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The Godsmouth Heresy Recruitment

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I may go with a Paladin; provided that it will not cause conflict with the rest of the party or that I have to be lawful stupid.

 

But the title of the adventure just screams for a divine fighter. My other idea was an inquisitor.

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Character crunch is ready.


Sturgis Rochar
NG Human Cleric 1
 
Str 15
Dex 6
Con: 13
Int:  14 (+2 from Human went here)
Wis:  15
Cha 13

Fort +3
Ref -2
Will +4

HP: 9
Init: +0
AC: 15 (-2 Dex, +5 Armor, +2 Shield), Touch 8, FF 15)

Trained Skills:
Diplomacy +5 (1 rank, +3 class, +1 Cha)
Heal +6 (1 rank, +3 Class, +2 Wis)
Knowledge: History +6 (1 rank, +3 Class, +2 Int)
Knowledge; Religion +6 (1 rank, +3 Class, +2 Int)
Sense Motive +6 (1 rank, +3 Class, +2 Wis)
Spellcraft +6 (1 rank, +3 Class, +2 Int)

Languages: Common, Celestial, Goblin, Orc, Elven

Feats: Cosmopolitan, Selective Channel

Traits: Reactionary and Sacred Touch.

Class Abilities: Spellcasting, Orisons, Channel 1d6.

Domains: Fire and Healing.

Equipment (total weight 95 pounds, medium load)
Weapons: Dagger, Heavy Mace, Scimitar.
Armor: Scale Mail, Heavy Wooden Shield

Other Gear:
Backpack, Bedroll
Waterskin
2 Traveler's outfits
50' Silk Rope
Grappling Hook
Wooden Holy symbol.

Expendables:
One vial of holy water
3 sunrods
6 Days trail rations

2 GP.



Dice Rolls for review:


15 (6,5,4,3)
13 (6,5,2,1)
13 (6,5,2,1)
15 (6,5,4,4)
12 (6,4,2,2)
6 (2,2,2,2) <-- AAARGH!



He's a simple priest in a rough part of town who "fell" and broke his leg and left arm many years ago and they never healed quite right. He's not so agile because of it, but he understands combat well enough not to let someone get the drop on him that well ever again.  He's not steady with a bow by any stretch, but he can hold a shield well enough to defend himself.  Fire is a cleansing force for him, and it can be used for healing and to burn out corruption. 

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Suli paladin. Looking at gods right now. Leaning towards Iomeade. A Paladin can worship a LG, LN or NG deity correct. I thought I read that somewhere, but an now unable to find it.

 

So, I'm looking at traits and had a couple of questions:

 

Rich Parents: available?

 

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

 

Paladins cast spells at caster level of paladin level -3 . Will Magical knack change it to 1 CL lower? By RAW it seems so. 4th level paladin (first level they can cast spells) would normally have a caster level of 1, +2 from magical knack will bring it to CL 3 which is still under the paladins 4 HD.

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Character crunch is ready.

 

 

 

Sturgis Rochar

NG Human Cleric 1

 

Str 15

Dex 6

Con: 14

Int:  14 (+2 from Human went here)

Wis:  16

Cha 15

 

Fort +3

Ref -2

Will +5

 

HP: 9

Init: +0

AC: 15 (-2 Dex, +5 Armor, +2 Shield), Touch 8, FF 15)

 

Trained Skills:

Diplomacy +6 (1 rank, +3 class, +2 Cha)

Heal +7 (1 rank, +3 Class, +3 Wis)

Knowledge: History +6 (1 rank, +3 Class, +2 Int)

Knowledge; Religion +6 (1 rank, +3 Class, +2 Int)

Sense Motive +7 (1 rank, +3 Class, +3 Wis)

Spellcraft +6 (1 rank, +3 Class, +2 Int)

 

Languages: Common, Celestial, Goblin, Orc, Elven

 

Feats: Cosmopolitan, Selective Channel

 

Traits: Reactionary and Sacred Touch.

 

Class Abilities: Spellcasting, Orisons, Channel 1d6.

 

Domains: Fire and Healing.

 

Equipment (total weight 95 pounds, medium load)

Weapons: Dagger, Heavy Mace, Scimitar.

Armor: Scale Mail, Heavy Wooden Shield

 

Other Gear:

Backpack, Bedroll

Waterskin

2 Traveler's outfits

50' Silk Rope

Grappling Hook

Wooden Holy symbol.

 

Expendables:

One vial of holy water

3 sunrods

6 Days trail rations

 

2 GP.

 

 

 

Dice Rolls for review:

 

 

15 (6,5,4,3)

13 (6,5,2,1) Rerolled one was a 3.  New 14 goes to CON.

13 (6,5,2,1) Rerolled 1 was a 5.  New total is 16, goes to WIS, the 15 in WIS currently moves to CHA

15 (6,5,4,4)

12 (6,4,2,2)

6 (2,2,2,2) <-- AAARGH!

 

 

 

He's a simple priest in a rough part of town who "fell" and broke his leg and left arm many years ago and they never healed quite right. He's not so agile because of it, but he understands combat well enough not to let someone get the drop on him that well ever again.  He's not steady with a bow by any stretch, but he can hold a shield well enough to defend himself.  Fire is a cleansing force for him, and it can be used for healing and to burn out corruption. 

 

Rerolls and updates in spoilers.

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Suli paladin. Looking at gods right now. Leaning towards Iomeade. A Paladin can worship a LG, LN or NG deity correct. I thought I read that somewhere, but an now unable to find it.

 

So, I'm looking at traits and had a couple of questions:

 

Rich Parents: available?

 

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

 

Paladins cast spells at caster level of paladin level -3 . Will Magical knack change it to 1 CL lower? By RAW it seems so. 4th level paladin (first level they can cast spells) would normally have a caster level of 1, +2 from magical knack will bring it to CL 3 which is still under the paladins 4 HD.

I have read before that Paladins don't need to pick a god to serve. Your powers come from your righteous dedication to "The Code." From a role playing standpoint, it makes more sense to pick a god. The advanced player's guide mentions that paladins "venerate the gods of good and purity." They then describe a class option of Sacred Servant, where you pick a LG, LN or NG diety.

 

So, if you want to pick a god to serve but aren't doing Sacred Servant, then pick a non-chaotic and non-evil god to serve: LG, NG, TN, and LN.

 

You are correct about magical knack. It won't kick in until you start casting, but then your Paladin caster level will be Paladin level -1. It only changes the power of cast spells, not spell slots, spell levels you have access to, etc.

 

Yes, you can do Rich Parents.

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Character crunch is ready.

 

 

 

Sturgis Rochar

NG Human Cleric 1

 

Str 15

Dex 6

Con: 14

Int: 14 (+2 from Human went here)

Wis: 16

Cha 15

 

Fort +3

Ref -2

Will +5

 

HP: 9

Init: +0

AC: 15 (-2 Dex, +5 Armor, +2 Shield), Touch 8, FF 15)

 

Trained Skills:

Diplomacy +6 (1 rank, +3 class, +2 Cha)

Heal +7 (1 rank, +3 Class, +3 Wis)

Knowledge: History +6 (1 rank, +3 Class, +2 Int)

Knowledge; Religion +6 (1 rank, +3 Class, +2 Int)

Sense Motive +7 (1 rank, +3 Class, +3 Wis)

Spellcraft +6 (1 rank, +3 Class, +2 Int)

 

Languages: Common, Celestial, Goblin, Orc, Elven

 

Feats: Cosmopolitan, Selective Channel

 

Traits: Reactionary and Sacred Touch.

 

Class Abilities: Spellcasting, Orisons, Channel 1d6.

 

Domains: Fire and Healing.

 

Equipment (total weight 95 pounds, medium load)

Weapons: Dagger, Heavy Mace, Scimitar.

Armor: Scale Mail, Heavy Wooden Shield

 

Other Gear:

Backpack, Bedroll

Waterskin

2 Traveler's outfits

50' Silk Rope

Grappling Hook

Wooden Holy symbol.

 

Expendables:

One vial of holy water

3 sunrods

6 Days trail rations

 

2 GP.

 

 

 

Dice Rolls for review:

 

 

15 (6,5,4,3)

13 (6,5,2,1) Rerolled one was a 3. New 14 goes to CON.

13 (6,5,2,1) Rerolled 1 was a 5. New total is 16, goes to WIS, the 15 in WIS currently moves to CHA

15 (6,5,4,4)

12 (6,4,2,2)

6 (2,2,2,2) <-- AAARGH!

 

 

 

He's a simple priest in a rough part of town who "fell" and broke his leg and left arm many years ago and they never healed quite right. He's not so agile because of it, but he understands combat well enough not to let someone get the drop on him that well ever again. He's not steady with a bow by any stretch, but he can hold a shield well enough to defend himself. Fire is a cleansing force for him, and it can be used for healing and to burn out corruption.

Rerolls and updates in spoilers.
Con +2 bonus so HP should be 10.

Is Cleric your favored class? If so are you choosing bonus HP or Skill Point? If HP, you will be at 11. Looking at post, it seems you picked Skill point.

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Ma'alik ben Suliman: http://www.myth-weavers.com/sheet.html#id=1021842

 

Ma'alik's clan are an old people descended from the Jann. They keep to the old ways and are nomadic and roam the deserts and plains with little regard for nationalities. Sarenrae is the goddess that they hold above all others and Ma'alik was accepted into her service recently. He has made his way into the wider world to bring Satenrae's mercy (and if need wrath)to other lands.

 

Tall and broad of shoulder, he dresses in flowing robes when not wearing his bulky armor. he has flame hued hair and eyes the color of shiny brass; signs that he is descended from the elemental Jann. His bronzed skin marks him as one who has spend most of his life under the open sky.

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Character crunch is ready.

 

 

 

Sturgis Rochar

NG Human Cleric 1

 

Str 15

Dex 6

Con: 14

Int: 14 (+2 from Human went here)

Wis: 16

Cha 15

 

Fort +3

Ref -2

Will +5

 

HP: 10

Init: +0

AC: 15 (-2 Dex, +5 Armor, +2 Shield), Touch 8, FF 15)

 

Trained Skills:

Diplomacy +6 (1 rank, +3 class, +2 Cha)

Heal +7 (1 rank, +3 Class, +3 Wis)

Knowledge: History +6 (1 rank, +3 Class, +2 Int)

Knowledge; Religion +6 (1 rank, +3 Class, +2 Int)

Sense Motive +7 (1 rank, +3 Class, +3 Wis)

Spellcraft +6 (1 rank, +3 Class, +2 Int)

 

Languages: Common, Celestial, Goblin, Orc, Elven

 

Feats: Cosmopolitan, Selective Channel

 

Traits: Reactionary and Sacred Touch.

 

Favored Class: Cleric

Class Abilities: Spellcasting, Orisons, Channel 1d6.

 

Domains: Fire and Healing.

 

Equipment (total weight 95 pounds, medium load)

Weapons: Dagger, Heavy Mace, Scimitar.

Armor: Scale Mail, Heavy Wooden Shield

 

Other Gear:

Backpack, Bedroll

Waterskin

2 Traveler's outfits

50' Silk Rope

Grappling Hook

Wooden Holy symbol.

 

Expendables:

One vial of holy water

3 sunrods

6 Days trail rations

 

2 GP.

 

 

 

Dice Rolls for review:

 

 

15 (6,5,4,3)

13 (6,5,2,1) Rerolled one was a 3. New 14 goes to CON.

13 (6,5,2,1) Rerolled 1 was a 5. New total is 16, goes to WIS, the 15 in WIS currently moves to CHA

15 (6,5,4,4)

12 (6,4,2,2)

6 (2,2,2,2) <-- AAARGH!

 

 

 

He's a simple priest in a rough part of town who "fell" and broke his leg and left arm many years ago and they never healed quite right. He's not so agile because of it, but he understands combat well enough not to let someone get the drop on him that well ever again. He's not steady with a bow by any stretch, but he can hold a shield well enough to defend himself. Fire is a cleansing force for him, and it can be used for healing and to burn out corruption.

Rerolls and updates in spoilers.
Con +2 bonus so HP should be 10.

Is Cleric your favored class? If so are you choosing bonus HP or Skill Point? If HP, you will be at 11. Looking at post, it seems you picked Skill point.

 

 

Yes, Cleric is the favored class and I chose the Skill point for level 1.  (Probably won't ever change that, actually).  The way I read that particular phrase is that you set it at each level.  The only reason I'd ever choose HP is if the roll was min HP possible.  Corrected HP in the spoilers above.

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