| divby0 |
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?
| Corlindale |
Seems like a VERY good build for Carrion Crown - you are going to be nuking a lot of undeads with Channel, and even when facing non-undeads you still have your spell list for buffing and healing. Just keep in mind that Chapter IV may be the least undead-heavy in the campaign.
I don't think you are going to make much of a difference with a scimitar with 8 strength, but at that level you have enough spells that you shouldn't have to. Just summon or debuff stuff instead.
Int 8 is VERY low. CC is a pretty skill-heavy campaign, and I would personally be extremely frustrated if I only had 1(!) skill point per level to throw around. You're going to be extremely inept in out of combat scenarios.
Stats are generally rather low - are you using a 12 point buy or something? That's very much below the norm.
Feat-wise focusing on summons is certainly a strong choice, though you might want Extra Channel since you've focused so many of your domains and powers on buffing this ability.
Items sound decent. Note that there is no Ring of Natural Armor, though. Investing very heavily in armor may not be necessary, as you don't expect to be a melee-cleric.
A rod of Reach Spell may be useful, since many cleric buffs are touch, and sometimes you don't want to get close to the fighter for buffing (if he's standing right next to a dragon, say).
| Sean FitzSimon |
Holy bonkers- those stats are awful. Also, what is your point buy? Those only add up to 12. Or are you using a predetermined spread?
Anyways, you should seriously consider reallocating those stats. A strength score of 8 puts your MAX load at 80lbs, 40-45 of which are your breastplate and heavy shield.
With a strength score of 8 (or anything under 14) you shouldn't even bother with a scimitar. You're not going to be hitting much, and when you do it's not going to matter. In a 15 point buy scenario I'd recommend Str 14, Dex 10, Con 10, Int 8, Wis 16, Cha 12. Armor weighs a lot, and you shouldn't really worry too much about Dex or Con since you're choosing to avoid melee as much as you can.
For traits, considering the three you've mentioned, I'd go with Sacred Conduit and the +2 initiative. Higher DCs means more damage, while rerolling a d6 when it lands on a 1 only boosts your average damage by .5 per die.
| divby0 |
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.
| Corlindale |
I wouldn't lower Con (lots of important fort saves in CC!), but Dex is not terribly important for a cleric. As long as you've got Ant Haul you might even get away with 7 strength, though that means you REALLY won't be using that scimitar.
There doesn't seem to be much reason to go for the 15 in Cha either, unless there's a feat I'm missing that has a particular requirement. An odd number does nothing for you, since you seem to be focused on boosting wis through levelling (a good choice).
But it's a matter of preference. If you don't feel like you need more skills, don't bother, I just thought 1 skill point per level was quite little. But I'm sure a lot of optimizers consider int a dump stat for clerics.
Elamdri
|
Take a look at this build.
Unnamed Hero
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
Defensive Abilities Freedom's Call (9 rounds/day); Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +0/-5 (1d4-2/x2) and
. . Morningstar +4/-1 (1d8-2/x2)
Spell-Like Abilities Bit of Luck (9/day), Daylight (1/day)
Cleric Spells Prepared (CL 9, 4 melee touch, 7 ranged touch):
5 (2/day) Break Enchantment (DC 21), Wall of Stone (DC 22), Summon Monster V
4 (3/day) Blessing of Fervor (DC 20), Summon Monster IV, Freedom of Movement (DC 20), Magic Weapon, Greater (DC 20)
3 (4/day) Magic Vestment (DC 19), Magic Circle against Evil (DC 19), Prayer, Dispel Magic, Remove Curse (DC 19)
2 (6/day) Restoration, Lesser (DC 19), Resist Energy (DC 18), Remove Paralysis (DC 19), Silence (DC 18), Summon Monster II, Shield Other (DC 18), Make Whole
1 (6/day) Divine Favor, Obscuring Mist, Remove Fear (DC 17), Shield of Faith (x3) (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 19), Cleric Domain: Liberation, Cleric Domain: Luck, Extend metamagic rod (lesser) (3/day), Good Fortune (1/day), Liberation (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.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
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 19) (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: Liberation Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
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
Freedom's Call (9 rounds/day) (Su) 30'r aura suppresses many conditions.
Good Fortune (1/day) (Ex) Reroll a die.
Liberation (9 rounds/day) (Su) Act as if you had freedom of movement for 9 rounds/day.
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
I picked Superior Summoning for your last feat since you want a summoning focus.
You'll notice that the character has a pearl of power 3rd level and a lesser metamagic rod of extend. That way you can cast Magic Vestment twice, once on your armor and your shield and it will last all day. You'll never have to buy magic armor. Note that you can more or less do this with Magic Weapon, Greater as well, although it will technically only last 9 hours, but big whoop, that's pretty much all day.
I did Desna as the deity for the luck/liberation domains. They're pretty much the best in the game. Feel free to ignore that and go with your deity, this build is not very domain focused.
Elamdri
|
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?
Hero Lab. It costs money, but it's a great program. Worth it if you GM a lot and build a lot of characters like I do.
Yes, it's a 15 point buy.
Unnamed Hero
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 Morningstar +4/-1 (1d8-2/x2)
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
I took out some of the stuff that your DM had restricted like Resistances and Daylight