| Wildace |
Ok so some co workers did a session 0 last week they made their characters and no one is playing a healer, there is a Monk, Kineticist, Gunslinger, Bard.
I had the idea of joining them and bringing a few heals with me so I've been bouncing around cleric ideas in my head.
Going to be playing Runelords, which i have never played before, and to be honest I've only played a few sessions of pathfinder. But i do like to theory craft characters.
The Cleric i came up with is 1st level Crusader Cleric, 2nd level fighter, then the rest of the levels Crusader Cleric after but we are starting at level 1 and i heard there is a bunch of goblins.
My thoughts behind this character was wanting to play a cleric like Judge Dredd.
Using Home Brew Iksar Race.
Physical Description: Iksar resemble bipedal reptilian humanoids. Their imposing frame stands between 6 and 7 feet tall, with bodies covered in gray, green, or brown scales. Their heads are adorned with brightly colored dorsal frills or spiky spines and have short crocodilian snouts. Although their 4-foot long tails often drags on the ground behind them while on land, it allows them remarkable stability and great maneuverability in the water. Their scales are thicker and harder than that of a normal lizard.
Standard Racial Traits (20 RP)
Ability Score Racial Traits: Iksar are strong, fast and smart, though generally unpleasant to be around. They gain +4 Strength, +2 Dexterity, +2 Wisdom, and –4 Charisma.
Type: Iksar are humanoids with the reptilian subtype.
Medium: Iksar are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Iksar have a base speed of 30 feet.
Languages: Iksar begin play speaking Draconic. Iksar with high Intelligence scores can choose from the following: Aquan, Common, Infernal and Orc. See the Linguistics skill page for more information about these languages.
Heavily Scaled Skin: Due to the thickness of scales, Iksar gain a +3 Natural Armor bonus.
Cold-blooded: Due to the nature of reptilian cold blood, Iksar gain Fire resistance 5, but are vulnerable to cold, taking 50% more damage.
Fast Healing: regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Natural Swimmer: Iksar gain a +4 racial bonus on Swim checks and can always take 10 while swimming. Swim is always considered a class skill for Iksar.
Survivalist: Survival is always considered a class skill for Iksar.
Carrion Sense: Iksar have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Infravision: Iksar can see heat, rather than light. Warm bodies are like torches, with a 20 foot radius.
Unsociable: Iksar take a -2 racial penalty to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and Perform.
The ability point rolls were really good, we do a roll 4D6 and drop the lowest dice in front of GM
Rolled
17
16
15
14
14
10
And there was a way for me to earn 4 extra ability points with , or spend 2 of the bonus points on feats, basically being a cleric/gunslinger or monk at first level got 1 bonus Ability point too, and being a one of the Home Brew Races the GM made, was 2nd bonus ability point. I chose to use those 2 bonus points to make the 15 roll a 16 and the 17 roll an 18.
I also received 2 more bonus points for allowing the GM to give my character a flaw of his choice which i spent to gain an additional feat at level 1, He chose to make the Iksar a vegetarian and consuming meat would make me sickened, my natural instincts makes me crave meat still so it will be a battle for me and my party to try to keep an oversized lizard from getting sick lol...
final stats are
Str 20
Dex 12
Con 14
Int 14
Wis 20
Cha 12
The character is Lawful Good, Deity Sarenrae, Favored weapon Scimitar, Divine Fighting technique: Way of the Merciful, Single Domain: Sun (light)
The ability from Sun (light) Domain is Blinding flash, which basically turns me into a walking flash bang, Goblins wont know what hit them...
Starting Gear: Scimitar, Four Mirror (medium armor), Light Steel Shield, Clerics kit, Mask: Battle for +1 intimidate to demoralize
Level 1 Crusader Feats:
Divine Fighting Technique: So i can do non lethal damage with Scimitar
Weapon Focus: Scimitar
(Bonus Feat for GM flaw) Enforcer: So when ever im doing non lethal with my Scimitar i can try to intimidate
Level 2 Fighter Dip:
heavy armor prof
tower shield prof
(Bonus feat) Intimidating Prowess: so i can use my Str for intimidate
also gives me intimidate as a class skill
level 3 back to Crusader:
Dazzling Display so i can try to intimidate everything
Level 5 Feat:
Fearsome Finish: So when i knock out an enemy it makes intimidating all the more easy
I know i give up, or delay spells a lot by dipping Fighter and going Crusader archetype but it felt like everything just fits together in this Judge Dredd of a character i came up with, any thoughts comments or revisions i should consider?
| Secret Wizard |
That homebrew race is extremely overpowered, but if that's the power-level of races that your table is playing, that's up to you guys.
As for the build:
1. You don't qualify for the Weapon Focus feat as a Cleric 1, as your BAB is +0.
2. Rather than spending feats, if your GM is using traits, you can take the Blade of Mercy trait to avoid penalties while using any slashing weapon in a nonlethal way.
3. If you wanna do a Fighter dip, that's up to you, but I think it's not very good. Heavy armor is expensive and you won't be able to buy it until later, so you might as well spend a feat on Heavy Armor Proficiency. Tower Shields are not something you will use effectively.
4. The whole intimidate build... is probably pretty bad for this type of character. You have spells and lots of feats that will go into attacking, you will rarely have the time to spend actions to intimidate. Clerics don't have many free skill feats either, so spending constant skill points in Intimidate may seem like a burden.
5. I don't believe Judge Dredd was very into the whole nonlethal thing...
| Wildace |
weapon focus was from Crusader bonus feat, it ignores class and level requirements
I would probably have to bring the GM a Keto dessert to get a trait lol
but i could look into that to possibly rework some things
The non lethal thing was more about being true to the deity being lawful good, Dredd is Lawful Neutral
Blade of mercy might let me go a lawful neutral route and not be tied to lawful good
| Cevah |
Be sure to equip a helmet.
I prefer the 1995 movie. Be sure to play the strait man to any bizarre situation.
Given the cost of a Wand of CLW, all the party needs is someone with CLW on their list or a good UMD. Your bard will do fine. The big problem is status removal, and there are ways to handle that. You don't have to use a cleric.
/cevah