RMS Oceanic
2007-04-24, 06:07 AM
Our team (Currently a Fighter, Warmage, Ranged Ranger and Monk) needs a fifth guy. We have a fifth player, but in the style of adventures our DM hints we'll face, we need healing and magical buffs. The fifth player is uncomfortable with preparing spells in advance like a cleric or wizard, and is used to playing sorcerers. As a result, we comprimised and offered him a Favoured Soul instead, which gets use healing and he gets his spontaneous casting.
I've rolled up and equipped this character for him. He has lots of defense so he doesn't have to worry about his own safety while casting spells.
Human Favoured Soul Level 6 XP: 17,000 (The rest of our party is level six)
Alignment: Neutral Good
Original Roles: 12, 14, 12, 14, 15, 18
STR: 12 (+1)
DEX: 14 (+2)
CON: 18 (+4)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 16 (+3)
Deity: Heironeous
Money: 2,030 GP (Started with 13,000, as wealth-by-level guidelines. All equipment bought at face price from this)
Base Attack Bonus: +4
Armor Class: 10 + 5 + 5 + 2 = 22 Flat Footed: 20 Touch: 17
Hit Die: 6d8 + 30 Hit Points: 63
Fortitude Save: 5+4 = 9
Reflex Save: 5+2 = 7
Will Save: 5+2 = 7
Weapon
+1 Longsword (1d8, Slashing, Threat Range 19-20)
Armor
Masterwork Breastplate (+5 AC, Check Penalty -3)
+2 Heavy Steel Shield (+4 AC (And +1 from Shield Specilization), -1 Check Penalty)
Equipment
Ring of Mystic Healing (All cure spells cast at +1 caster level, expend charges for extra healing)
Restful Crystal (Can sleep in medium/heavy armor equipped with crystal without fatigue)
Movement 20ft.
Attacks
+7 for 1d8+2 (2d8+4 on critical)
Total Skill Points: 36 (4 per level)
Max Class Skill: 9
Max Cross-Class Skill: 4 1/2
Concentrate: 9+4
Diplomacy: 4+3
Heal: 9+2
Knowledge (Religion): 5+1
Sense Motive: 5+2
Spellcraft: 4+1
Languages: Common, Celestial
Feats
Augment Healing (+2 hp on Conjuration [Healing] Spells per Spell Level)
Weapon Focus (Longsword - +1 to Attack Rolls)
Improved Toughness (+1 hit point per hit die)
Shield Specialization (Heavy - +1 to Shield AC)
Shield Ward (Keep Shield AC against Touch, Disarm, Bull Rush, Grapple, Overrun, Trip)
Qualities
Fire Resistance 10
Age
Spells Per Day: 6/7/6/4/0/0/0/0/0/0
Spells Known: 7/5/4/3/0/0/0/0/0/0
0th Level Spells:
Cure Minor Wounds, Detect Magic, Read Magic, Light, Purify Food and Drink, Virtue, Resistance
1st Level Spells:
Cure Light Wounds, Divine Favour, Sanctuary, Shield of Faith, Comprehend Languages
2nd Level Spells:
Cure Moderate Wounds, Bear’s Endurance, Bull’s Strength, Lesser Restoration
3rd Level Spells:
Cure Serious Wounds, Remove Curse, Dispel Magic
Would you recommend any changes to this line up? I myself am not sure about the spells I've picked for him. I was thinking of replacing one of the level three spells with mass lesser vigor, as that gives every target 7 hit points on casting due to augment healing, plus more each round. What do you think?
I've rolled up and equipped this character for him. He has lots of defense so he doesn't have to worry about his own safety while casting spells.
Human Favoured Soul Level 6 XP: 17,000 (The rest of our party is level six)
Alignment: Neutral Good
Original Roles: 12, 14, 12, 14, 15, 18
STR: 12 (+1)
DEX: 14 (+2)
CON: 18 (+4)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 16 (+3)
Deity: Heironeous
Money: 2,030 GP (Started with 13,000, as wealth-by-level guidelines. All equipment bought at face price from this)
Base Attack Bonus: +4
Armor Class: 10 + 5 + 5 + 2 = 22 Flat Footed: 20 Touch: 17
Hit Die: 6d8 + 30 Hit Points: 63
Fortitude Save: 5+4 = 9
Reflex Save: 5+2 = 7
Will Save: 5+2 = 7
Weapon
+1 Longsword (1d8, Slashing, Threat Range 19-20)
Armor
Masterwork Breastplate (+5 AC, Check Penalty -3)
+2 Heavy Steel Shield (+4 AC (And +1 from Shield Specilization), -1 Check Penalty)
Equipment
Ring of Mystic Healing (All cure spells cast at +1 caster level, expend charges for extra healing)
Restful Crystal (Can sleep in medium/heavy armor equipped with crystal without fatigue)
Movement 20ft.
Attacks
+7 for 1d8+2 (2d8+4 on critical)
Total Skill Points: 36 (4 per level)
Max Class Skill: 9
Max Cross-Class Skill: 4 1/2
Concentrate: 9+4
Diplomacy: 4+3
Heal: 9+2
Knowledge (Religion): 5+1
Sense Motive: 5+2
Spellcraft: 4+1
Languages: Common, Celestial
Feats
Augment Healing (+2 hp on Conjuration [Healing] Spells per Spell Level)
Weapon Focus (Longsword - +1 to Attack Rolls)
Improved Toughness (+1 hit point per hit die)
Shield Specialization (Heavy - +1 to Shield AC)
Shield Ward (Keep Shield AC against Touch, Disarm, Bull Rush, Grapple, Overrun, Trip)
Qualities
Fire Resistance 10
Age
Spells Per Day: 6/7/6/4/0/0/0/0/0/0
Spells Known: 7/5/4/3/0/0/0/0/0/0
0th Level Spells:
Cure Minor Wounds, Detect Magic, Read Magic, Light, Purify Food and Drink, Virtue, Resistance
1st Level Spells:
Cure Light Wounds, Divine Favour, Sanctuary, Shield of Faith, Comprehend Languages
2nd Level Spells:
Cure Moderate Wounds, Bear’s Endurance, Bull’s Strength, Lesser Restoration
3rd Level Spells:
Cure Serious Wounds, Remove Curse, Dispel Magic
Would you recommend any changes to this line up? I myself am not sure about the spells I've picked for him. I was thinking of replacing one of the level three spells with mass lesser vigor, as that gives every target 7 hit points on casting due to augment healing, plus more each round. What do you think?