
divby0 |
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
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Defense
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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
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Offense
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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
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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