Coidzor
2016-01-29, 08:15 PM
I believe I've going off of this race (http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp/lizardfolk-8-rp), with some adjustments for a custom setting where they're not all xenophobic, but I'll be confirming that with the DM.
Right now I like Venom (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/scalykind-domain/venom)because it seems to have a more useful poison ability than the nonlethal damage gaze attack of Scalykind (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/scalykind-domain). I suppose being a standard action and potentially denying either one of the enemies their turn or using up the standard action of one of the other enemies would be good if the save could be kept up, since it would draw some aggro and be a standard action thing I could do that would encourage enemies to move closer and attack mine.
I'll admit, Travel was mostly because I wasn't sure what to pair it with, and it seemed thematically appropriate for a wandering corsair-type in addition to being on the stronger side spell wise to shore up the fact that the other domain is mostly for the snake.
Either way, I want it because I really like the idea of having a Snekk combat pet, and it would be helpful to have an additional body on the field since we're probably going to be a party of 3. Unless the Constrictor Snake is complete trash, but it seems like it'd at least be a decent chassis for grappling for some mild lockdown and then potentially continuing to attack other creatures while automatically dealing constrict damage to its grappled victim as part of maintaining the grapple each turn for lower but not irrelevant damage. But maybe I'm misremembering the grapple rules.
I've read the Reach Cleric guide (https://docs.google.com/file/d/0B5kvBvq2DEHjRWctNG05X0JINm8/edit), but I'm wondering, since I'm probably not going to have either a CG or CE deity, whether it's viable without Sacred Summons to give shorter casting times on summoning spells, since that's a big focus of the guide.
We've got 25 Point Buy, and I'm not quite sure how to allocate them, either. I could get a modest STR 16, DEX 14, CON 16, INT 13, WIS 14, CHA 12 with the racial modifiers I've been going off of, which would allow me, with the extra favored class skill point, to have a total of 4 skill points per level so I could have some of the Knowledges that would come in handy as well as Spellcraft, Heal, and maybe Perception or Acrobatics with points in them. Thankfully we have a confirmed face, so the only social skill I'd be considering would be Sense Motive. As well as letting me speak the Common equivalent in this setting as a bonus language known.
Featwise I'm looking at Combat Reflexes for 1st level and Power Attack for 3rd I'm considering dipping into Fighter at level 5 or 6 for proficiencies and the bonus feat(haven't decided what to spend it on, though) and taking Boon Companion (http://www.d20pfsrd.com/feats/general-feats/boon-companion) as my 5th level feat so that my animal companion is full strength.
Haven't really considered the Animal Companion's feats yet, beyond probably ones to either bolster its damage or make its grapple more fearsome. I was considering Totem Guide for an archetype for it, but I wasn't really sure on that front at all.
It's been a while since I've played, so I can't remember WBL for this level at all and haven't started looking at items yet, so suggestions on that front would be appreciated.
So, any thoughts? I've looked over the alternatives, and it seems like a Battle or Life Oracle would handle the martial fullcaster or keeping the other party members alive components a bit better, since as it stands, I'd do a little bit of buffing before or during combat and then mostly just patch us up afterward, at least for the next few levels.
Or a Shaman would have uses of its standard action through hexes to provoke enemies when not looking to burn a spell. Though the hexes available to it when I was looking it over didn't seem that great.
Deities/Patrons for a Snake Cleric?]I'm looking either for a deity to crib for use in a game where the setting is still in development so proposing a deity isn't too obscene or a set of deities and archfiends and powerful fey and celestial lords and the like that can be used as a point of reference for brokering with the DM or at least pointing them at.
Since it's (probably almost certainly) not Golarion, I'm looking further afield than just what's been made for PF for ideas, though it is for a Pathfinder game in a custom setting. The Venom sub-domain of the Scalykind Domain and (tentatively) the Travel Domain have been approved, but I'm kinda curious about what sort of favored weapons have been assigned to snake-themed Powers and the like. Or if there are any weapons that occur to others as being particularly fitting for a snake theme.
I'm pretty much drawing a blank, so the only things that I could think of offhand would be some kind of grappling, ensnaring weapon(like a pincer staff or that "dragon chain" you could grapple with from Red Hand of Doom), some form of piercing weapon(possibly one of the kinds that can inject poison as part of attacking, but I think all of those were obscure things from Dragon Magazine in 3.5), or some kind of chain-based weapon like a kusari-gama or a rope dart.
The character itself is a pirate or was one up until very recently, so it's probably going to be more grey when it comes to morality.
Right now I like Venom (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/scalykind-domain/venom)because it seems to have a more useful poison ability than the nonlethal damage gaze attack of Scalykind (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/scalykind-domain). I suppose being a standard action and potentially denying either one of the enemies their turn or using up the standard action of one of the other enemies would be good if the save could be kept up, since it would draw some aggro and be a standard action thing I could do that would encourage enemies to move closer and attack mine.
I'll admit, Travel was mostly because I wasn't sure what to pair it with, and it seemed thematically appropriate for a wandering corsair-type in addition to being on the stronger side spell wise to shore up the fact that the other domain is mostly for the snake.
Either way, I want it because I really like the idea of having a Snekk combat pet, and it would be helpful to have an additional body on the field since we're probably going to be a party of 3. Unless the Constrictor Snake is complete trash, but it seems like it'd at least be a decent chassis for grappling for some mild lockdown and then potentially continuing to attack other creatures while automatically dealing constrict damage to its grappled victim as part of maintaining the grapple each turn for lower but not irrelevant damage. But maybe I'm misremembering the grapple rules.
I've read the Reach Cleric guide (https://docs.google.com/file/d/0B5kvBvq2DEHjRWctNG05X0JINm8/edit), but I'm wondering, since I'm probably not going to have either a CG or CE deity, whether it's viable without Sacred Summons to give shorter casting times on summoning spells, since that's a big focus of the guide.
We've got 25 Point Buy, and I'm not quite sure how to allocate them, either. I could get a modest STR 16, DEX 14, CON 16, INT 13, WIS 14, CHA 12 with the racial modifiers I've been going off of, which would allow me, with the extra favored class skill point, to have a total of 4 skill points per level so I could have some of the Knowledges that would come in handy as well as Spellcraft, Heal, and maybe Perception or Acrobatics with points in them. Thankfully we have a confirmed face, so the only social skill I'd be considering would be Sense Motive. As well as letting me speak the Common equivalent in this setting as a bonus language known.
Featwise I'm looking at Combat Reflexes for 1st level and Power Attack for 3rd I'm considering dipping into Fighter at level 5 or 6 for proficiencies and the bonus feat(haven't decided what to spend it on, though) and taking Boon Companion (http://www.d20pfsrd.com/feats/general-feats/boon-companion) as my 5th level feat so that my animal companion is full strength.
Haven't really considered the Animal Companion's feats yet, beyond probably ones to either bolster its damage or make its grapple more fearsome. I was considering Totem Guide for an archetype for it, but I wasn't really sure on that front at all.
It's been a while since I've played, so I can't remember WBL for this level at all and haven't started looking at items yet, so suggestions on that front would be appreciated.
So, any thoughts? I've looked over the alternatives, and it seems like a Battle or Life Oracle would handle the martial fullcaster or keeping the other party members alive components a bit better, since as it stands, I'd do a little bit of buffing before or during combat and then mostly just patch us up afterward, at least for the next few levels.
Or a Shaman would have uses of its standard action through hexes to provoke enemies when not looking to burn a spell. Though the hexes available to it when I was looking it over didn't seem that great.
Deities/Patrons for a Snake Cleric?]I'm looking either for a deity to crib for use in a game where the setting is still in development so proposing a deity isn't too obscene or a set of deities and archfiends and powerful fey and celestial lords and the like that can be used as a point of reference for brokering with the DM or at least pointing them at.
Since it's (probably almost certainly) not Golarion, I'm looking further afield than just what's been made for PF for ideas, though it is for a Pathfinder game in a custom setting. The Venom sub-domain of the Scalykind Domain and (tentatively) the Travel Domain have been approved, but I'm kinda curious about what sort of favored weapons have been assigned to snake-themed Powers and the like. Or if there are any weapons that occur to others as being particularly fitting for a snake theme.
I'm pretty much drawing a blank, so the only things that I could think of offhand would be some kind of grappling, ensnaring weapon(like a pincer staff or that "dragon chain" you could grapple with from Red Hand of Doom), some form of piercing weapon(possibly one of the kinds that can inject poison as part of attacking, but I think all of those were obscure things from Dragon Magazine in 3.5), or some kind of chain-based weapon like a kusari-gama or a rope dart.
The character itself is a pirate or was one up until very recently, so it's probably going to be more grey when it comes to morality.