Diaz Ex Machina |
Hello everyone and thank you for your time.
In a previous thread I asked for suggestions about character concepts for an upcoming campaign of Rise of the Runelords. Thanks to your advices and two days of overthinking every little detail I finally came up with two ideas. Now I need some help from the community for fine tuning these two characters and prepare them for their adventures in Varisia.
The first character is Zacharias, a Varisian priest of Desna who spent his life wandering Varisia with his family. He is a self-taught religious scholar and an Harrower apprentice (though I won't probably take a single level in the Harrower prestige class). He and his family arrived in Sandpoint a few days ago, to make some money with their artistic performances during the festival, but also to attend the consecration of the newly built cathedral.
Male human (Varisian) cleric (varisian pilgrim) of Desna 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human)
Init +4; Senses Perception +2 (+0 to sight-based checks)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee starknife +0 (1d4/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks caravan bond, channel positive energy 4/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +3)
. . 1st—dream feast, endure elements, longstrider[D]
. . 0 (at will)—create water, light, mending
. . D Domain spell; Domains Luck, Travel
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Statistics
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Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 14
Feats Fortune Teller[ISWG], Scribe Scroll
Traits harrow chosen, student of faith, wanderlust
Skills Knowledge (religion) +4, Perception +2 (+0 to sight-based checks), Profession (fortune-teller) +6, Sense Motive +0, Spellcraft +4
Languages Common, Varisian
SQ agile feet (5/day), oblivious
Other Gear studded leather, crossbow bolts (20), light crossbow, starknife, backpack, belt pouch, candle (10), flint and steel, harrow carrying case, harrow deck[UE], holy text (Desna)[UE], soap, spell component pouch, wooden holy symbol of Desna, donkey, bedroll, feed (per day), hemp rope (50 ft.), mess kit, pack saddle, pot, saddlebags, torch, trail rations, waterskin, 10 gp, 7 sp, 5 cp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (3 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 3 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric (Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fortune Teller Cast some divination spells at +1 caster level
Oblivious -2 to sight-based Perception checks.
The second character is Kurdan, a Shoanti savage warrior from the Sriikirri-Quah. He left his quah to find and best the most powerful enemy in the land, to prove his worthiness to everyone, even his ancestors, which give him the power to fight. He arrived in Sandpoint a few days ago, following the tales of the terrible Sandpoint Devil. Maybe that foul beast will prove a worthy enemy for him, or maybe he will need to seek something even mightier to quench his thirst for glory.
Male versatile human (Shoanti) bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +1; +1 trait bonus vs. fear
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee earth breaker +5 (2d6+6/×3) or
. . klar +5 (1d6+4)
Ranged shoanti bola +4 (1d4+4)
Special Attacks bloodrage (5 rounds/day)
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Statistics
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Str 18, Dex 16, Con 12, Int 8, Wis 12, Cha 13
Base Atk +1; CMB +5; CMD 18
Feats Big Game Hunter
Traits monster hunter, shoanti tattoo, thunder and fang performer
Skills Bluff +0, Disguise +0, Intimidate +7, Perception +5, Stealth -1, Survival +5
Languages Common, Shoanti
SQ destined strike +1, fast movement, versatile human[ARG]
Other Gear hide armor, earth breaker[UE], klar[UE], shoanti bola[ISWG], backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 14 gp
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Special Abilities
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Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
And so these are my two character concepts for Rise of the Runelords. Keep in mind that they are not optimized, some choices were maid thinking more about their stories and backgrounds rather than their effectiveness in play. That been said, every idea, advice, and suggestion about how to make them better than what they already are is very welcomed.
Thank you in advance for all your answers.
Diaz Ex Machina |
There both are very diferent one from another.
The bloodrager maybe need a bit more of con.
And the cleric need indeed more wisdom. Why dex18? Maybe you should swicht dex to wis.
I like the flavor choices ^^
The cleric will enhance its Wis with the ability increases and magic items. I've decided to make it Dex-based to make it more efficient in combat with both ranged weapons and melee weapons (I'm going to take Weapon Finesse at 3rd level, or even at 1st level instead of Scribe Scroll, and then Starry Grace to get Dex to damages with the starknife).
The bloodrager has a more than decent AC, so it won't need more hp than he already has.
Mondragon |
Like in the other thread i suggest use charisma (Desna's Shooting Star) to fight.
But finesse+starry will work but a bit feat expensive and comes to game at lvl 5 (you need focus to starry).
The stats could be
F10 D14 c13 I10 W15 C16 changing scribe scroll to Desna's Shooting Star. But you will loose a bit of armor class reflex and initiative...
Edit: even you can give up the luck domain 1st level power to get the Desna's Shooting Star at exchange and still with the second feat (or take 2 +2 human alternate and forgive that feat)
skulky |
I agree with mondragon. 12 con seems a bit low for a frontliner and will make it very challenging. I know you are making flavorful choices but being able to take the feat raging vitality for a bloodrager or barbarian really helps survivability, it requires 15 con btw.
For the cleric switch dex and wis. Clerics can be great at range, but that means making the entire focus of your build, since range combat has so many feats to be effective. Trying to add feats for dex for melee on top of range, just doesn’t work. You can do it but you’d be level 15 before it all comes together, clerics don’t get any bonus feats. There are other divine classes like inquisitor, and especially war priest who could be more effective at the combat styles you described, but at the cost of going to 6th level casting. Going off the flavor choices you selected it seems like you’d rather go more of a caster cleric, and hence both mondragon and myself suggesting switching dex and wis. Unless you’re fully committed to range combat it’s kind of diminishing returns. Having high dex might make level 1 easier but higher levels you’ll really miss the wis, especially if you plan to cast any spells that require a saving throw.
Anyway both characters sound good and like the flavor choices, have fun.
Diaz Ex Machina |
Given the focus on ranged and melee combat - are you sure you want a cleric? Inquisitor or warpriest might be interesting here.
I want to play a divine caster with 9 levels of spells, so a cleric or an oracle would be the two obvious options, followed by the shaman (I'm not really fond of shamans).
After what you pointed out I am now not entirely sure about playing this cleric, and am trying to build an oracle with Charisma to attacks and damages (through DFT: Desna's Shooting Star) and to AC and Reflexes (through the Prophetic Armor revelation from the Lunar mystery). Maybe such a character will prove a better addition to the party.
Diaz Ex Machina |
Ok, so I came up with this oracle build. It seems to me that is more performing in game, while still being flavorful and well-connected to the setting of the adventure.
Estelia is a stargazer, she has ever been fascinated with planets and star motes, the night sky, but mostly the moon. One night she had a vivid nightmare about a pack of wolves and werewolves which attacked and devoured her, but then from the remains of her body she was reborn as a beautiful butterfly and flew to the moon. When the next morning she woke up she discovered to have been both blessed and cursed, and so she became an oracle. She is now visiting Sandpoint with her family to celebrate the consecration of the new cathedral.
Female human (Varisian) oracle (stargazer) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 59)
CG Medium humanoid (human)
Init +1; Senses Perception -1 (-3 to sight-based checks)
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Defense
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +1; +1 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft.
Melee starknife +4 (1d4+4/×3)
Ranged sling +1 (1d4+1)
Oracle (Stargazer) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bless, cure light wounds, protection from evil
. . 0 (at will)—create water, detect magic, light, read magic
. . Mystery Lunar
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Statistics
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Str 13, Dex 12, Con 14, Int 12, Wis 8, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Divine Fighting Technique (desna's Shooting Star), Extra Revelation[APG]
Traits devotee of the green, sandpoint faithful, varisian tattoo
Skills Diplomacy +8, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception -1 (-3 to sight-based checks), Sense Motive -3, Survival +3
Languages Common, Halfling, Varisian
SQ oblivious, oracle's curse (lycanthropy), revelations (guiding star, prophetic armor)
Other Gear studded leather, light wooden shield, sling, sling bullets (20), starknife, backpack, belt pouch, candle (10), flint and steel, silver holy symbol of Desna, soap, waterskin, donkey, bedroll, feed (per day), hemp rope (50 ft.), mess kit, pack saddle, pot, saddlebags, torch, trail rations, 26 gp, 5 sp, 5 cp
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Special Abilities
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Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Guiding Star +4 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Lycanthropy (wolf) You can only speak and understand language as if you were an animal while in combat.
Oblivious -2 to sight-based Perception checks.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
PCScipio |
You could consider being a halfling for the Oracle. Your accuracy, AC and saves would improve.
Edit: Just realized that you're using the extra human feat for Prophetic Armor. To make a halfling work, you'd have to drop the archetype, or wait till 3rd lvl for Prophetic Armor.
Edit2: It looks like you need the Varisian Tattoo human trait for Starknife proficiency, so I guess halfling doesn't work.
Diaz Ex Machina |
You could consider being a halfling for the Oracle. Your accuracy, AC and saves would improve.
Edit: Just realized that you're using the extra human feat for Prophetic Armor. To make a halfling work, you'd have to drop the archetype, or wait till 3rd lvl for Prophetic Armor.
Halfling could be cool, but I prefer humans. Humans are cool, I know because I'm a human