Zerika the Immortal
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A couple disclaimers:
1) This character has to be PFS legal, so please advise if I messed up. This is only my 3rd PFS build.
2) This character is intended for use on various one shot adventures/playtesting with friends, so survivability is a primary concern.
3) The same character cannot be both, so actually one is an evil twin or some such.
Short Version:
Survivability:
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 20 (1d8+9)
Fort +6, Ref +4, Will +6
Melee:
Speed 35 ft. (25 ft. in armor)
Melee falchion +4 (2d4+6/18-20)
SQ:
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Fate's Favored Increase luck bonuses by 1.
Spells:
Guidance, Detect Magic, Resistance
Divine Favor, Protection from Evil (D: Disguise Self)
Female half-orc cleric of Besmara 1
CG Medium humanoid (human, orc)
Init +4; Senses Perception +4
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 20 (1d8+9)
Fort +6, Ref +4, Will +6
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Offense
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Speed 35 ft. (25 ft. in armor)
Melee falchion +4 (2d4+6/18-20)
Special Attacks channel positive energy 2/day (DC 9, 1d6), sudden shift
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless, disguise self[D], protection from evil
. . 0 (at will)—create water, detect magic, light
. . D Domain spell; Domain Trickery (Deception subdomain)
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Statistics
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Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +0; CMB +4; CMD 16
Feats Alertness, Endurance, Tribal Scars
Traits fate's favored, reactionary
Skills Acrobatics -1 (-5 to jump), Diplomacy +3, Perception +4, Sense Motive +8
Languages Common, Orc
SQ orc blood
Other Gear four-mirror, falchion, backpack, bedroll, belt pouch, blanket, hemp rope (50 ft.), spell component pouch, wooden holy symbol of Besmara, 19 gp, 4 sp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Fate's Favored Increase luck bonuses by 1.
Gloomkin Though closer physically to full orcs than most half-orcs, Darklands half-orcs are still stigmatized because of their human-tainted blood.
When light returned to the surface of Golarion and resistance to the orcs’ spread stiffened, some o
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sudden Shift (5/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
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Quermidt
Toad (Pathfinder RPG Bestiary 133)
N Diminutive magical beast (animal)
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +4 size)
hp 10 (1d8-2)
Fort +0, Ref +3, Will +4
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Offense
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Speed 5 ft.
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB -3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (-11 to jump), Diplomacy -2, Perception +5, Sense Motive +3, Stealth +21; Racial Modifiers +4 Stealth
SQ improved evasion
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Fruian Thistlefoot
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The Warpriest might be better suited for what you're wanting to do.
The warpriest actually makes a better combat character levels 1-12. Then the cleric outstrips them because 9th level spells and all. BUT being for PFS you don't see past 12.
The Fervor Ability makes buffing a swift action and that is the issue most Clerics have...buffing takes standard actions. Action economy is very important to a character that has to buff to meet the same efficiency as those martial who don't.
I like the Half-orc + Fate's Favored + tattoo. It really makes the Half-orc a top tier race pick. Darkvision is just gravy compared to +2 to all 3 saves for no feat investment.
calagnar
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Female half-orc cleric of Besmara 1
CG Medium humanoid (human, orc)
Domain Trickery (Deception subdomain)Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +0; CMB +4; CMD 16
Feats Alertness, Endurance, Tribal Scars
Traits fate's favored, reactionary
I don't see a second domain.
Tribal Scars are what kind? I'm guessing: Raptor scale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.
No information on how you qualify for a familiar.
I would trade out the endurance feet for something else. Unless your using it as a prerequisite. I would go with Toughness or Improved initiative. Both are good general ability for any why you want to go with the character.
Int 7 : This will hurt in PFSP. Most players don't realize how important skills are. I'm not saying you should not do it. I just want to point out one skill point a level will hurt. The character looks very effective for combat but lacks any kind of role out of combat. You might want to take a look at that before you level up to 2.
| Chess Pwn |
Zerika the Immortal wrote:
Female half-orc cleric of Besmara 1
CG Medium humanoid (human, orc)
Domain Trickery (Deception subdomain)Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +0; CMB +4; CMD 16
Feats Alertness, Endurance, Tribal Scars
Traits fate's favored, reactionaryI don't see a second domain.
Tribal Scars are what kind? I'm guessing: Raptor scale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.
No information on how you qualify for a familiar.
I would trade out the endurance feet for something else. Unless your using it as a prerequisite. I would go with Toughness or Improved initiative. Both are good general ability for any why you want to go with the character.
Int 7 : This will hurt in PFSP. Most players don't realize how important skills are. I'm not saying you should not do it. I just want to point out one skill point a level will hurt. The character looks very effective for combat but lacks any kind of role out of combat. You might want to take a look at that before you level up to 2.
The endurance is free from his being a half-orc so he can't really change that out. Also the difference from 2 skill points down to 1 isn't that big of a difference, and you have spells to be able to contribute outside of combat. And he doesn't really have a place to dump stats to raise his int any.
Zerika the Immortal
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Raptorscale is tribe, sorry.
No second domain, arcane familiar in place of for Priest of Besmara.
Familiar at level 1 is Alertness feat + possible Aid Another on all my rolls, probably worth a feat right there.
Toughness if from Shaman's Apprentice, cannot swap it for anything other than Intimidating (+2 to Intimidate checks)
Gloomkin is a specific type of Half-Orc for RP purposes, but I am going to drop it just because.
Source: Skull and Shackles, Part I, The Wormwood Mutiny (Pathfinder #55) p. 72
A cleric of Besmara may give up one domain in exchange for a bird, blue-ringed octopus (Ultimate Magic 117), king crab (Ultimate Magic 119), monkey, or any of the familiars presented in the Core Rulebook. The cleric uses her cleric level as her effective wizard level for this purpose. A ranger who worships Besmara may select any of the creatures listed above as a familiar instead of choosing an animal companion. The ranger’s effective wizard level for this ability is equal to his ranger level – 3.
Options are: Bat, Cat, King Crab, Hawk, Lizard, Monkey, Blue-ringed Octupus, Owl, Parrot, Rat, Raven, Snake, Toad, Weasel.
| ElSilverWind |
Honestly for a Battle Cleric, I'd rather have the War Domain for it's 8th level power and spells than a familiar who gives you 3 HP. Maybe if you're just planning on having the familiar deliver buffs from a distance for you it's worth it, but I still feel as though you'd get more mileage out of the second domain.
I don't know what subdomains Besmara can give, but the Tactics subdomain for War is absolutely amazing for Battle Clerics. :D
| ElSilverWind |
Besmara has Tactics! This is level 1 specialization though, so the higher than level 1 options (such as +1/2 [without minimum 1] / level) bonuses will never kick in.
Well then Tactics lets you roll twice and take the better result when you roll initiative 3+Wis times a day. I'd say that's an amazing front-loaded ability and I personally would take it over the Familar.