[PF] Realm of the Fellnight Queen (7th level adventure)

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TheTick

I like the domain powers and spells from the Good domain, and while the Healing domain's power that freely empowers your healing spells is nifty, I kind of feel like it's superfluous.  You can already exchange any spell memorized for a cure spell, you can use channel energy to heal, a little diversity from the second domain may be more useful (Fire or Sun, possibly others as there are a lot of "Good" deities).  But hey, Good and Healing would make you the best in the world at healing which is certainly useful.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

SteveRogers

Well, let's do Good and Fire then.  That provides offensive and defensive support capabilities by way of fire magic and healing respectively.

Phil

Alright, so...

Lotofsnow:  Rogue?
SteveRogers: Cleric
BigbyMichael:  Druid

I'm still thinking about what I'd like to play.  Leaning Ranger, but not 100% sure. 

If going by the "what does this party lack?" angle, it seems that a melee beat-stick or arcane caster might work best.  But my impression is that Pathfinder is way less dependent on all party rolls being filled than some other systems (like 4E).

If needed I can just pick something and run with it.  Don't want to hold anything up.  But I'm usually pretty good about building my character sheet fast once I manage to decide on a class/race combo.

TheTick

Having a good caster or two fills a lot of gaps, especially once you get to the middle levels.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow

Yeah, my character dips into Bard and Alchemist, but he is most definitely not a spellcaster.

BigbyMichael

mine will have some nature based spells but shes also kind of a bruiser

SteveRogers

Tick, does this site look like it will work for character creation?

BigbyMichael

thats what im using but chose the pathfinder official option over the one at the bottom of the page

BigbyMichael


SteveRogers

Threw this together.

Spoiler: ShowHide

Felix Merlanius the Respectable
Male Human Cleric 7
Lawful Good
Representing SteveRogers
Strength   11   (+0)
Dexterity   9   (-1)
Constitution   9   (-1)
Intelligence   11   (+0)
Wisdom   22   (+6)
Charisma   11   (+0)
Size:   Medium
Height:   6' 5"
Weight:   190 lb
Eyes:   Light Brown
Hair:   Dark Brown Curly; Thick Beard
Skin:   Brown
Domains: Fire Healing
Energy: Positive [Healing / Damages Undead]
Total Hit Points: 47
Middle-aged
Speed: 20 feet
Armor Class: 14 = 10 + 5 [scale] -1 [dexterity]
Touch AC: 9
Flat-footed: 14
Initiative modifier:   -1   = -1 [dexterity]
Fortitude save:   + 4   = 5 [base] -1 [constitution]
Reflex save:   + 1   = 2 [base] -1 [dexterity]
Will save:   + 11   = 5 [base] + 6 [wisdom]
Attack (handheld):   + 5   = 5 [base]
Attack (missile):   + 4   = 5 [base] -1 [dexterity]
Combat Maneuver Bonus:   + 5   = 5 [base]
Combat Maneuver Defense:   + 14   = 10 + 5 [base] -1 [dexterity]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
38 lb. or less
39-76 lb.
77-115 lb.
115 lb.
230 lb.
575 lb.

Languages:   Common Dwarven Elven Orc

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Scale mail [medium; + 5 AC; max dex + 3; check penalty -4 30 lb.]
Feats:
Combat Casting   +4 on concentration checks for defensive casting
Spell Penetration   +2 to beat spell resistance
Greater Spell Penetration   +2 to beat spell resistance
Empower Spell   
Improved Channel   +2 bonus on DC for enemy saves
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics   Dex*   -5 =   
-1
-4 [armor]
Appraise   Int   0 =   
+0
Bluff   Cha   0 =   
+0
Climb   Str*   -4 =   
+0
-4 [armor]
Craft_1   Int   0 =   
+0
Craft_2   Int   0 =   
+0
Craft_3   Int   0 =   
+0
Diplomacy   Cha   0 =   
+0
Disguise   Cha   0 =   
+0
Escape Artist   Dex*   -5 =   
-1
-4 [armor]
Fly   Dex*   -5 =   
-1
-4 [armor]
Heal   Wis   16 =   
+6
+ 7   + 3 [class skill]
Intimidate   Cha   0 =   
+0
Knowledge (religion)   Int   10 =   
+0
+ 7   + 3 [class skill]
Linguistics   Int   6 =   
+0
+ 3   + 3 [class skill]
Perception   Wis   6 =   
+6
Perform_1   Cha   0 =   
+0
Perform_2   Cha   0 =   
+0
Perform_3   Cha   0 =   
+0
Perform_4   Cha   0 =   
+0
Perform_5   Cha   0 =   
+0
Ride   Dex*   -5 =   
-1
-4 [armor]
Sense Motive   Wis   6 =   
+6
Spellcraft   Int   7 =   
+0
+ 4   + 3 [class skill]
Stealth   Dex*   -5 =   
-1
-4 [armor]
Survival   Wis   6 =   
+6
Swim   Str**   -4 =   
+0
-4 [armor]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This character also has 3 ranks in Linguistics.
Zero-level Cleric spells: 4 can be selected per day, unlimited casting


First-level Cleric spells: 6 (4 + 2) per day + 1 from a domain:


Second-level Cleric spells: 5 (3 + 2) per day + 1 from a domain:


Third-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:


Fourth-level Cleric spells: 2 (1 + 1) per day + 1 from a domain:


Favored class points: Hit points +7; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
This human chose +2 to wisdom (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Cleric
Alignment Aura

Spontaneous casting -- trade prepared spells for curative spells

Channels positive energy (3x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities. See the rulebook for details

Fire clergy can shoot flames, and at 6th level develop fire resistance

Healing clergy can touch the dying to restore them, and at 6th level all cure spells are enhanced by half as if empowered

Concentration check: d20 + cleric level + wisdom modifier vs. DC

Class   HP rolled   
Level 1:   Cleric   8   
Level 2:   Cleric   4   
Level 3:   Cleric   5   
Level 4:   Cleric   8   + 1 to wisdom
Level 5:   Cleric   8   
Level 6:   Cleric   8   
Level 7:   Cleric   6   
   
Felix Merlanius's Equipment:

34 lb
2 lb
5 lb


1 lb
2 lb
_____
44 lb   Weapons / Armor / Shield (from above)
Backpack
Bedroll
Ink vial
Ink pen
Healer kit
Spell component pouch

Total

More about Felix Merlanius:

SteveRogers


Lotofsnow

My question would be how you got to 22 wisdom without magic items. 18 is max starting + 2 for human + 1 for level increase (at level 4) = 21 max.

Maybe I missed something though.

SteveRogers

#42
Ummm. . .  Not sure.

Edit:

Looks like the Feats didn't turn out quite how I wanted either.  The site was super buggy on my phone.

Lotofsnow

That's not to say you couldn't get there with magic, because that's definitely possible. 7th level starting gold is 23,500 gp.

Lotofsnow

Quote from: SteveRogers on January 27, 2015, 08:01:32 PM
Ummm. . .  Not sure.

Edit:

Looks like the Feats didn't turn out quite how I wanted either.  The site was super buggy on my phone.

Yeah, might be better off following the processes detailed here: http://www.d20pfsrd.com/basics-ability-scores/character-creation And using a character sheet like on http://www.myth-weavers.com/

I've been helping Bigby, and the pathguy site definitely has some issues.