Luincale
2019-02-25, 12:49 AM
Hey everyone! This is my first post here and my first game ever (aside from a couple hours of play with a barbarian to get the feel, etc.). Now I've been invited to create a true character and jump in. I'm looking for...
1. Advice on ensuring optimization is happening with this build
2. Alternative healing builds with similar flavor
...to make sure I build a fun, but impactful character for my team.
Team Dynamics: Primary Healer (I didn't see anyone heal during their last couple hours of play so I'm guessing I need to be a capable healer/condition remover for in-combat and out-of-combat situations. They are losing their current cleric, which is why I'm joining in. At first, I didn't think I would enjoy a cleric, but the more I looked into the class, the more they seemed like Tolkien-esque style wizards and that's really appealing to me.
Character Flavor: The character I've started to mesh with is a follower of Sarenrae. Neutral Good. With a focus on fire flavor. His backstory involved a lot of fire drama including losing his parents to being burned alive during the Night of Ashes in Kintargo and that he was "put to death" for a crime in a lawful evil (Cheliax) locale (by fire, of course)and instead of burning up, was sorta contacted by Sunlord Thalachos and called to Sarenrae's service. I'd like to have a almost dervish style character that uses a scimitar and fire as his main combat style while being a competent healer for in-battle needs. Channeling drew my attention at first, but mechanically I'm kinda let down by its potential now. I was envisioning a sorta channel energy pusher that slices and dices as he does so,lol. Yes, I HAVE read that healing should happen via potions and Wands of CLW between fights, but the GM gave me the impression they do need in-combat healing, so I don't want to let my team down.
My Flavor: I have RPed wizards on old style free RP forum style sites. It's my thing,lol. I like it. This is my answer to a sword and staff badass wizard and fights for what he believes in and wishes to stand against evil for the good of the people, yada yada. Also, was very tempted to go Angelic Blood, Angelic Wings, etc....but geez with the feat costs!
Other Notes: The weapons, equipment,and armor shown are based on the GM, fyi. I also am getting a staff of healing thrown in for good measure. Finally, as a house rule, I do also have access to the Healing Domain (that's three domains).
LACHLIN KHALEEM
Male Cleric 8
NG Medium Aasimar / Outsider (Native)
<<Init>> +3; <<Senses>> Perception +10, Darkvision 60 ft
------------------
DEFENSE
------------------
<<AC>> 20, touch 13, flat-footed 17 (+7 armor, +3 dex)
<<hp>> 94 (8d8+31)
<<ER>> Acid 5, Cold 5, Electricity 5 <<Fort>> +9, <<Ref>> +5, <<Will>> +11
<<Armor >> Mithral Fortification (Light) Breastplate (Agile) +1, Light, 25% miss on critical hits
<<Defensive Abilities>> Aasimar Resistance (PFBty 7)
------------------
OFFENSE
------------------
<<Spd>> 30 ft/x4
<<Melee>> Keen Flaming Scimitar +2 +13/+8 (1d6+3 [+1d6 FIRE]) 15-20/x2 CM +2; [1HD]; [M]
<<Melee>> Melee Dagger +7/+2 (1d4+1) 19-20/x2
<<Ranged>> Thrown Dagger +9/+4 (1d4+1) 19-20/x2
<<Special Attacks>> Daylight (PFBty 7)
------------------
STATISTICS
------------------
<<Str>> 13, <<Dex>> 16, <<Con>> 16, <<Int>> 14, <<Wis>> 20, <<Cha>> 20
<<BAB>> +6, <<CMB>> +7, <<CMD>> +20
<<Feats>> Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Craft Wand (PFCR 120), Guided Hand (PFUC 103), Selective Channeling (PFCR 132-133), Shield Proficiency (PFCR 133)
<<Skills>> Appraise +6, Craft (Magical Implement) +7, Diplomacy +18, Heal +12, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +9, Knowledge (planes) +6, Linguistics +7, Perception +10, Sense Motive +9, Spellcraft +9
<<SQ>> Aasimar Skills (PFBty 7), Cleric Channel Energy [9 / 4d6] (PFCR 40)
<<SU>> Domain Powers (PFCR 40-41), Sun's Blessing (PFCR 47), Nimbus of Light (PFCR 47)
<<MC>> Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49)
<<Traits>> Exalted of the Society (Faith: Cleric) (PFCh: FcGd 62), Pyromancer (Race: Aasimar) (PFCo: BoA 23)
<<Languages>> Celestial, Common, Elven, Halfling, Ignan, Infernal
FURTHER DETAILS:
-- AASIMAR RACIAL TRAITS --
Wis: +2, Cha: +2
TYPE: Outsider (Native)
SIZE: Medium
DAYLIGHT: Can use daylight once per day with a caster level of 8.
AASIMAR RESISTANCE: Resistance to acid 5, cold 5, and electricity 5.
AASIMAR SKILLS: Aasimars have a +2 racial bonus on Diplomacy and Perception
checks.
LANGUAGES: Aasimars begin play speaking Common and Celestial.
DARKVISION 60 FT: Aasimar can see in the dark up to 60 ft.
Automatic Languages: Common, Celestial
Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan
-- CLASS ABILITIES --
FAVORED CLASS (Cleric) : You've gain the following bonuses: Skill Point), and
Hit Point).
AURA OF NEUTRAL GOOD: A Cleric of Sarenrae radiates a powerful aura of
Neutral Good. (PFCR 39).
CLERIC CHANNEL ENERGY: You channel Positive Energy allowing you to either heal
the living or harm the undead for 4d6. Affects 30 ft radius from you. (DC 19 for
half). Standard action. 9 times per day. Does not provoke Attacks of Opportunity.
(PFCR 40).
CLERIC BONUS LANGUAGES: A cleric's bonus language options
include Celestial, Abyssal, and Infernal regardless of race. (PFCR 41).
CLERIC SPELLS: The cleric casts divine spells drawn from the Cleric spell list,
as listed in [PFCR 226-229]. The cleric must meditate and pray for an hour each day
to regain spells. Clerics can prepare a number of orisons, or 0-level spells, each
day, as noted under Spells per day. These spells are treated like any other spell,
but they are not expended when cast and may be used again. (PFCR 39-40).
CLERIC SPONTANEOUS CASTING: A Good cleric can swap prepared spells for
spells with ""cure"" in the name. An evil cleric can swap out prepared spells for
""inflict"" spells. A neutral cleric of a neutral god can choose one or the other upon
taking the Cleric class. (PFCR 41).
CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity --
Scimitar. (PFCR 39).
DOMAIN POWERS: Each of the cleric's chosen domains [Fire, Sun] grant domain
powers.
- Fire Bolt (Sp): 1d6+4 fire damage to single target within 30 ft. Standard
action. 8 times per day. [PFCR 44]
- Fire Resistance (Ex): Resist fire 10. [PFCR 44]
- Sun's Blessing (Su): Add +8 to channel energy damage vs. undead. Undead are
denied channel resistance. [PFCR 47]
- Nimbus of Light (Su): As Daylight [PFCR 264] in 30 ft radius, but does cleric
level damage to undead each round they remain in it. Dispells spells and spell-like
with 'darkness' descriptor. 8 rounds per day (need not be consecutive). [PFCR 47]
(PFCR 40-41).
FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden
by your alignment and your deity's alignment. (PFCR 41, 49).
-- GENERAL FEATS --
GUIDED HAND: With your deity's favored weapon, you can use your Wisdom
modifier instead of your Strength or Dexterity modifier on attack rolls. (PFUC 103)
SELECTIVE CHANNELING: When you channel energy, you can choose a number of
targets in the area up to 5. These targets are not affected by your channeled energy.
(PFCR 132-133)
-- COMBAT FEATS --
ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
-- ITEM CREATION FEATS --
CRAFT WAND: You can spend 1 day per 1,000 gp cost to craft a wand at a cost of
750 x caster level x spell level, plus materials cost per charge as per the rules in
PFCR 553. (PFCR 120)
-- TRAITS --
EXALTED OF THE SOCIETY (Faith: Cleric): The vaults of the Grand Lodge
in Absalom contain many secrets of the divine powers of the gods, and you have studied
your god extensively. You may channel energy 1 additional time per day. (PFCh: FcGd
62)
PYROMANCER (Race: Aasimar): You're especially adept at casting flame-based
spells. You gain a +1 trait bonus on damage rolls for any spell you cast with the
fire descriptor. Spells that do not deal damage do not benefit from this trait. (PFCo:
BoA 23)
-- ARMOR --
MITHRAL FORTIFICATION (LIGHT) BREASTPLATE (AGILE) +1: 25% miss
on critical hits [Armor (PFAPG); Fortification (Light) (PFCR 463)]
-- WEAPONS --
KEEN FLAMING SCIMITAR +2: This ability doubles the threat range of a
weapon.; Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6
points of fire damage on a successful hit. The fire does not harm the wielder. The
effect remains until another command is given. [Weapon 1 (PFCR); Keen (PFCR 471),
Flaming (PFCR 470)]
MELEE DAGGER: You get a +2 bonus on Sleight of Hand checks made to conceal a
dagger on your body (see the Sleight of Hand skill). [Weapon 2 (PFCR)]
**PRIEST OF HEALING FLAME**
Lachlin's bond with fire increase the intensity of his heals. The burning within
sacrifices -1 HP.
-Rebuke Death (Sp): Touch and heal a living creature below 0 HP for 1d4+4.
Standard action. Use 8 times per day.
-Healers Blessing (Su): +50% to cure spells. This does not apply to damage dealt
to undead.
-Use Heal Domain spells as if the cleric has selected this domain.
1. Advice on ensuring optimization is happening with this build
2. Alternative healing builds with similar flavor
...to make sure I build a fun, but impactful character for my team.
Team Dynamics: Primary Healer (I didn't see anyone heal during their last couple hours of play so I'm guessing I need to be a capable healer/condition remover for in-combat and out-of-combat situations. They are losing their current cleric, which is why I'm joining in. At first, I didn't think I would enjoy a cleric, but the more I looked into the class, the more they seemed like Tolkien-esque style wizards and that's really appealing to me.
Character Flavor: The character I've started to mesh with is a follower of Sarenrae. Neutral Good. With a focus on fire flavor. His backstory involved a lot of fire drama including losing his parents to being burned alive during the Night of Ashes in Kintargo and that he was "put to death" for a crime in a lawful evil (Cheliax) locale (by fire, of course)and instead of burning up, was sorta contacted by Sunlord Thalachos and called to Sarenrae's service. I'd like to have a almost dervish style character that uses a scimitar and fire as his main combat style while being a competent healer for in-battle needs. Channeling drew my attention at first, but mechanically I'm kinda let down by its potential now. I was envisioning a sorta channel energy pusher that slices and dices as he does so,lol. Yes, I HAVE read that healing should happen via potions and Wands of CLW between fights, but the GM gave me the impression they do need in-combat healing, so I don't want to let my team down.
My Flavor: I have RPed wizards on old style free RP forum style sites. It's my thing,lol. I like it. This is my answer to a sword and staff badass wizard and fights for what he believes in and wishes to stand against evil for the good of the people, yada yada. Also, was very tempted to go Angelic Blood, Angelic Wings, etc....but geez with the feat costs!
Other Notes: The weapons, equipment,and armor shown are based on the GM, fyi. I also am getting a staff of healing thrown in for good measure. Finally, as a house rule, I do also have access to the Healing Domain (that's three domains).
LACHLIN KHALEEM
Male Cleric 8
NG Medium Aasimar / Outsider (Native)
<<Init>> +3; <<Senses>> Perception +10, Darkvision 60 ft
------------------
DEFENSE
------------------
<<AC>> 20, touch 13, flat-footed 17 (+7 armor, +3 dex)
<<hp>> 94 (8d8+31)
<<ER>> Acid 5, Cold 5, Electricity 5 <<Fort>> +9, <<Ref>> +5, <<Will>> +11
<<Armor >> Mithral Fortification (Light) Breastplate (Agile) +1, Light, 25% miss on critical hits
<<Defensive Abilities>> Aasimar Resistance (PFBty 7)
------------------
OFFENSE
------------------
<<Spd>> 30 ft/x4
<<Melee>> Keen Flaming Scimitar +2 +13/+8 (1d6+3 [+1d6 FIRE]) 15-20/x2 CM +2; [1HD]; [M]
<<Melee>> Melee Dagger +7/+2 (1d4+1) 19-20/x2
<<Ranged>> Thrown Dagger +9/+4 (1d4+1) 19-20/x2
<<Special Attacks>> Daylight (PFBty 7)
------------------
STATISTICS
------------------
<<Str>> 13, <<Dex>> 16, <<Con>> 16, <<Int>> 14, <<Wis>> 20, <<Cha>> 20
<<BAB>> +6, <<CMB>> +7, <<CMD>> +20
<<Feats>> Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Craft Wand (PFCR 120), Guided Hand (PFUC 103), Selective Channeling (PFCR 132-133), Shield Proficiency (PFCR 133)
<<Skills>> Appraise +6, Craft (Magical Implement) +7, Diplomacy +18, Heal +12, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +9, Knowledge (planes) +6, Linguistics +7, Perception +10, Sense Motive +9, Spellcraft +9
<<SQ>> Aasimar Skills (PFBty 7), Cleric Channel Energy [9 / 4d6] (PFCR 40)
<<SU>> Domain Powers (PFCR 40-41), Sun's Blessing (PFCR 47), Nimbus of Light (PFCR 47)
<<MC>> Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49)
<<Traits>> Exalted of the Society (Faith: Cleric) (PFCh: FcGd 62), Pyromancer (Race: Aasimar) (PFCo: BoA 23)
<<Languages>> Celestial, Common, Elven, Halfling, Ignan, Infernal
FURTHER DETAILS:
-- AASIMAR RACIAL TRAITS --
Wis: +2, Cha: +2
TYPE: Outsider (Native)
SIZE: Medium
DAYLIGHT: Can use daylight once per day with a caster level of 8.
AASIMAR RESISTANCE: Resistance to acid 5, cold 5, and electricity 5.
AASIMAR SKILLS: Aasimars have a +2 racial bonus on Diplomacy and Perception
checks.
LANGUAGES: Aasimars begin play speaking Common and Celestial.
DARKVISION 60 FT: Aasimar can see in the dark up to 60 ft.
Automatic Languages: Common, Celestial
Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan
-- CLASS ABILITIES --
FAVORED CLASS (Cleric) : You've gain the following bonuses: Skill Point), and
Hit Point).
AURA OF NEUTRAL GOOD: A Cleric of Sarenrae radiates a powerful aura of
Neutral Good. (PFCR 39).
CLERIC CHANNEL ENERGY: You channel Positive Energy allowing you to either heal
the living or harm the undead for 4d6. Affects 30 ft radius from you. (DC 19 for
half). Standard action. 9 times per day. Does not provoke Attacks of Opportunity.
(PFCR 40).
CLERIC BONUS LANGUAGES: A cleric's bonus language options
include Celestial, Abyssal, and Infernal regardless of race. (PFCR 41).
CLERIC SPELLS: The cleric casts divine spells drawn from the Cleric spell list,
as listed in [PFCR 226-229]. The cleric must meditate and pray for an hour each day
to regain spells. Clerics can prepare a number of orisons, or 0-level spells, each
day, as noted under Spells per day. These spells are treated like any other spell,
but they are not expended when cast and may be used again. (PFCR 39-40).
CLERIC SPONTANEOUS CASTING: A Good cleric can swap prepared spells for
spells with ""cure"" in the name. An evil cleric can swap out prepared spells for
""inflict"" spells. A neutral cleric of a neutral god can choose one or the other upon
taking the Cleric class. (PFCR 41).
CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity --
Scimitar. (PFCR 39).
DOMAIN POWERS: Each of the cleric's chosen domains [Fire, Sun] grant domain
powers.
- Fire Bolt (Sp): 1d6+4 fire damage to single target within 30 ft. Standard
action. 8 times per day. [PFCR 44]
- Fire Resistance (Ex): Resist fire 10. [PFCR 44]
- Sun's Blessing (Su): Add +8 to channel energy damage vs. undead. Undead are
denied channel resistance. [PFCR 47]
- Nimbus of Light (Su): As Daylight [PFCR 264] in 30 ft radius, but does cleric
level damage to undead each round they remain in it. Dispells spells and spell-like
with 'darkness' descriptor. 8 rounds per day (need not be consecutive). [PFCR 47]
(PFCR 40-41).
FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden
by your alignment and your deity's alignment. (PFCR 41, 49).
-- GENERAL FEATS --
GUIDED HAND: With your deity's favored weapon, you can use your Wisdom
modifier instead of your Strength or Dexterity modifier on attack rolls. (PFUC 103)
SELECTIVE CHANNELING: When you channel energy, you can choose a number of
targets in the area up to 5. These targets are not affected by your channeled energy.
(PFCR 132-133)
-- COMBAT FEATS --
ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
-- ITEM CREATION FEATS --
CRAFT WAND: You can spend 1 day per 1,000 gp cost to craft a wand at a cost of
750 x caster level x spell level, plus materials cost per charge as per the rules in
PFCR 553. (PFCR 120)
-- TRAITS --
EXALTED OF THE SOCIETY (Faith: Cleric): The vaults of the Grand Lodge
in Absalom contain many secrets of the divine powers of the gods, and you have studied
your god extensively. You may channel energy 1 additional time per day. (PFCh: FcGd
62)
PYROMANCER (Race: Aasimar): You're especially adept at casting flame-based
spells. You gain a +1 trait bonus on damage rolls for any spell you cast with the
fire descriptor. Spells that do not deal damage do not benefit from this trait. (PFCo:
BoA 23)
-- ARMOR --
MITHRAL FORTIFICATION (LIGHT) BREASTPLATE (AGILE) +1: 25% miss
on critical hits [Armor (PFAPG); Fortification (Light) (PFCR 463)]
-- WEAPONS --
KEEN FLAMING SCIMITAR +2: This ability doubles the threat range of a
weapon.; Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6
points of fire damage on a successful hit. The fire does not harm the wielder. The
effect remains until another command is given. [Weapon 1 (PFCR); Keen (PFCR 471),
Flaming (PFCR 470)]
MELEE DAGGER: You get a +2 bonus on Sleight of Hand checks made to conceal a
dagger on your body (see the Sleight of Hand skill). [Weapon 2 (PFCR)]
**PRIEST OF HEALING FLAME**
Lachlin's bond with fire increase the intensity of his heals. The burning within
sacrifices -1 HP.
-Rebuke Death (Sp): Touch and heal a living creature below 0 HP for 1d4+4.
Standard action. Use 8 times per day.
-Healers Blessing (Su): +50% to cure spells. This does not apply to damage dealt
to undead.
-Use Heal Domain spells as if the cleric has selected this domain.