| ViConstantine |
So, Ive been playing this cleric gnome in my friends campaign, Originally I wanted to fight, heal and cast, well this spread me out like crazy and its really frustrating that I cant do them all as the cleric is such a versatile class. Im the face character for my party which worked with my channel abilities well enough but its not optimal. Im unwilling to change my Race and desperately wanting to avoid changing my stats anymore after this point. We have a slayer and a cavalier so I guess our fighting is taken care of well enough but I wanted to help them more physically.
Here are my stats: Str 11, dex 10, con 14, int 10, wisdom 17 and cha 14. On 20 point buy. Im not a fan of this at all. I dropped my str so that I dont have to fight anymore and could focus on casting raising my 16 to a 17 and dropping my str from 14 to 11 (because i had that weird 1 left over because you know, point buy problems.) Is there ANY reason that the oracle would make a better combat caster/healer/face than my Sarenrae Cleric?
| ViConstantine |
Well, Oracles cast on Charisma, and while yours is decent enough, it won't really help your spell DCs and bonus spells. But on the other hand, you have more skill points to play around with, and possibly also better class skills for a face character.
If i played the oracle, i think id actually still be able to do physical damage but wouldnt be much of a combat caster, though id still get my healing abilities, and channel and still be able to be the party face with stats that look more like this - str: 14, dex: 10, con:14, int: 10, wis: 11, and cha: 17 but is it worth the significantly less amount of spells?
| SmiloDan RPG Superstar 2012 Top 32 |
If you were willing to re-do your stats, you could put the 17 in Charisma instead of Wisdom, then drop the Wisdom down to 10, then up your Strength, Dexterity, or Constitution so you could fight more.
Also, you would get more skill points, which would help you be the face.
Sarenrae is the fire goddess, right? There is a Flames mystery that is pretty potent, so it would help with your casting, both actual fire spells, and fiery special effects and abilities. There is also the Battle mystery for fighting, and the Life mystery for healing.
You would have lesser versatility in what spells you know, but you wouldn't have to prepare them, so you could fireball like crazy when needed.
| avr |
An oracle tends to be a better face because their casting stat is charisma and they have 4 + Int skill points per level.
As a caster it's whether you like spontaneous or prepared casting. They have the same spell list, + mystery or domains. It's slightly less fiddly for the oracle because their mysteries aren't alignment-restricted, and usually not deity restricted - there were preferred deities for the original set of mysteries but they haven't followed that up since that I've seen. Also spells from their mysteries can be cast using any slot. On the other hand you get one mystery as an oracle but two domains as a cleric (well, barring the spirit guide archetype which effectively adds a mystery, or the cleric archetypes which lose one.)
A life oracle with the spirit guide archetype can get two separate pools of channel use, both based off their casting stat. Wands of CLW become almost redundant. I'd rather not double up that way and get some more interesting spells/hexes via spirit guide, but it's your call. Each day if you change your mind.
| ViConstantine |
An oracle tends to be a better face because their casting stat is charisma and they have 4 + Int skill points per level.
As a caster it's whether you like spontaneous or prepared casting. They have the same spell list, + mystery or domains. It's slightly less fiddly for the oracle because their mysteries aren't alignment-restricted, and usually not deity restricted - there were preferred deities for the original set of mysteries but they haven't followed that up since that I've seen. Also spells from their mysteries can be cast using any slot. On the other hand you get one mystery as an oracle but two domains as a cleric (well, barring the spirit guide archetype which effectively adds a mystery, or the cleric archetypes which lose one.)
A life oracle with the spirit guide archetype can get two separate pools of channel use, both based off their casting stat. Wands of CLW become almost redundant. I'd rather not double up that way and get some more interesting spells/hexes via spirit guide, but it's your call. Each day if you change your mind.
You have piqued my interest. Is there a way to go metal oracle and life oracle? If im not mistaken that could make me quite potent as both a healer and a fighter especially if my stats are allotted the way they are now with str: 14, dex: 10, con:14, int: 10, wis: 11, and cha: 17. The 14 str isnt amazing but it will go up to 16 through level ups and my cha will go to 20. This isnt even including buffs or magic item uses.
| avr |
You could try a metal oracle with the spirit guide archetype, and choose the life spirit from shaman. You couldn't do the double-channel pool thing I mentioned to be an off-the-scales healer but you could get one from the life spirit. Otherwise that works from ~4th level.
| ViConstantine |
You could try a metal oracle with the spirit guide archetype, and choose the life spirit from shaman. You couldn't do the double-channel pool thing I mentioned to be an off-the-scales healer but you could get one from the life spirit. Otherwise that works from ~4th level.
I would like to do both but i dont know if it would be efficient. what happens when i you know like switch for the day between the two ? Do i just lose all revelations from one for the day?
| ekibus |
As far as I know you cant get two mysteries. But you could go metal/battle as a spirit guide, take life at level 3 so you get the bonus healer spells and at level 7 you would get the channel ability. Slightly delayed but you could be a decent front liner with some decent healing as you go up. I would at least bring the dex up to 12. Honestly after tinkering with the stats I really cant see putting 6 points in to get str to 14. You could take fate's favored and that would give your divine favor +2 hit/damage at level 1...with str 12 and size that would only give you +4 to hit and +3 damage...with battle you could get weapon focus so +5...not great but in a pinch it might work
| ViConstantine |
As far as I know you cant get two mysteries. But you could go metal/battle as a spirit guide, take life at level 3 so you get the bonus healer spells and at level 7 you would get the channel ability. Slightly delayed but you could be a decent front liner with some decent healing as you go up. I would at least bring the dex up to 12. Honestly after tinkering with the stats I really cant see putting 6 points in to get str to 14. You could take fate's favored and that would give your divine favor +2 hit/damage at level 1...with str 12 and size that would only give you +4 to hit and +3 damage...with battle you could get weapon focus so +5...not great but in a pinch it might work
If thats the case, couldnt i just go straight life oracle and then just rely on some basic combat feats and etc to help me be a little more dangerous in combat? Id be the weakest hitter on my team with the lowest strength but plus 2 base for damage and hit isnt bad in my opinion. Ive seen what the pathfinder heros often look like and most suggestions online usually has everyone using really crazy high stats. I think 14+ is respectable damage for melee, especially for a character who is primarily a healer/caster.
| avr |
There's no metal shaman spirit so to get that you need to take the metal mystery. The life spirit gives you a hex and spirit ability rather than revelations - you don't get the spirit ability (channel) until 7th level, sorry, I misremembered.
Yes, when you switch to a different shaman spirit you lose everything from that spirit and gain everything from the new one.
If you want the life stuff there permanently you might take the life mystery from oracle and normally take the battle spirit via spirit guide for some combat ability. If you really want the metal mystery you might take the divine herbalist archetype rather than spirit guide. It gives you something like a paladin's lay on hands rather than channel or extra spells known.
| ViConstantine |
There's no metal shaman spirit so to get that you need to take the metal mystery. The life spirit gives you a hex and spirit ability rather than revelations - you don't get the spirit ability (channel) until 7th level, sorry, I misremembered.
Yes, when you switch to a different shaman spirit you lose everything from that spirit and gain everything from the new one.
If you want the life stuff there permanently you might take the life mystery from oracle and normally take the battle spirit via spirit guide for some combat ability. If you really want the metal mystery you might take the divine herbalist archetype rather than spirit guide. It gives you something like a paladin's lay on hands rather than channel or extra spells known.
I like metal for its ability to move at full speed in medium armor, also because it gets martial proficiency and heavy armor all in one sweep. but the life oracle is a great healer. I just need to come up with a way to get you know both haha or atleast the life and find a way to pick up the other stuff.
| My Self |
The Desna Divine Fighting Technique would let you use your CHA to hit and damage with a Starknife. You would be restricted from using a two-handed weapon such as a Greatsword (2d6+3, or ~10, assuming 14 STR) or a one-handed one like a Morningstar (1d8+3, or ~7.5), but you could have it keyed to your casting stat. It would deal about 1d4+3, or ~5.5 damage, but you would also have +1 to hit with it over any of the other weapons mentioned. And you could reassign your STR bonus without hurting your damage further, so you could make other stats better.
| ViConstantine |
The Desna [url=http://www.d20pfsrd.com/feats/combat-feats/divine-fighting-technique-combat/Divine Fighting Technique[/url] would let you use your CHA to hit and damage with a Starknife. You would be restricted from using a two-handed weapon such as a Greatsword (2d6+3, or ~10, assuming 14 STR) or a one-handed one like a Morningstar (1d8+3, or ~7.5), but you could have it keyed to your casting stat. It would deal about 1d4+3, or ~5.5 damage, but you would also have +1 to hit with it over any of the other weapons mentioned. And you could reassign your STR bonus without hurting your damage further, so you could make other stats better.
Thats cools, it really is but i cant worship desna. Also the star knife for me does less damage because im you know, a small character.
| My Self |
My Self wrote:The Desna Divine Fighting Technique would let you use your CHA to hit and damage with a Starknife. You would be restricted from using a two-handed weapon such as a Greatsword (2d6+3, or ~10, assuming 14 STR) or a one-handed one like a Morningstar (1d8+3, or ~7.5), but you could have it keyed to your casting stat. It would deal about 1d4+3, or ~5.5 damage, but you would also have +1 to hit with it over any of the other weapons mentioned. And you could reassign your STR bonus without hurting your damage further, so you could make other stats better.Thats cools, it really is but i cant worship desna. Also the star knife for me does less damage because im you know, a small character.
The other weapons do similarly less damage, but if the deity choice is set in stone, there's not much you could do to alter your attack stat to your casting stat that doesn't involve Guided or Guided Hand. For the most part, battle types are encouraged to be Medium sized.
| ViConstantine |
ViConstantine wrote:The other weapons do similarly less damage, but if the deity choice is set in stone, there's not much you could do to alter your attack stat to your casting stat that doesn't involve Guided or Guided Hand. For the most part, battle types are encouraged to be Medium sized.My Self wrote:The Desna Divine Fighting Technique would let you use your CHA to hit and damage with a Starknife. You would be restricted from using a two-handed weapon such as a Greatsword (2d6+3, or ~10, assuming 14 STR) or a one-handed one like a Morningstar (1d8+3, or ~7.5), but you could have it keyed to your casting stat. It would deal about 1d4+3, or ~5.5 damage, but you would also have +1 to hit with it over any of the other weapons mentioned. And you could reassign your STR bonus without hurting your damage further, so you could make other stats better.Thats cools, it really is but i cant worship desna. Also the star knife for me does less damage because im you know, a small character.
My str will be going up as the game progresses including magic items and etc. My base for level 1 is just 14.
| ekibus |
Personally I think battle is far better than metal. Same revelation to gain all armor and weapon. Weapon mastery for a free weapon focus/improved weapon focus and improved crit. All things that would be very nice for you in one revelation. War sight for two init rolls. Normally maneuver mastery has some nice benefits but not sure about the size factor. Honestly the armor speed isnt as big of a issue as you might think, You can take the racial alt ability Fey magic and you gain a level 1 druid spell that can be cast once a day...Longstrider ftw..(pick maybe urban for favored terrain). Maybe pick up the trait to get UMD as a class skill (wand of longstrider just in case)
The healing is a judgement call. A wand and being able to cast a heal in a pinch really should be all you need for a bit. When you get bonded spirit hex you have a choice of enhanced cure or the all mighty lifelink. So you could reasonably assume at level 7 having mithril full plate along with a heavy shield and a scimitar hitting with divine favor at +11 hit and 1d4+4... If you could get a wand of heroism or if someone could cast it on you I would pick up power attack then you could hit at +11 and 1D4+8 or give up on the shield and two hand the scimitar for 1d4+10 (at level 8 you would crit on 15-20) you would have a full channel at that point
| avr |
I like metal for its ability to move at full speed in medium armor, also because it gets martial proficiency and heavy armor all in one sweep. but the life oracle is a great healer. I just need to come up with a way to get you know both haha or at least the life and find a way to pick up the other stuff.
Fast movement, good AC & at least one martial weapon, ideally on a gnome life oracle. OK.
The martial weapon(s) is the easiest. A gnome with the Master Tinker alternate racial trait will manage that.
A spirit guide who takes the flame spirit can use the cinder dance hex for extra speed, or with the heavens spirit they can use the heaven's leap hex for short range teleports. The grace spell (which any oracle can take) lets them avoid AoOs for movement. At higher levels there are many other tricks via item, spell, or shaman spirits, but those are fairly low-level answers.
You might actually spend a feat on heavy armor I guess. Or, perhaps, on Amateur Swashbuckler - dodging panache. You'll have the charisma for it.
| ViConstantine |
ViConstantine wrote:I like metal for its ability to move at full speed in medium armor, also because it gets martial proficiency and heavy armor all in one sweep. but the life oracle is a great healer. I just need to come up with a way to get you know both haha or at least the life and find a way to pick up the other stuff.Fast movement, good AC & at least one martial weapon, ideally on a gnome life oracle. OK.
The martial weapon(s) is the easiest. A gnome with the Master Tinker alternate racial trait will manage that.
A spirit guide who takes the flame spirit can use the cinder dance hex for extra speed, or with the heavens spirit they can use the heaven's leap hex for short range teleports. The grace spell (which any oracle can take) lets them avoid AoOs for movement. At higher levels there are many other tricks via item, spell, or shaman spirits, but those are fairly low-level answers.
You might actually spend a feat on heavy armor I guess. Or, perhaps, on Amateur Swashbuckler - dodging panache. You'll have the charisma for it.
Could any of this be solved by going like 1 level into barbarian for a dip to help me out and then picking up boots of striding and springing later and maybe the heavy armor proficiency so i can make mythral full or halfplate and still get the barbarian speed boost to it?
| avr |
Could any of this be solved by going like 1 level into barbarian for a dip to help me out and then picking up boots of striding and springing later and maybe the heavy armor proficiency so i can make mythral full or halfplate and still get the barbarian speed boost to it?
Totally doable. Or better, bloodrager, to let you use wands/scrolls of bloodrager spells and possibly to pick up the mad magic feat to let you cast in a bloodrage. I think my answers above also work but YMMV.
| ViConstantine |
ViConstantine wrote:Could any of this be solved by going like 1 level into barbarian for a dip to help me out and then picking up boots of striding and springing later and maybe the heavy armor proficiency so i can make mythral full or halfplate and still get the barbarian speed boost to it?Totally doable. Or better, bloodrager, to let you use wands/scrolls of bloodrager spells and possibly to pick up the mad magic feat to let you cast in a bloodrage. I think my answers above also work but YMMV.
"
YMMV? Also, why bloodrager by the way? I thought i cant cast my oracle spells while bloodraging even with the feat? Also, could i use wands and scrolls of bloodrager spells even without technically "having" any bloodrager spells or spell slots? Im not sure I follow. Then again i dont grasp that class well.
| avr |
YMMV = Your Mileage May Vary. A quote from American car advertising as I understand it, it means in this case that my answers may not suit you as well as they do me.
Mad Magic: "You can cast spells from any class that grants you spells while in a bloodrage,"
Bloodragers can use items of their spells before getting their spellcasting ability. If your group plays it differently take the enlightened bloodrager archetype and you get a couple of cantrips even at first level. Also it gives you a spell list which includes druid spells of 4th level and lower which you will also be able to use items of. You do lose the first level bloodline power.
| ViConstantine |
YMMV = Your Mileage May Vary. A quote from American car advertising as I understand it, it means in this case that my answers may not suit you as well as they do me.
Mad Magic: "You can cast spells from any class that grants you spells while in a bloodrage,"
Bloodragers can use items of their spells before getting their spellcasting ability. If your group plays it differently take the enlightened bloodrager archetype and you get a couple of cantrips even at first level. Also it gives you a spell list which includes druid spells of 4th level and lower which you will also be able to use items of. You do lose the first level bloodline power.
Oh wow! So id get the use of all of my bloodrager spells up to a certain level of course based on how high the wands and scrolls levels. AND with the feat id be able to rage and use my cleric spells while raging? Thats pretty cool no lie! I could pick up heavy armor proficiency at some point as a feat and have mithral full plate so that means id be using wands to cast bloodrager magic, in mythral full plate with my boots of striding and springing so 30 movement speed, raging so a big bonus to my 14 str and casting my oracle spells as normal while raging, im sure I could even pick up the ability to remove fatigue by picking up the right spells as i level up through the oracle spell list!
| avr |
Yup. You won't be getting 2nd level spells until character level 5 which is a downside, and you'll probably want to take the magical knack trait to keep your caster level up with your character level.
Removing fatigue takes lesser restoration - which has a 3 round casting time. In combat a potion of it is far more practical than a spell.
| ViConstantine |
Alrighty then , so my plan seems to be str: 14, dex: 10, con:14, int: 10, wis: 11, and cha: 17, 1st level life oracle, 1st level bloodrager. Ill pick up Magical knack so my caster level never drops down lower than my level, ill also be taking the mad magic feat at some point, maybe even extra rage for 12 rounds of rage a day. Ill be taking the feat for heavy armor. Ill be making an effort to get the boots of striding and springing as soon as possible. The rest of my levels will be life oracle so if I have this all correct, I should be a decently dangerous force in combat on top of being a pretty good healer at the same time. I am considering going fey foundling as well but that might be overkill on the "extra feats im not sure i need". If this all looks good to you then please tell me. I also might need clarification that i wont need UMD at all for my bloodrager spells.
| JDLPF |
Alternatively, as an Oracle you can focus on support and healing and let other stuff fight for you. Low base primary stats are one of the best reasons to play a spellcaster with access to the Summon Monster spells.
Clerics are less than ideal for this as they are restricted to spells whose alignment doesn't oppose their deity. This means any flavour of good can't summon demons or devils, which bulk out a lot of the utility summons at mid level play. Oracles conveniently ignore this restriction, meaning they can pick whatever the hell they want.
This route also plugs one of the Oracle's biggest weaknesses, being flexibility on spells. As a spontaneous caster your spell list is small, so any spell that gives you more options is solid gold. Summon Monster is about as flexible as a spell gets. Per the rules you don't even have to pick what creature you're summoning until the spell completes.
Consider this: At level 8, you finally get your first iterative attack. Congratulations! Per the above poster, if you focused on melee and cast a single spell before you entered combat you'd be attacking at +12/+7 for 1d4+11 with a scimitar.
Or instead, you could summon a Hound Archon. With +9/+4 to hit for 2d6+3 plus a bite attack (add +2 to hit and damage with Augment Summoning), a free Protection from Evil for all your allies within 10 ft. and a DC 16 Will save by all enemies within 20 ft. or they take -2 on attacks, AC and saves. And you can summon it into flanking position with your allies and give it a full attack. And you don't care if it gets hit, so it could use its bite to absorb the enemy's attacks of opportunity with disarm or trip attacks.
If you can't tell, I'm a fan of summoner builds, but Oracles built for melee invariably wind up no better overall than their summoned creatures, and in most cases significantly less powerful. Are you going to get Pounce on your Oracle? A DC 25 Fort save on each attack or be dazed for 1 round? There's a heap of tools for a creative character within the Summon Monster list, and as an Oracle you're free to use them all. You can still be a melee character too! Just remember to spend the first round summoning a pet beforehand.
| ViConstantine |
Alternatively, as an Oracle you can focus on support and healing and let other stuff fight for you. Low base primary stats are one of the best reasons to play a spellcaster with access to the Summon Monster spells.
Clerics are less than ideal for this as they are restricted to spells whose alignment doesn't oppose their deity. This means any flavour of good can't summon demons or devils, which bulk out a lot of the utility summons at mid level play. Oracles conveniently ignore this restriction, meaning they can pick whatever the hell they want.
This route also plugs one of the Oracle's biggest weaknesses, being flexibility on spells. As a spontaneous caster your spell list is small, so any spell that gives you more options is solid gold. Summon Monster is about as flexible as a spell gets. Per the rules you don't even have to pick what creature you're summoning until the spell completes.
Consider this: At level 8, you finally get your first iterative attack. Congratulations! Per the above poster, if you focused on melee and cast a single spell before you entered combat you'd be attacking at +12/+7 for 1d4+11 with a scimitar.
Or instead, you could summon a Hound Archon. With +9/+4 to hit for 2d6+3 plus a bite attack (add +2 to hit and +3 damage with Augment Summoning), a free Protection from Evil for all your allies within 10 ft. and a DC 16 Will save by all enemies within 20 ft. or they take -2 on attacks, AC and saves. And you can summon it into flanking position with your allies and give it a full attack. And you don't care if it gets hit, so it could use its bite to absorb the enemy's attacks of opportunity with disarm or trip attacks.
If you can't tell, I'm a fan of summoner builds, but Oracles built for melee invariably wind up no better overall than their summoned creatures, and in most cases significantly less powerful. Are you going to get Pounce on your Oracle? A DC 25 Fort save on each attack or be dazed for 1 round? There's a heap of tools for a creative character within the Summon...
Honestly i dont care for summoning and really have zero interest in it whatsoever. Ive been suggested this before. Im sure its good i just well....i dont care to be honest. Id rather be up there fighting things myself, especially since im a 2 foot 7 or so gnome with a morning star who flies into a rage and once she has regained her composure goes off to feed the hungry, cure the sick, and catch butterflies in her free time with her friends.
| avr |
I agree that fey foundling is overkill.
When raging you'll have Str 18, Con 18 which should make you effective enough, and you might well have divine favor or some other buff on top of that. And yes, you will be a competent healer. If you take the bloodrager level first you could get the power attack feat then which helps with being a force in melee.
Heavy mithral armor and boots of striding and springing work - though the former costs plenty.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
The user must have the spell on her class list.
The user must have the requisite ability score.If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers.
For a bloodrager, whose caster level is equal to their character level and who uses charisma to cast, you should be fine with first level scrolls and just need the usual caster level check with higher level spells.
Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.
No problem.
And if they don't like those look again at the enlightened bloodrager archetype I linked to.
| ViConstantine |
I agree that fey foundling is overkill.
When raging you'll have Str 18, Con 18 which should make you effective enough, and you might well have divine favor or some other buff on top of that. And yes, you will be a competent healer. If you take the bloodrager level first you could get the power attack feat then which helps with being a force in melee.
Heavy mithral armor and boots of striding and springing work - though the former costs plenty.
scrolls, CRB wrote:To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
The user must have the spell on her class list.
The user must have the requisite ability score.If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers.
For a bloodrager, whose caster level is equal to their character level and who uses charisma to cast, you should be fine with first level scrolls and just need the usual caster level check with higher level spells.
spell trigger items, CRB wrote:Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.No problem.
And if they don't like...
AH, so even with the bloodrager level ill still be rolling for the spells since i "technically" dont have a high enough "bloodrager" level to cast anything beyond first yes?
| ViConstantine |
ViConstantine wrote:Yes. The rules on spell trigger items (wands and staffs) are explicit in that regard.avr wrote:With scrolls above first level, yes. Not with wands.Oh? I can just use the wands as i have a level in that class?
Thats fantastic, you sir/ma'am have been a ridiculous help to me tonight. Thank you SO much for your awesome answers and helpful attitude. I also appreciate working with me toward my goal rather than simply suggesting i do something completely different than what I have been wanting to do. Im happy i can be a caster/face AND be able to have some physical competence. without having to make ALL of my stats lower to do so. This is very exciting for me. Thanks again!
| ekibus |
Yeah you are welcome for the time I spent coming up with a solution very similar to what you wanted :P That said 5 points to bring your str to 14 is pretty insane...that is 5 points to grant you +1 hit and damage. You could give yourself easily more bang for that much, heck even losing the 1 point for 13 (for power attack) you could give yourself +1 ac, init and reflex AND +1 to will (or +1 skill which never hurts)
| Louise Bishop |
I'm very surprised no one has mentioned:
Hospitaler Paladin VMC Cav order of the star.
Lots of new mercies and the alternative bonds (angelic) you can make a badass healer now.
Benefits: Full Bab, D10, martial weapons, heavy armor, amazing saves, channeling, LoH, smite + challenge, tactician. You get an awesome Healing + fighting package. Heck a gnome has FCB of add 1/2 to amount healed with LoH.
Very viable healer.
You only need 3 feats: Power attack, greater mercy, ultimate Mercy. On your off days you can raise the dead for free.
You can easily manage 16d6+30 LoH by 20th level. And with capstone it heals for MAX.