| Nearyn |
| 1 person marked this as a favorite. |
Hello my fellow pathfinders.
Our pathfinder campaign group has just rolled up characters for our Skulls and shackles campaign. Presently the group contains:
A CN Human fighter (likely to be our captain)
A CN Half-Orc Sea Reaver
A CN Aasimar Storm Druid
A CN Human Pirate
And me, A CE Gnoll Cleric of Lamashtu.
I come to you all to present my character, and background. I would very much appreciate input and ideas for the character and what I could do with it. I would also like to hear your opinions on my build and suggestions for feats, or reconstruction of the character (we've yet to start, so nothing is set in stone, yet).
Thank you very much.
Female gnoll cleric of Lamashtu 1
CE Medium old humanoid (gnoll)
Init +3; Senses darkvision 60ft; Perception +4
DEFENSES
AC 12, touch 11, flat-footed 11 (+1 dex, +1natural)
hp 12 (1d8+3con+1FC)
Fort +5, Ref +1, Will +8
OFFENSE
Speed 30 ft.
Melee unarmed attack -3 (1d3+1)
Special Attacks channel negative energy (1d6; DC 15)
Domain Spell-Like Abilities (CL 1)
7/day – Vision of Madness
7/day – Copycat
Class Spells Prepared/Known (CL 1)
1st – Infernal Healing(2), Lesser Confusion
0 – Create Water, Detect Magic, Guidance
STATISTICS
Str 13, Dex 12, Con 17, Int 18, Wis 19, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Selective Channeling
Traits Birthmark, Reactionary
Skills +8 Heal, +8 Knowledge(Arcana), +8 Knowledge(History), +8 Knowledge(Religion), +8 Sense Motive, +8 Spellcraft
Languages Gnoll, Abyssal, Taldane
SQ Orisons, Channel Negative Energy, Domain(Madness/Trickery), Aura of Evil
SPECIAL ABILITIES
Domain Spells: 1st- disguise self/lesser confusion; 2nd – invisibility/touch of idiocy; 3rd – nondetection/rage; 4th – confusion; 5th – false vision/nightmare; 6th – mislead/phantasmal killer; 7th – screen/insanity; 8th – mass invisibility/scintillating pattern; 9th – time stop/weird;
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Mother Milk-Eye was shaman and mother of her pack in katapesh. A fateful backlash to their evil ways saw the pack destroyed and the survivors sold off to the shackles. Her cubs got taken from her one by one, those who did not die in their cages, died at the hands of their 'owners', until Mother Milk-Eye, now mother of none, was the only one of her pack. Obsessed with living to avenge her kin, Mother Milk-Eye escaped her captors, and set about avenging her pack. Her form was broken, and she was but a shell of herself, but Lamashtu blessed her with blissful madness, and now she her pack is with her eternally (We and I). After exacting her revenge, she lived for around 4 years in the Shackles, avoided by some and cautiously accepted by others. Trading foul healing magics and clerical services for food, fetishes, favors and shinies, led her to her finally being press ganged into the service of a ship, where the campaign will start
-Nearyn
| Count Coltello |
Hehe, or a Ratfolk Monk (Sensei Archetype) and take a homebrewed version of leadership at level 7, that permits me to have 4 mid-level cohorts, rather than 1 high-level? :P
*snicker* no but in all seriousness, thanks for the input :)
-Nearyn
I made turtle race based of Kappas in suggestion thread asked for ideas on favored class (ninja obviously) no one said anything but we were thinking bonus something when in team with 4 turtles and a ratfolk
And If I ever get four players... God help.them lol| Nearyn |
@Magda Luckbender: Thank you kindly :) I hope to have alot of fun with this character, as she indulges her race's hedonistic and deranged ways, while (hopefully) coming to look at the group as her new 'pack'.
@BzAli: Quite right. There's a change that should be made immediately. Thank you :)
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I don't really know if I should keep her charisma so high, and maybe change selective channeling to something else, and then just not use channel negative energy. I get the feeling that while I have enough charisma to avoid nuking the party with those, I will still harm the rest of the crew, which seems counterproductive.
Any suggestions?
-Nearyn
| Tangaroa |
If you wait long enough you could get a malleable symbol
Malleable Symbol
Price 10,000 gp; Aura moderate conjuration; CL 9th; Weight 1 lb.
This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options:
10-foot burst centered anywhere within 30 feet
60-foot line
30-foot cone
The symbol reverts to its nondescript lump form after being away from its bearer for 24 hours.
| Tangaroa |
I looked at your build more closely. Trade a knowledge for a social skill (or two). Trade a trait to get intimidate or bluff as a class skill, too. Maybe profession(sailor).
I haven't played this, but the guide says have diplomacy, intimidate or bluff basically in the first sentence of skill recommendations. It has been confirmed (by a friend) that this is a "social" campaign.
| Nearyn |
@Tangaroa: It seems like a good idea to get a social skill in the mix. I'll take that into consideration.
@blackbloodtroll: I actually sat down and redesigned her from the ground up as a haunted lunar oracle, after your suggestion. So far, I'm liking what I see, but I'm still very much torn between the two classes.
-Nearyn
blackbloodtroll
|
With Oracle, you will make a more of a face.
Nab a trait to get Intimidate as a class skill.
I suggest the Deformed trait. Very fitting.
You can dump Dex, as Prophetic Armor will allow you to use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws.
| Nearyn |
@Meninite Omishman: Don't worry about the alignment, that will not be an issue. I have no intention of playing a disruptive character, no matter what alignment I play. ;)
@blackbloodtroll: Great suggestion for a trait. What feat selection would you run on a lunar oracle? So far I like the flavour, but the mechanics of the Oracle kicks me a bit. I used to play wizards over sorcerers, and a divine sorcerer is a big step for me, especially since I find many of the revelations to be kinda meh.
-Nearyn
| Nearyn |
@blackbloodtroll: Ok, do you have a segment of the rules to quote from, that I can pass to my GM, in case I chose to run with this?
@Tangaroa: Oh, what I mean is, while I realize that Arcane Spell Failure does not apply to divine magic, Prophetic armor states that the armor's max dex bonus applies to my charisma instead. So what I was asking BBT, was whether or not that would cut into my spellcasting. If I can only have +1 charisma bonus because I'm wearing a full plate, for instance, then I was just thinking it might lower my spell DC's and bonus spells, as well as limit the usefulness of social skills.
-Nearyn
Imbicatus
|
Maximum Dex Bonus
This number is the maximum Dexterity bonus to Armor Class that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's Armor Class. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities.
Even if a character's Dex bonus to Armor Class drops to 0 because of armor, this situation does not count as losing his Dex bonus to Armor Class.
A character's encumbrance (the amount of gear carried, including armor) may also restrict the maximum Dex bonus that can be applied to his Armor Class.
Shields: Shields do not affect a character's maximum Dex bonus, except for tower shields.
Change Dexterity to Charisma.
blackbloodtroll
|
That's just max dex to AC.
Maximum Dex Bonus
This number is the maximum Dexterity bonus to Armor Class that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's Armor Class. Heavier armors limit mobility, reducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities.
So, substitute Dexterity, for Charisma, using these rules.
Ninja'd.
| Nearyn |
I've decided to stick with cleric. The haunted aspect will be strictly a roleplaying thing.
I can easily see how Oracle could fit with the concept, but since I find myself on the fence I've decided to go back to what initially got me interested in playing the character, the original concept.
I'd rather have that, than risk having the mechanics of oracle bother me as I play through about 6 books of content.
I think I'll keep the Oracle version tucked away, to play her at some point where I'm not playing an AP, but something more short-term. To get a feel for the class and how it plays, there.
Thanks for the suggestions anyway. I feel quite a bit more interested in oracles now, than before.
Now I just need to pick the right setup for her, as a cleric.
-Nearyn