horse on occasion, relishing the opportunity to travel swiftly so that his message can spread that much quicker.
The irony that he, a dwarf of the Firebeard clan, was almost killed by fire is not lost on Grimstone. He sees flame as a source of purity and divinity. Without the fiery fate he endured, he would have never found his true calling as a cleric. He imagines the fire burned away his pride, shame, and greed, and left a sense of purpose in its wake. It is that sense of purpose that urges him to do good in the world.
When it comes to expressing his new faith, Grimstone is often stymied. He has no holy books to point to or any commandments to follow. If pressed on his faith, he has a habit of explaining his simple tenets with longwinded anecdotes. As he is not a very bright or charismatic person, he tends to let his actions do the talking for him. One of his favorite ways to do so is to use his experience with mining and engineering to help communities in need.
History
Grimstone used to be a miner and prospector of some note. His job was to search for veins of precious ores and to scout out the best place to expand a mine to find them. During one job, Grimstone made a huge error. Much time and gold was wasted digging a deep tunnel that led nowhere. Dwarves were injured, and not a single scrap of ore was found. Ordinarily, the miner’s would have moved on, but Grimstone’s pride got the better of him.
Even when told there was nothing of value in the deep tunnels, Grimstone’s pride hardened his resolved. And when his fellow miners refused to work, he went down into the mine himself. He toiled for hours in the deepest tunnels, howling in rage as his pick found nothing but stone. Blinded by his greed and his pride, he did not realize his strikes had caused explosive gasses to seep from the rock. With his very next strike, the sparks from his pick ignited the gas. The dwarf was left horribly burned and in a coma. When he was discovered, a small chunk of raw diamond was found clutched in his hand.
Days later, when Grimstone awoke, he was a changed dwarf. He no longer felt compelled to hew to the strict codes of his people, feeling they led him to his accident in the mine; his dwarven hubris had almost led him to disaster. He saw the flames that scorched him as a baptism of sorts, and the diamond he clutched as a sign from the divine. He tied the diamond around his neck as his new holy symbol, shaved his now singed and mangled mane, and began his new life.
Since that day, Grimstone has spent his days traveling from village to village and teaching his new philosophy. Not being the best orator, his message is invariably simple: always do good, and don’t let anything get in the way of that task.
Thalin
|
First, unless you're morally opposed, drop int to 7; those 2 points can be spent elsewhere, and it doesn't help or hinder your skill points or have any particular effect (7 and 8 are both "fairly dumb" and get 1 skill point. I'd use that +dropping Con to 14 and up your Str to 16 if you intend to wade into melee.
Combat + spellcasting is usually best done with a 2-handed weapon, so I would take heavy armor proficiency to shore up armor on the front line. Melee clerics aren't the most amazing builds; but they do fine (granted other domains are far better, why travel? It doesn't even really fit the character). There is an alternate path that gives up a domain and some spellcasting for martial / heavy armor prof and some fighter feAts; you may consider that.
| Ganymede425 |
As I hinted at earlier, using a two-handed weapon wouldn't be very feasable as I am not proficient in any martial two handed weapons. Doing that would require a feat. Additionally, for this particular guy, I do prefer the shield aesthetic.
Also, I do not use any resources outside of the main Player's Guide. That means I can't use many of these suggestions. I'm sure they would work great, but they are beyond my use.
I'm aware Shield Focus and Greater Shield Focus taken together can raise the armor bonus of my shield by two, but I am unfamiliar with a feat that gives two points in one fell swoop. In either case, Shield Focus is not an option as it requires a 1+ BAB.
Thalin
|
You're running into the Pally problem; all the AC in the world won't matter if the monsters can ignore your damage. Longspear is a great two-handed non-martial weapon.
As for the concept, while I abhor milticlassing to pull off a low-level melee dwarf cleric, fighter buys you 3 feats... basically gets you heavy armor and dwarves waraxe if that's your flavor, plus power attack, and weapon focus, all at 1. Even the tower shield focus if that is part of your flavor. It does stifle spell progression, but given what you want probably makes you more effective.
| stuart haffenden |
Combat Casting is always useful, as is Improved Initiative. They may not set the world alight but you'll never regret having them.
Great Fortitude is also stable, you don't need Iron Will as you'll have Pro Evil on tap, and Lightning Reflexes is a waste as you'll never have a good Reflex Save anyway.
| Ganymede425 |
As for the concept, while I abhor milticlassing to pull off a low-level melee dwarf cleric, fighter buys you 3 feats... basically gets you heavy armor and dwarves waraxe if that's your flavor, plus power attack, and weapon focus, all at 1. Even the tower shield focus if that is part of your flavor. It does stifle spell progression, but given what you want probably makes you more effective.
I did notice the substantial benefits that come with a level of fighter. It gets me a load of weapon and armor proficiencies, as well as a bonus feat. On the other hand, the weakened spell progression is definitely a big drawback. Plus, it might be difficult to justify starting as a fighter given my character's background.
What I might end up doing is take the tower shield, and also carry a several one-handed melee weapons to drop-and-draw. Either that, or I could always try to get away with the "stowing the weapon in your armpit" maneuver.
nosig
|
My Dwarven cleric started much like yours, and I took the Hvy Armor at 1st, realizing that I would be in cheap hvy armor till I could save up to get the good stuff (surprizingly I was able to afford it earlier than I thought and got MW full plate while 2nd level). Later, at third I added tower shield. So that would be my recogmendations. Maybe Tower first and Hvy Armor at 3rd - but don't discount your ability to get your hands on good armor (this may depend on your DM - you could even make it something of a quest. the desire to recover a "special" or "lost" suit of armor. That "diamond" in the bottom of the mine shaft...)
calagnar
|
If you are going for a battle cleric. You do not need that high of a wiz and can drop it to a 14 to recover points. Bring your Str up to a 16 min starting and puting all points in to Str. Yes the one level of fighter dose not help your casting ability. The plus side you are no longer feat straped in your build. Fighter 1 (Heavy Armor, Dwarven Waraxe, Tower Shield, Power Attack). For what you want this is not a bad option.
Str 16 (All level up points)
Dex 10
Con 16
Int 10
Wis 14
Cha 8
Over all I have played this type of character alot. Love this type of character. It just dose not work very well in the game machanic after level 10.
| stuart haffenden |
Power Attack or Combat Casting will take you the furthest. Since you're planning to be a frontline combatant, either will help you hit or cast when you're in some monster's face.
I'm not sure Power Attack is a good option for a 3/4 BAB class, especially if Str isn't your primary Stat. Power Attack doesn't help you hit, it increases your damage...if you hit.
| Alienfreak |
InVinoVeritas wrote:Power Attack or Combat Casting will take you the furthest. Since you're planning to be a frontline combatant, either will help you hit or cast when you're in some monster's face.I'm not sure Power Attack is a good option for a 3/4 BAB class, especially if Str isn't your primary Stat. Power Attack doesn't help you hit, it increases your damage...if you hit.
Thats true. You will at least need some solid bonus on to hit due to quickened Divine Favour and probably even a Weapon Focus to make it viable.
You could go Weapon Focus -> Power Attack -> Furious Focus. And after that you could bump your Saves with the feat or take toughness or something. At lvl 9 you will want to have quicken spell for DF. Probably you could take Magical Lineage and already do it as a 4th level spell in lvl 7. Then take Quicken spell at 7.
Alternatively if you wanna go more defensive you could use a Buckler. In case you cast a spell you'll lose the AC bonus for that round, though. And if damage is needed you can still grasp the weapon with both hands (while having a -1 to attacks). You'll rely a lot on Divine Favour and Divine Power for damage here because one handed weapons don't deal much of it.
But I would go for the THW style. With 16 base Str and 18 Con you can take some damage and (especially when using Righteous Might) you'll deal some serious damage.
Is that a 23 point buy you used or did you roll it? If you didn't roll it move your 16 to Str. Otherwise I recommend to go 16 12 16 10 14 7.
You might also probably switch out the Fire domain. It doesn't add anything really good to your build.
Either take Liberation (free Freedom of Movement) which is a strong combo with Travel or maybe even the Animal Domain for a Companion. But I would go for Liberation & Travel. It adds up very well flavour wise plus its abilities pretty "complement" each other.
| Ganymede425 |
I used a standard 15 point buy for all my characters, this one included.
Though like I said before, all of the non core options are out of the question. Stuff like Furious Focus and Magical Lineage can't be taken.
I like the Fire domain because it is integral to his background. Also, I enjoy the benefits of the domain as well as the slew of non-cleric spells I get access to. You have to admit, there is a certain coolness factor to a cleric that is able to cast a fireball.
| Alienfreak |
I used a standard 15 point buy for all my characters, this one included.
Though like I said before, all of the non core options are out of the question. Stuff like Furious Focus and Magical Lineage can't be taken.
I like the Fire domain because it is integral to his background. Also, I enjoy the benefits of the domain as well as the slew of non-cleric spells I get access to. You have to admit, there is a certain coolness factor to a cleric that is able to cast a fireball.
It just won't add up for your power :P. An unmodified Fireball is rather useless.
Liberation also fits your story very well and gives you a lot of goodies you will need, because you won't have the time to cast defensive spells on yourself.With a 15 pointbuy you gotta dump hard.
16 13 16 7 16 5 is the way to go here in my eyes.
As for the feats its rather a letdown for you.
I would still stick to the THW with Weapon Focus -> Power Attack. Then at 5th take Toughness or probably (as you can now afford it) take the Heavy Armour Proficiency. As soon as you can afford a Mithral Fullplate I would head for Endurance so you aren't screwed over once you rest (and have no Armor for the encounter in the night).
Quicken Spell still stands for 9th level though. This not only enables you to get into the combat fast but also if you have a round for buffing you will also have Righteous Might up and running in one round.
Maybe you wanna get a Extend Spell for Magical Vestment and Greater Magic Weapon to save some money and even at lvl 8 they then hold a whole adventurer day long (except the resting time that ist). You will need 9th level for Extended GMW though. Or let your fellow arcane spellcaster cast it for you.
As for the Weapon I would head right for the Dwarven Waraxe. Its 1d10 so only 1 point in average damage below the Greataxe. A solid choice. No matter whether you are going to use it one handed (with a buckler) or straight Two Handed.
EDIT: Oh you can't take the Dwarven Waraxe in Pathfinder.
So either take a Spear or Warhammer/Waraxe. If you have a Feat to spare take Proficiency Greatsword. It will bump your damage by 3.5 points (more than a weapon specialization would) both while being medium sized and large sized.
calagnar
|
I used a standard 15 point buy for all my characters, this one included.
Though like I said before, all of the non core options are out of the question. Stuff like Furious Focus and Magical Lineage can't be taken.
I like the Fire domain because it is integral to his background. Also, I enjoy the benefits of the domain as well as the slew of non-cleric spells I get access to. You have to admit, there is a certain coolness factor to a cleric that is able to cast a fireball.
background: fire domain good.
The benefits of the fire domain? and it's spells?
Fire Bolt (Sp): this dose not help you. It is a range touch attack that deals fire damage the most common resist out there.
Fire Resistance (Ex): This is a realy nice ability. Fire resist is the most common from of damage for most casters and monsters.
Domain Spells:
1st—burning hands: see Fire Bolt. + There is a save and you will have a low wis. There chance of fail is low.
2nd—produce flame: this can be your range attack. see Fire Bolt.
3rd—fireball : see buring hands.
4th—wall of fire : good spell
5th—fire shield : good spell
| Alienfreak |
Ganymede425 wrote:I used a standard 15 point buy for all my characters, this one included.
Though like I said before, all of the non core options are out of the question. Stuff like Furious Focus and Magical Lineage can't be taken.
I like the Fire domain because it is integral to his background. Also, I enjoy the benefits of the domain as well as the slew of non-cleric spells I get access to. You have to admit, there is a certain coolness factor to a cleric that is able to cast a fireball.
background: fire domain good.
The benefits of the fire domain? and it's spells?
Fire Bolt (Sp): this dose not help you. It is a range touch attack that deals fire damage the most common resist out there.
Fire Resistance (Ex): This is a realy nice ability. Fire resist is the most common from of damage for most casters and monsters.
Domain Spells:
1st—burning hands: see Fire Bolt. + There is a save and you will have a low wis. There chance of fail is low.
2nd—produce flame: this can be your range attack. see Fire Bolt.
3rd—fireball : see buring hands.
4th—wall of fire : good spell
5th—fire shield : good spell
Fire Shield is one more spell he would have to cast before entering melee. This costs a full round worth of damage.
The only two good things I see in the Domain is the Fire Resistance and the Wall of Fire. The Wall of Fire is... meh. And the Fire Resistance is nice but you will have good HPs plus healing spells combined with Spell Immunity and rather good saves, so blasting is quite pointless against you.
And will save a lot of money with magic vestment and greater magic weapon. So you can afford an item soon if it is really needed.
| Ganymede425 |
You guys might have misinterpreted my post; I'm not looking for help with Pathfinder the MMORPG/video game, I'm looking for help with Pathfinder the roleplaying game. I don't need my character optimized to the point of godliness (let alone optimized 10 levels in advance). I just needed a starting feat that was thematic and somewhat effective.
| Alienfreak |
| 1 person marked this as a favorite. |
You guys might have misinterpreted my post; I'm not looking for help with Pathfinder the MMORPG/video game, I'm looking for help with Pathfinder the roleplaying game. I don't need my character optimized to the point of godliness (let alone optimized 10 levels in advance). I just needed a starting feat that was thematic and somewhat effective.
If you don't want to plan ahead and don't want to optimize maybe just point your finger to a random feat you like the name of and the fluff text. I assume that you can read through the 100 feats of CRB and just take one. Since you dont wanna plan ahead or use chains or anything because its so unroleplayish it doesn't matter which one. All feats are somewhat effective.
Unlike what you think we are too playing PF the Roleplaying Game. But you can play a Roleplaying Game and have fun with the character because it is well made and doesn't suck.
| Aardvark Barbarian |
Ganymede,
I built a semi-combat cleric recently, and I went with Endurance to start. I like the idea of him sleeping in his armor (as a Clr of Protection). Also, it has the benefit of lead in to Diehard, which as a Clr, being able to stay up long enough to heal yourself is nice. Then add to the fact that with Endurance, you get bonuses to saves to avoid things like Exhaustion (when mining, or forced marches [travel]) and Heat (for the fire theme).
It has resonable benefits, and has a decent tie-in to the theme of the character.
I wrestled with the Hvy armor, Tower shield, fighter levels as well. But the tower shield didn't end up playing out like I had wanted, and though I may get Hvy armor later, the endurance doesn't let me sleep in it, so I decided against it. I only went two-handed because with protection I get Shield as a domain spell. I would stick with weapon and shield, and I think as a dwarf you get warhammer/some axe profs even as a Clr.
nosig
|
Ganymede -
I like the character the way you have him built, don't listen to these Roll players. Works for the background, and while I wouldn't take the Fire domain I have played with someone who took it with his dwarven cleric. [I remember his fireball (he was 9th when I met him), it came as a big shock - esp. cause my wiz had prohibited Evoc school and couldn't cast it. He'd cast the fireball, and everyone would look at my wiz who'd say "wasn't me I tell you - the cleric did it!"]
My advice (ignore it if it doesn't fit in the theame) would be to take the Hvy Armor at 1st - and in a home game stress to your DM that you are looking for a "special" suit of armor. See what he works up for you - it can be like the search for the Grail, with your cleric making due with the second best suit till he gets "the diamond".
Thalin
|
I mean, if I read this character for roleplaying purposes fire appears nowhere in the idea; nor does travel. If I were to blindly pick domains for this character based on writeup, I'd say earth (with caving sub if you allowed that book) and protection. Or make him a pally.
But much as us "roll" players are trying to optimize the concept, a lot of the fun is to take an idea and actually enjoy the play experience. If you suck and don't contribute the game is not fun. Tower shields are generally too debilitating, especially for a caster (3/4 BAB) with a 14 Str (+0 to hit @ level 1?)
We're trying to help the character be realized and as fun to play as conceptualize. I'd take that level in fighter, represent your training from your "old heritage", but RP as a cleric. Then switch over as the gods begin to recognize your crusade; will work well for you :).
| lalallaalal |
Wow, I totally misread the text for Dwarven weapon familiarity. This whole time I thought dwarves were automatically proficient with Dwarven Waraxes.
I agree with others that the Travel domain doesn't fit the theme. Good or Earth would probably fit better. I do think Fire is thematic for this character.
Just take Toughness if you're having such an issue with selecting a feat.
Souphin
|
Question: Why are you limiting your self to the core rule book? The PRD is free and online for everyone.
As a suggestion if you can use the prd is guided-hand.
With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
I know you stated your character doesn't have a deity does he not have a god or , but where does he get his powers from. How is he granted these abilities and can't that source still grant him the same abilities.
Also if you are not seeing a deity you like there are others that are official http://pathfinder.wikia.com/ (Angradd is a fire-themed dwarven god) and if you do not like the choices of domains there are archetypes to change or alter that.
*** For the main thing that you asked for help within the core book ***
Being in the front is not too well for your self because in my experience as a dwarf space is limited in a fight and the speed hurt getting to the front, but you have the travel domain so your faster than the average. Everyone else is having the issue of not being a min-maxer but they don't want the cleric being hurt in a fight. You have so much utility and compare to other classes you might not be the best at combat. I like produce flame a lot, it can make you a blaster. If you like to blast people more often I'd suggest "Extend Spell" so you get more flames to attack with. It's not a lot of damage but it's a touch attack. If you are summoning fire elementals "Augment Summoning". Keep you Wis high because it not only grants more of the domain abilities but those abilities look to me like they make up your theme
*** Out of the rules, I think this fits the theme, in place of channeling positive energy if you take elemental channel you can channel fire using your channel energy dice. But that is totally a DM call.
nosig
|
One of my current PFOP characters is a Dwarven Cleric, with both HvyArmor and Tower Shield. He's great! I have real problems hitting, but that is as much to do with his lower Str, and the way he plays. He's normally an "in the monsters" face kind of character - right up front (using Perception to check for traps/ambush etc.) and I let the rest of the characters kill the monster. At 3rd level I was able to get both my plate armor and my shield enchanted to +1, which gave me a 26 AC. I often play with archer fighters (who love not getting stuck in the front line) and rogues (who love having someone to flank with) or characters with reach weapons. (my attacks are often with spells, and once and a while I even hit with my b.Ax.)
What I'm trying to say is, if you like the HvyArmor/Tower Shield go with that! I'm there now and the water is just fine.
Take a lvl of Ftr if you worry about the feat loss, but only if it fits your character concept. I played for many years with a lady that had a 1/2Orc that stated as a barb and "got a calling". Last time I played with her she was a barb 1/cleric 9.
| lalallaalal |
You're getting optimization replies because you haven't made it clear how this character is supposed to function during an adventure. Is he primarily a caster or combatant? Your stat array makes it look like you're trying to do both but he'll be average at both. Which is ok if that's what you're going for.
| Alienfreak |
Wow, I totally misread the text for Dwarven weapon familiarity. This whole time I thought dwarves were automatically proficient with Dwarven Waraxes.
I agree with others that the Travel domain doesn't fit the theme. Good or Earth would probably fit better. I do think Fire is thematic for this character.
Just take Toughness if you're having such an issue with selecting a feat.
I fell into that trap, too ^^
I think by his description liberation (his fall from the lawful clan duties to a freedom) is REALLY perfect. Travel also would fit because he leaves his clan because of his "rebirth" and seeks "answers and freedom" in the world.
But what does an unworthy ROLLPLAYER know of all this role playish stuff...
You're getting optimization replies because you haven't made it clear how this character is supposed to function during an adventure. Is he primarily a caster or combatant? Your stat array makes it look like you're trying to do both but he'll be average at both. Which is ok if that's what you're going for.
Sssshh.... don't tell the ROLEPLAYING expert. We are just unworthy MMORPG ROLLPLAYER wasting out time trying to help him making a cool character.
One of my current PFOP characters is a Dwarven Cleric, with both HvyArmor and Tower Shield. He's great! I have real problems hitting, but that is as much to do with his lower Str, and the way he plays. He's normally an "in the monsters" face kind of character - right up front (using Perception to check for traps/ambush etc.) and I let the rest of the characters kill the monster. At 3rd level I was able to get both my plate armor and my shield enchanted to +1, which gave me a 26 AC. I often play with archer fighters (who love not getting stuck in the front line) and rogues (who love having someone to flank with) or characters with reach weapons. (my attacks are often with spells, and once and a while I even hit with my b.Ax.)What I'm trying to say is, if you like the HvyArmor/Tower Shield go with that! I'm there now and the water is just fine.
If you can't hit the enemies you don't deal damage to them. If you don't damage them or can't hurt them in other ways how are you a threat?
If you are no threat and they can't really hit you... why do they even bother with you and not go for the archer of the reach weapon guys behind you? If there is a stupid tree in your way, go around it.Probably I don't get the principle of generating lots of aggro from an enemy as a tank as a lousy rollplayer.
After all somebody said this is no MMORPG like WOW in which "Aggro" is a abstract value not tied to real threat but to standing in front of the enemy and looking tanky.
| lalallaalal |
Us roll players have such a hard time role playing our optimized yet thematic characters.
I just don't see much in the description of the character that shows a devotion to travel. I think Liberation works better than travel for a "rebirth" and seeking freedom.
Honestly, we could probably find a way to tie a few other domains to his character. Destruction could fit as it was the firey destructive power of flame that brought about his change. Chaos could fit becaue he has broken from the rigid dwarven society. Glory because he wants to bring the glory of fire to the people. Luck because he was lucky to survive his ordeal
| MyTThor |
One option would be to take Elemental Channel (Fire). This would be very thematic and would fit well with my dwarf's background. Unfortunately, it also isn't especially useful. For one, I can't imagine doing battle with many fiery outsiders. Secondly, with only a Charisma of 10, he is not very good at channeling energy in the first place.
Secondly, I would consider taking Heavy Armor Proficiency. While I would like for this guy to be able to wear heavy armor eventually, it is unlikely that I'll be able to get a suit of it before level three. by then, I could simply take it as my second feat.
My last option is to consider taking Tower Shield Proficiency. The tower shield would make a potentially great substitute for heavy armor, and would give a dramatic boost to his AC. On the other hand, the penalty to all his attacks would be a tough pill to swallow. Likewise, as his left arm would be useless for anything else, it would make mixing combat and spellcasting problematic.
Let me know what y'all think. If you have any advice regarding these three options, or any other options, allow me to hear your feedback.
Elemental channel is an interesting flavor option, but I think you've got it backwards. Being able to heal fiery outsiders would be thematic, as you seem to be pro-fire, but harming them doesn't make much sense, and that's what it sounded like you were talking about. You'd be able to do both - it would make sense I suppose if you planned on being a summoner-type who brought in fiery stuff and healed it, but again, doesn't seem to be where you're going.
I agree with liberation domain being a bit more flavorful to your character, but honestly, you say he doesn't have a god, I'm not sure what exactly your motivation behind that is, but he sounds a lot like he'd dig Sarenrae -- which would get you a scimitar as your 1hd weapon to go along with tower shield and avoid having to use one on EWP.
Now on to the non-constructive part of my post. You're obviously concerned with the game mechanics ramifications of what you pick, it's most of what you talk about making it difficult to decide. I fail to see how people trying to be helpful with something you're obviously concerned about deserve to get the snarkmace to the head. Maybe you should have mentioned that you didn't care for optimization in your post if you didn't want those responses.
nosig
|
Alienfreak - sorry if I have offended you in some way. Please don't call my cleric a "stupid tree". He does quite fine as he is. He's fun to play, and I enjoy him and fits well in the parties he's been in (he's 5th level now, in PFOP that makes 12 games with up to 12 different party mixes). He's a bit min/maxed (yes, I can be a roll player too - and I don't want to let my team down), relies on letting the other players do what they are good at (they like killing things) and fills a need in the party (healing, shield, combat medic). He's a Dwarf Cleric with domains Travel and Love - and yes sometimes the monsters will move around him to get at the "Squishy bits". But it normally takes a few rounds for them to figure out why he is so hard to hit (Hat of Disguise), and that he is so little threat. Lately he has been useing spells to offset his combat abilities.
"Stupid tree" he's not. Dumb as a post maybe. Or a rock. yeah - he's a rock (with a 40' move- that ignores bad terrain - wait, he's got fly now. So he's a dumb flying armored rock). But not a tree. Trees are for druids, or maybe elves.
| Alienfreak |
Alienfreak - sorry if I have offended you in some way. Please don't call my cleric a "stupid tree". He does quite fine as he is. He's fun to play, and I enjoy him and fits well in the parties he's been in (he's 5th level now, in PFOP that makes 12 games with up to 12 different party mixes). He's a bit min/maxed (yes, I can be a roll player too - and I don't want to let my team down), relies on letting the other players do what they are good at (they like killing things) and fills a need in the party (healing, shield, combat medic). He's a Dwarf Cleric with domains Travel and Love - and yes sometimes the monsters will move around him to get at the "Squishy bits". But it normally takes a few rounds for them to figure out why he is so hard to hit (Hat of Disguise), and that he is so little threat. Lately he has been useing spells to offset his combat abilities.
"Stupid tree" he's not. Dumb as a post maybe. Or a rock. yeah - he's a rock (with a 40' move- that ignores bad terrain - wait, he's got fly now. So he's a dumb flying armored rock). But not a tree. Trees are for druids, or maybe elves.
You misunderstand my point entirely.
If he can't threaten enemies why can he tank against them? Only real threat binds monsters in a roleplaying game, so if you can't deliver they'll just ignore you and try to kill the ones threatening them. He will be no more than a weird tree in the eyes of the enemies.
nosig
|
by his existance he threatens them. Non-intel monsters go for him as he is big and in thier face, intel ones charge him cause he looks like a light armor target (hat of disguise to make him look like he's in studded leather with a buckler). With a flat footed AC of 25 they often miss.
Armed with a B.Ax (or spiked gauntlet) he provides a flank and he often casts spells or moves thru monster threat zones to defuse moster AOOs, if it looks like one of the party will need him to.
And what the heck, every now and then he even hits something with his ax (much to the entertainment of everyone at the table. His 1d8 gets more cheers than the fighters 2d6+6), the tower shield is only a -2 to hit. He's looking at Channeled Shieldwall right now to boost ACs for persons around him.
And his Spiritual Weapon is great fun.
| Alienfreak |
by his existance he threatens them. Non-intel monsters go for him as he is big and in thier face, intel ones charge him cause he looks like a light armor target (hat of disguise to make him look like he's in studded leather with a buckler). With a flat footed AC of 25 they often miss.
Armed with a B.Ax (or spiked gauntlet) he provides a flank and he often casts spells or moves thru monster threat zones to defuse moster AOOs, if it looks like one of the party will need him to.
And what the heck, every now and then he even hits something with his ax (much to the entertainment of everyone at the table. His 1d8 gets more cheers than the fighters 2d6+6), the tower shield is only a -2 to hit. He's looking at Channeled Shieldwall right now to boost ACs for persons around him.
And his Spiritual Weapon is great fun.
They will get a will save against your effect once they try to hit you. And the save DC of that item... is like... low?
Also why do they bother to AoO you when you are clearly no threat anymore? And why do they still let you bother them at all? Once the first guy has attacked you all others will know (in case they got a language)
This sounds a lot like you could maybe take their charge action but nothing more. Even then if there is another target they could charge they maybe would go for it. An archer or spellcaster is still more yummy than some guy in a leather armor...
Plus you are not dangerous for their movement because you can't hit them or trip them and thus they can just skip you and attack the really dangerous guys once you screw up your illusion. Or even before that.
And btw. how can you have a 2650gp, a 1180gp and a perfectly fitting 1800gp item in lvl 3? Did you happen to... find the hat? And letting your armor get enchanted implies you did sell some loot which would drop your effective character wealth even more since you only get 50% of the base price...
| Ganymede425 |
I do think there has been a bit of a misunderstanding here. It looks like a lot of the people here were incensed by my last remark. It was not my intention to ruffle feathers, just to clarify what I was actually looking for.
When I initially posted, all I was looking for was advice on a thematic and effective choice for my first level feat. I did get some great advice. I was also innundated with some truly bizarre suggestions, like lowering my Charisma to a 5, dumping the Fire domain because it had nothing to do with my character, and the specific feats and magic items I should take at higher levels. It isn't that I have any antipathy towards those who optimize their characters, this just isn't that type of post.
nosig
|
Aleinfreak -
did I offend you in some way? I do not understand the attacks on my characters or my personal int. If I am misunderstanding you (possible with just posts to read) let me take this moment to say I am sorry if I or my character have offended you in any way. My character is what he is. I enjoy him. He is much in demand at PFSOP tables where I have several other PC concepts to run, which seems to imply that many other people enjoy playing with him.
As to his magic items. He is a character in Pathfinder Society Organized Play (PFSOP). All his loot gained during play is converted to money, by the rules of the campaign he is in. He did not receave access to the Hat of Disguise until he had enough PA to buy an item of it's value, just like he did not get access to enchanting his armor until he had enough PA. Are you trying to imply that he is not a legal character? In his time playing he has had 10+ judges and 12+ tables of players (4+) look him over ... that would be 60+ persons (some would be repeats - so call it 30+ persons). It is possible that everyone might have missed something, do you feel should I ask for a character audit next CON?
but let me take your objections to my cleric one at a time.
They will get a will save against your effect once they try to hit you. And the save DC of that item... is like... low?
Yep. True. and something I remind my Judge of. They also have to make a DC 17+ will save to even take that first swing (Love domain). But lets give the Int. fighters a 17+ will on both, which only soaks off their first attack. One round lost for the BEM.
Also why do they bother to AoO you when you are clearly no threat anymore?
A heavy armored Dwarf with a B.Ax - besides being a 5th level spell caster. I like it when the monsters figure he is no threat. That lets him provide flanks, heal in combat, block the monsters movement, move past them to attack their spellcasters... lots of things he can do if they ignore me.
And why do they still let you bother them at all? Once the first guy has attacked you all others will know (in case they got a language)
This has only happened once so far, the BBG yelled to "Kill the Wizard!" at which point I changed my disguse to that of the wizard (the Elf with the Longbow), the one I had Shield Other cast on. But see other reply above (why do they bother?).
This sounds a lot like you could maybe take their charge action but nothing more.
Against intelegent monsters with good tactics who can get past me (I am very moble), I guess you might be correct. All I can do at that point is provide Healing, flanks, blocking, attack spells, AOOs when they move past me and an odd attack doing 1d8 (maybe plus some). (Sorry I am poorly resisting sarcasm at this point).
Even then if there is another target they could charge they maybe would go for it.
I try to block their movement lines, but sometimes things can charge past me. Then I fall back on Spells, flanks, healing, etc (see above)Oh, and picking up dropped weapons and handing them to friends, dragging tripped/downed friends out of harms way. (yeah, the monster gets an AOO, but those normally miss even if they make the will save to get the swing.) If they switch from me to another target they loose their full attack action - and I get an AOO.
An archer or spellcaster is still more yummy than some guy in a leather armor...
I'm glad you think so. The Rogues in the party also thanks you. They like to get in flank positions too. (sorry about the sarcasm, got to resist better.) Normally my cleric looks like a Rogue with a buckler, or a Bard working as a scout. I'm thinking of buying a second HoD, so that someone else in the party can look like a HvyArmor/TwrShd Dwarf Cleric.
Plus you are not dangerous for their movement because you can't hit them or trip them and thus they can just skip you and attack the really dangerous guys once you screw up your illusion.
Actually, I have a poor melee attack chance with my b.ax. Not NO attack. This is very different from not dangerous. I hit them with spells.
and it is not my illusion, it's a disguise. And they don't "screw up" my illusion. If they get to attack me (will save), then they get an easy will save (DC 11) to see thru the disguise and notice that I am a heavy armored dwarf with a battle ax. Why do they ignore THAT? I paid 1800 gp to soak off the monsters first attack (and as a useful tool in role playing. When an NPC is discribing someone the party needs to find, my cleric will use the HoD to "picture" the suspect for us. Kind of like a police sketch artist.).
as to being dangerous - see other replies.
Or even before that.
The monsters may have heard of an unhittable PC, and so not take the swing against the first/best target PC? Sounds great. I hope the rest of the scout PCs in the world enjoy my little gift.
And btw. how can you have a 2650gp, a 1180gp and a perfectly fitting 1800gp item in lvl 3? Did you happen to... find the hat? And letting your armor get enchanted implies you did sell some loot which would drop your effective character wealth even more since you only get 50% of the base price...
I addressed this above, but what were you suggesting? that I had unfairly gotten access? I did not "let" my armor get inchanted. I requested it, saved for it, and paid for it, to make a better character. Oh, I didn't get the HoD until 4th level (almost 5th), so it is a new thing. And as to "perfectly fitting"... aren't all magic items? but I bought this one special, so yeah it fits. Nope didn't "find it". Paid for it. Went to the shop in Absolam and plunked down 1800gp for it.
I wish we got 50% of the base price of the loot - PFSOP runs each adventure with a money limit. If you get extra, from selling the captured pirate ship for example it just disappears.Anyway - hope this helps you understand my character Alien, and again, sorry if his concept and existance seems to upset you.
And Ganymede, hope to play with you sometime! Your Dwarf and mine can sit by the fire and enjoy a few ales and a side of beef - I'll buy, you tell me about this religion of yours.
| Alienfreak |
Aleinfreak -
did I offend you in some way? I do not understand the attacks on my characters or my personal int. If I am misunderstanding you (possible with just posts to read) let me take this moment to say I am sorry if I or my character have offended you in any way. My character is what he is. I enjoy him. He is much in demand at PFSOP tables where I have several other PC concepts to run, which seems to imply that many other people enjoy playing with him.As to his magic items. He is a character in Pathfinder Society Organized Play (PFSOP). All his loot gained during play is converted to money, by the rules of the campaign he is in. He did not receave access to the Hat of Disguise until he had enough PA to buy an item of it's value, just like he did not get access to enchanting his armor until he had enough PA. Are you trying to imply that he is not a legal character? In his time playing he has had 10+ judges and 12+ tables of players (4+) look him over ... that would be 60+ persons (some would be repeats - so call it 30+ persons). It is possible that everyone might have missed something, do you feel should I ask for a character audit next CON?
but let me take your objections to my cleric one at a time.
Well going in here while others are spending their free time trying to help the OP with refining his character concept and then getting called non Roleplayers by him and then Rollplayers by you wasn't exactly going to make you the champion of hearts, wasnt it?
Yep. True. and something I remind my Judge of. They also have to make a DC 17+ will save to even take that first swing (Love domain). But lets give the Int. fighters a 17+ will on both, which only soaks off their first attack. One round lost for the BEM.
I see where we are heading. So you happen to be a dwarf that happens to be a cleric and happens to max out AC and also happens to to have the Travel domain (making him faster than any other playable thing due to the lucky fact he is a dwarf) plus the Love Subdomain (which comes in handy with his great concept which just happened) and come in here and try to educate people not to be ROLLPLAYERS when it comes to giving free and nice meant advice to others.
To me this character is starting to look highly optimized as well as planned ahead pretty far.So don't come in here and flame other players who encourage to take a 2 FEAT CHAIN (ZOMG) and plan ahead his feats until the 9th level to get the feats he need if you have a perfectly optimized concept of character who happens to use hvy armor&tower shield and proclaim that this works PERFECTLY. Because it doesn't if you don't do it like you and optimize, which he clearly won't.
A heavy armored Dwarf with a B.Ax - besides being a 5th level spell caster. I like it when the monsters figure he is no threat. That lets him provide flanks, heal in combat, block the monsters movement, move past them to attack their spellcasters... lots of things he can do if they ignore me....
If you really annoy them... why don't they just grapple you or trip you or sunder your equipment ... its not like your AC is going to help you there.
They ignore you mostly and if you try to heal allies and don't cast defensively (well there is not much they could do about this anyway then unless they are a NPC) they can just grapple or trip you with their AoO.The going high AC thing is a not too seldom used tactic. But unless you can deliver the blows its nice to have but not unbeatable... Especially not when standing in front of the enemy.
This has only happened once so far, the BBG yelled to "Kill the Wizard!" at which point I changed my disguse to that of the wizard (the Elf with the Longbow), the one I had Shield Other cast on. But see other reply above (why do they bother?).
So do I get this right? You stand in the sight of enemies when the BBEG tells them to attack a specific character and then you just use "disguise self" to look like it and all others are fooled? Are you serious here?
And this still only works for one attack (even if you looked like the wizard before they ever saw you) because it will screw up your illusion again.Actually, I have a poor melee attack chance with my b.ax. Not NO attack. This is very different from not dangerous. I hit them with spells.
and it is not my illusion, it's a disguise. And they don't "screw up" my illusion. If they get to attack me (will save), then they get an easy will save (DC 11) to see thru the disguise and notice that I am a heavy armored dwarf with a battle ax. Why do they ignore THAT? I paid 1800 gp to soak off the monsters first attack (and as a useful tool in role playing. When an NPC is discribing someone the party needs to find, my cleric will use the HoD to "picture" the suspect for us. Kind of like a police sketch artist.).as to being dangerous - see other replies.
Disguise self is an illusion spell not a disguise.
The monsters may have heard of an unhittable PC, and so not take the swing against the first/best target PC? Sounds great. I hope the rest of the scout PCs in the world enjoy my little gift.
You seem to use that tactic all the time. So yes. Enemies sometimes even adapt to your tactics.
I addressed this above, but what were you suggesting? that I had unfairly gotten access? I did not "let" my armor get inchanted. I requested it, saved for it, and paid for it, to make a better character. Oh, I didn't get the HoD until 4th level (almost 5th), so it is a new thing. And as to "perfectly fitting"... aren't all magic items? but I bought this one special, so yeah it fits. Nope didn't "find it". Paid for it. Went to the shop in Absolam and plunked down 1800gp for it.
I wish we got 50% of the base price of the loot - PFSOP runs each adventure with a money limit. If you get extra, from selling the captured pirate ship for example it just disappears.
Ah ok... I don't play with those house rules.
If you get 100% of the loot as gold pieces its all fine and nifty but usually you get a 50% gold penalty for selling your loot and not using it outright.You can only make up for that if you have crafting feats.
And Ganymede, hope to play with you sometime! Your Dwarf and mine can sit by the fire and enjoy a few ales and a side of beef - I'll buy, you tell me about this religion of yours.
Not like you can play a godless Cleric in Golarion anyways ;)
nosig
|
Sorry Alien -
guess I stepped on your toes or something. I don't feel comfortable hijacking Ganymede's thread more. If you really feel the need to beat on my character concept or my intel more, please feel free to start another thread for it, maybe call it "why nosig's got a idiot cleric concept" or something.
Please feel free to rave at me/belittle me some more if you feel the need, I'll check for threads later, but do it on a different thread.
any additional posts on my part on this thread will be directed at the OP.
nosig
|
Ganymede:
of your original three choices
"One option would be to take Elemental Channel (Fire). "
"Secondly, I would consider taking Heavy Armor Proficiency. "
"last option is to consider taking Tower Shield Proficiency."
I like the second option for reasons I listed in replies above. The last option is also one I would consider, but that would depend more on the rest of the party of adventurers, so you might want to delay taking that and consider your options again when you level to third. In support of this opinion I would say run a Dwarven cleric with both Heavy Armor and Tower Shield.
| Alienfreak |
Ganymede:
of your original three choices"One option would be to take Elemental Channel (Fire). "
"Secondly, I would consider taking Heavy Armor Proficiency. "
"last option is to consider taking Tower Shield Proficiency."I like the second option for reasons I listed in replies above. The last option is also one I would consider, but that would depend more on the rest of the party of adventurers, so you might want to delay taking that and consider your options again when you level to third. In support of this opinion I would say run a Dwarven cleric with both Heavy Armor and Tower Shield.
He won't be able to afford a good Hvy Armor before lvl 3 so why bother taking the feat?
Mike Schneider
|
1 skill per level is just abysmal. Yuck.
Hmm... Dwarf monk[zen archer]3/clericX ...now that looks like fun. Definitely different. Firing d10 arrows with Monk's Robes. WIS to attack, AC and spell DCs.
STR:12 (2)
DEX:07 -4 bump 12th
CON+15 (3) bump 8th
INT:14 (5)
WIS+17 (7) bump 4th
CHA-10 (2)
traits: Dangerously Curious, Magical Knack
01 monk1 [zen archer] Flurry(bows), IUS, WIS>AC, Precise Shot
02 monk2 Weapon Focus:Longbow, Dodge
03 cler1 Extra Channeling
04 monk3 WIS>18, WIS>attack, AC+2, move+10
05 cler2 Deadly Aim, [buy Monk's Robes]
...etc.
DEX is garbage and Ref save completely abandoned (you're one of the few builds which is paradoxically much better versus touch-attacks than AoE); DEX skills suffer, but monk provides useful ones as class, so +3 bonuses there.
| Alienfreak |
1 skill per level is just abysmal. Yuck.
Hmm... Dwarf monk[zen archer]3/clericX ...now that looks like fun. Definitely different. Firing d10 arrows with Monk's Robes. WIS to attack, AC and spell DCs.
STR:12 (2)
DEX:07 -4 bump 12th
CON+15 (3) bump 8th
INT:14 (5)
WIS+17 (7) bump 4th
CHA-10 (2)traits: Dangerously Curious,
01 monk1 [zen archer] Flurry(bows), IUS, WIS>AC, Precise Shot
02 monk2 Weapon Focus:Longbow, Dodge
03 cler1 Extra Channeling
04 monk3 WIS>18, WIS>attack, AC+2, move+10
05 cler2 Deadly Aim, [buy Monk's Robes]
...etc.DEX is garbage and Ref save completely abandoned (you're one of the few builds which is paradoxically much better versus touch-attacks than AoE); DEX skills suffer, but monk provides useful ones as class, so +3 bonuses there.
I don't think you will find many people in here open to your build ;)
Mike Schneider
|
Most people, sorry to say, can't think outside the "beat-stuff-with-metal-stick" box.
A dwarf zen archer is the ultimate trap and secret-door finder underground (the checks are automatic at distance), and he can gun things down in the dark. Cleric is just gravy. Perception through the roof with high WIS and class skill. Give him Steel Soul at 7th, and his saves versus fireballs are actually better than a human fighter with a positive DEX score. Fort and Will saves are in-the-bag. Kurgess for Community and Travel domains grant a lot of versatility.
nosig
|
Ganymede:
with Grimstone Firebeard's DEX of 10, he should be able to pick up Splint mail (+7)(200gp) early, say about the time other characters will be buying a good bow or Breastplate armor. This would give him an AC of 19 with a heavy shield (also a flat footed AC of 19). And start saving for Full-Plate (the "diamond"). if you feel the need, you could opt to go with Half-Plate (+8)(600gp) and get Grimstone used to they weight (50#). If the DM gives you the chance to up-armor more, that works too.
if you went with option 3, the tower shield is only 30gp and should be well within your reach as starting character.
In both cases you might want to pick up a chain shirt for sleeping or boat trips, though my dwarf normally goes with potion of Mage armor for those midnight interruptions (also handy if he encounters Shadows, etc.).
| Alienfreak |
Ganymede:
with Grimstone Firebeard's DEX of 10, he should be able to pick up Splint mail (+7)(200gp) early, say about the time other characters will be buying a good bow or Breastplate armor. This would give him an AC of 19 with a heavy shield (also a flat footed AC of 19). And start saving for Full-Plate (the "diamond"). if you feel the need, you could opt to go with Half-Plate (+8)(600gp) and get Grimstone used to they weight (50#). If the DM gives you the chance to up-armor more, that works too.if you went with option 3, the tower shield is only 30gp and should be well within your reach as starting character.
In both cases you might want to pick up a chain shirt for sleeping or boat trips, though my dwarf normally goes with potion of Mage armor for those midnight interruptions (also handy if he encounters Shadows, etc.).
Thats why I would recommend Tower Shield instead of Hvy Armor in 1st level. You can even afford it at the character generation.
And its not like you gonna hit a lot if you plan to pick one up ;)
| Ganymede425 |
You know, this decision would be a lot easier if there was a rule that allowed you to refund spent feats that become redundant.
Say I took tower shield proficiency at first level then took a level of fighter next. If I could then trade in tower shield proficiency for another feat, even if I was constrained to picking something in the same group of shield feats, I'd be a happy camper.
I think what I'll end up doing is taking the tower shield proficiency feat. It'll give my character something distinctive, and will provide some potentially interesting tactical options. Plus, now that my dexterity is a 12 (and my intelligence is a 7), It'll give me a nice armor class of 20 to start. That'll open up a lot of battlefield flexibility, despite the -2 to hit.
| Alienfreak |
You know, this decision would be a lot easier if there was a rule that allowed you to refund spent feats that become redundant.
Say I took tower shield proficiency at first level then took a level of fighter next. If I could then trade in tower shield proficiency for another feat, even if I was constrained to picking something in the same group of shield feats, I'd be a happy camper.
I think what I'll end up doing is taking the tower shield proficiency feat. It'll give my character something distinctive, and will provide some potentially interesting tactical options. Plus, now that my dexterity is a 12 (and my intelligence is a 7), It'll give me a nice armor class of 20 to start. That'll open up a lot of battlefield flexibility, despite the -2 to hit.
Once upon a time there was an Expanded Psionics Handbook...