Endarire
2016-03-08, 03:54 AM
Rumal, the Displaced Dwarven Prince - "Human" (really a Dwarf) Cleric20
My Player Background
Greetings, all! I'm Endarire. I've played D&D 3.5 extensively, but mostly Wizards. I played 1E (possibly), 2E (definitely), Baldur's Gate I & II, Icewind Dale I & II, Temple of Elemental Evil, Dungeons & Dragons Online (DDO), and other D&D games. I have a general idea of what it means to be an effective 3.5 Wizard at levels 1-6. My longest-lasting campaign was about 16 months when I was main GM, and the group played from level 1 to level 21. (They could have leveled after that, but the game was over.)
I have briefly played other classes in 3.5 - Clerics and Sorcerers among them - but Wizards got the majority of my time. I'm playing Pathfinder because that's what's being offered and that's what I'm curious about.
I know Pathfinder and 3.5 are similar, but notably and sometimes subtly different (http://www.giantitp.com/forums/showthread.php?136890-The-3-5-Pathfinder-Handbook). However, I'm stepping into Pathfinder generally fresh. I've barely played it, and what I have played was a mid-level Wizard/Swordsage in a 3.P campaign and a variety of Psions in an arena campaign.
Character Vision
RP-wise, this is a CG Dwarf Cleric (who believes he's a Human). He was rushed to safety as a lad after his "father's" kingdom was about to fall. His nurse maid accidentally killed the real prince, but swore to herself to protect this child, who, to her dim eyes, looks (or at least looked) remarkably like the young prince! This is primarily inspired by Mephibosheth from the Bible (2 Samuel chapters 4 and 9), Pirates of Penzance's Ruth and Frederic, and Temple of Elemental Evil's Prince Thrommel.
Mechanically, I want this character to be good at generally everything. I'm a Cleric in Pathfinder. I have options. These are my approximate present priorities, from highest to lowest:
1: Poking things with sticks. I prefer Longspears due to not needing any feats or multiclassing. I chose this weapon type due to being effective (especially with Combat Reflexes) without taking actions. Enlarge person and righteous might (oh, how I miss the 3.5 full BAB version!) and similar size increasers go a long way toward increasing my off-turn and on-turn viability.
2: Casting spells. I am a full caster. I lump 'casting' in here as a general thing, because sometimes buffs are the best. Sometimes summoning is the best. Sometimes preparing heal is the best.
3: Healing. I'm getting spontaneous curing via positive energy channeling, but my CHA is a dump stat. While I may heal outside of combat, or in combat during emergency situations, I'm primarily avoiding or deterring the need for us to heal.
4: A smidge of everything else. Being good at all skills is not this character's immediate forte.
In short, I like having a d8 HD, 2 domains, 3/4 BAB, 2 good saves, and access to the entire Cleric spell list at full casting progression at the same time. Thus, the archetypes and PrCs I've read about for Clerics haven't tremendously appealed to me. If you can find me something better, then please list it here!
Character Creation Rules and Sources
This character is for BladeAndBow, a group of organized play for Pathfinder participants. It's not Pathfinder Society, but a similar organization. Full rules are at the Required Reading Forum (http://bladeandbow.boards.net/board/4/required-reading).
The most important ones are thus:
-20 point buy.
-Start at level 1. The end level is undetermined.
-Start with maximum wealth by class at level 1.
-Paizo (first party) material only.
-Core races only.
-Most official classes are allowed. No Summoner.
-2 traits are allowed per character, or 3 with a drawback. No campaign-specific nor Pathfinder Society traits.
-Max HP at first HD, and half this amount rounded down for all subsequent levels.
-Player versus Player (PvP) is possible starting at level 4 via mutual opt-in. PvP is open to all starting at level 6. I'd prefer to avoid PvP.
-Magic items are generally made by contracting with other players. Those with the means (the feats, coin, etc.) may make them personally.
-This is a 'low magic' setting. This implies that magic items I'm especially interested in will need to be player-crafted.
-Nobility and kingdom-building rules are in place for those who want to spend the resources to be treated as royalty in-character. (I may do this and am taking suggestions.)
-1 free character rebuild at character level 5 and below. Unused rebuilds are wasted.
Starting Build and Justifications
Race
Dwarf.
Justification: Normally I'd go Human, but Dwarf gets me +2 CON/WIS, a penalty to a dump stat, 60' Darkvision, the ability to Tumble (or use Acrobatics) in any armor or with any encumbrance, +2 to saves vs. poison and most magic, and a stone-restricted version of Elf Sense. Since I expect to adventure underground a notable amount of the time, and because I like self-sufficiency, these features add to me more than Humanity.
Ability Scores
Ability scores are after Dwarf racial adjustments of +2 CON/WIS, -2 CHA.
-=20 POINT BUY=-
14 STR
14 DEX
14 CON
14 INT
16 WIS
6 CHA
Justification: As a generalist Cleric who doesn't much need CHA, but can benefit from the right bit of everything else, this array seems best.
Domains and Subdomains (Deity: Desna)
-Liberation Domain
-Travel Domain
-Luck Domain (@Exalted5)
Justification: Liberation gets me freedom of movement contingently a certain number of times per day!
Travel gets me fly, teleport, and dimension door. Its domain powers let me ignore difficult terrain and short-range teleport as a move action a certain number of times per day.
Luck @Exalted5 gets me miracle as a spell-like ability 1/day! It's only CL10 and I need to wait until character level 17 to use it, but it seems very worth it!
Feat Plan
1: Combat Reflexes - Poke stuff with sticks off-turn.
3: Deific Obedience - Exalted prereq and +2 Luck initiative (including the bonus from Fate's Favored).
5: Skill Focus: Knowledge (Religion) - Exalted prereq.
7: Improved Initiative - It improves all I do!
Considerations: Craft Wondrous Item gets me access to the most important non-weapon gear. Craft Magic Arms & Armor gets me pokers and anti-pokers (armor).
Skills to Max
-Acrobatics - Tumbling is useful.
-Knowledge (Planes) - I like planes.
-Knowledge (Religion) - Exalted prereq and I can ID Undead. I'm also a Cleric.
-Perception - Super useful overall.
Other Skills
Diplomacy5 - Exalted prereq
Assumption: All favored class (Cleric) bonuses go to skill points.
Traits & Drawback
-Fate's Favored (Faith): +1 to all Luck bonuses. This includes the Desna Dance bonus to initiative!
-Militant Merchant (Racial): +1 Perception to determine surprise and Perception becomes a class skill.
-Reactionary (Combat): +2 trait bonus to initiative. What more need I say?
-Pride (http://www.d20pfsrd.com/traits/drawbacks/pride) (Drawback): -2 on Diplomacy and Sense Motive vs. that creature if challenged or threatened or accussed until that being apologizes.
Starting Spells Prepared
0: Create Water, Light, Stabilize
1: Bless, [Longstrider], Shield of Faith
Justification: The level 0 spells seem like low-level Cleric staples.
The level 1 spells are for self or/and party buffing.
Starting Gear (240G Starting Wealth)
-Longspear
-Studded Leather
-Light Crossbow
-30 Bolts
-Taking suggestions!
Further Questions
-How important is Spellcraft aside from making magic items?
-What abilities exist to reduce the cost of crafting items?
-What spells and feats should I consider for later?
-How do I get more skill points per level aside from favored class bonuses, changing my race, and a higher base INT?
-How do I get more spells known/per day as a Cleric?
-What methods exist to reduce the cost of metamagic feats besides the trait Magical Lineage? Metamagic rods replace the cost. I'm looking for cost reduction.
-Did I miss anything important in this post? If so, what?
My Player Background
Greetings, all! I'm Endarire. I've played D&D 3.5 extensively, but mostly Wizards. I played 1E (possibly), 2E (definitely), Baldur's Gate I & II, Icewind Dale I & II, Temple of Elemental Evil, Dungeons & Dragons Online (DDO), and other D&D games. I have a general idea of what it means to be an effective 3.5 Wizard at levels 1-6. My longest-lasting campaign was about 16 months when I was main GM, and the group played from level 1 to level 21. (They could have leveled after that, but the game was over.)
I have briefly played other classes in 3.5 - Clerics and Sorcerers among them - but Wizards got the majority of my time. I'm playing Pathfinder because that's what's being offered and that's what I'm curious about.
I know Pathfinder and 3.5 are similar, but notably and sometimes subtly different (http://www.giantitp.com/forums/showthread.php?136890-The-3-5-Pathfinder-Handbook). However, I'm stepping into Pathfinder generally fresh. I've barely played it, and what I have played was a mid-level Wizard/Swordsage in a 3.P campaign and a variety of Psions in an arena campaign.
Character Vision
RP-wise, this is a CG Dwarf Cleric (who believes he's a Human). He was rushed to safety as a lad after his "father's" kingdom was about to fall. His nurse maid accidentally killed the real prince, but swore to herself to protect this child, who, to her dim eyes, looks (or at least looked) remarkably like the young prince! This is primarily inspired by Mephibosheth from the Bible (2 Samuel chapters 4 and 9), Pirates of Penzance's Ruth and Frederic, and Temple of Elemental Evil's Prince Thrommel.
Mechanically, I want this character to be good at generally everything. I'm a Cleric in Pathfinder. I have options. These are my approximate present priorities, from highest to lowest:
1: Poking things with sticks. I prefer Longspears due to not needing any feats or multiclassing. I chose this weapon type due to being effective (especially with Combat Reflexes) without taking actions. Enlarge person and righteous might (oh, how I miss the 3.5 full BAB version!) and similar size increasers go a long way toward increasing my off-turn and on-turn viability.
2: Casting spells. I am a full caster. I lump 'casting' in here as a general thing, because sometimes buffs are the best. Sometimes summoning is the best. Sometimes preparing heal is the best.
3: Healing. I'm getting spontaneous curing via positive energy channeling, but my CHA is a dump stat. While I may heal outside of combat, or in combat during emergency situations, I'm primarily avoiding or deterring the need for us to heal.
4: A smidge of everything else. Being good at all skills is not this character's immediate forte.
In short, I like having a d8 HD, 2 domains, 3/4 BAB, 2 good saves, and access to the entire Cleric spell list at full casting progression at the same time. Thus, the archetypes and PrCs I've read about for Clerics haven't tremendously appealed to me. If you can find me something better, then please list it here!
Character Creation Rules and Sources
This character is for BladeAndBow, a group of organized play for Pathfinder participants. It's not Pathfinder Society, but a similar organization. Full rules are at the Required Reading Forum (http://bladeandbow.boards.net/board/4/required-reading).
The most important ones are thus:
-20 point buy.
-Start at level 1. The end level is undetermined.
-Start with maximum wealth by class at level 1.
-Paizo (first party) material only.
-Core races only.
-Most official classes are allowed. No Summoner.
-2 traits are allowed per character, or 3 with a drawback. No campaign-specific nor Pathfinder Society traits.
-Max HP at first HD, and half this amount rounded down for all subsequent levels.
-Player versus Player (PvP) is possible starting at level 4 via mutual opt-in. PvP is open to all starting at level 6. I'd prefer to avoid PvP.
-Magic items are generally made by contracting with other players. Those with the means (the feats, coin, etc.) may make them personally.
-This is a 'low magic' setting. This implies that magic items I'm especially interested in will need to be player-crafted.
-Nobility and kingdom-building rules are in place for those who want to spend the resources to be treated as royalty in-character. (I may do this and am taking suggestions.)
-1 free character rebuild at character level 5 and below. Unused rebuilds are wasted.
Starting Build and Justifications
Race
Dwarf.
Justification: Normally I'd go Human, but Dwarf gets me +2 CON/WIS, a penalty to a dump stat, 60' Darkvision, the ability to Tumble (or use Acrobatics) in any armor or with any encumbrance, +2 to saves vs. poison and most magic, and a stone-restricted version of Elf Sense. Since I expect to adventure underground a notable amount of the time, and because I like self-sufficiency, these features add to me more than Humanity.
Ability Scores
Ability scores are after Dwarf racial adjustments of +2 CON/WIS, -2 CHA.
-=20 POINT BUY=-
14 STR
14 DEX
14 CON
14 INT
16 WIS
6 CHA
Justification: As a generalist Cleric who doesn't much need CHA, but can benefit from the right bit of everything else, this array seems best.
Domains and Subdomains (Deity: Desna)
-Liberation Domain
-Travel Domain
-Luck Domain (@Exalted5)
Justification: Liberation gets me freedom of movement contingently a certain number of times per day!
Travel gets me fly, teleport, and dimension door. Its domain powers let me ignore difficult terrain and short-range teleport as a move action a certain number of times per day.
Luck @Exalted5 gets me miracle as a spell-like ability 1/day! It's only CL10 and I need to wait until character level 17 to use it, but it seems very worth it!
Feat Plan
1: Combat Reflexes - Poke stuff with sticks off-turn.
3: Deific Obedience - Exalted prereq and +2 Luck initiative (including the bonus from Fate's Favored).
5: Skill Focus: Knowledge (Religion) - Exalted prereq.
7: Improved Initiative - It improves all I do!
Considerations: Craft Wondrous Item gets me access to the most important non-weapon gear. Craft Magic Arms & Armor gets me pokers and anti-pokers (armor).
Skills to Max
-Acrobatics - Tumbling is useful.
-Knowledge (Planes) - I like planes.
-Knowledge (Religion) - Exalted prereq and I can ID Undead. I'm also a Cleric.
-Perception - Super useful overall.
Other Skills
Diplomacy5 - Exalted prereq
Assumption: All favored class (Cleric) bonuses go to skill points.
Traits & Drawback
-Fate's Favored (Faith): +1 to all Luck bonuses. This includes the Desna Dance bonus to initiative!
-Militant Merchant (Racial): +1 Perception to determine surprise and Perception becomes a class skill.
-Reactionary (Combat): +2 trait bonus to initiative. What more need I say?
-Pride (http://www.d20pfsrd.com/traits/drawbacks/pride) (Drawback): -2 on Diplomacy and Sense Motive vs. that creature if challenged or threatened or accussed until that being apologizes.
Starting Spells Prepared
0: Create Water, Light, Stabilize
1: Bless, [Longstrider], Shield of Faith
Justification: The level 0 spells seem like low-level Cleric staples.
The level 1 spells are for self or/and party buffing.
Starting Gear (240G Starting Wealth)
-Longspear
-Studded Leather
-Light Crossbow
-30 Bolts
-Taking suggestions!
Further Questions
-How important is Spellcraft aside from making magic items?
-What abilities exist to reduce the cost of crafting items?
-What spells and feats should I consider for later?
-How do I get more skill points per level aside from favored class bonuses, changing my race, and a higher base INT?
-How do I get more spells known/per day as a Cleric?
-What methods exist to reduce the cost of metamagic feats besides the trait Magical Lineage? Metamagic rods replace the cost. I'm looking for cost reduction.
-Did I miss anything important in this post? If so, what?