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| #1SenevriSep 15, 2008 14:59:37 | Okay, so the game began. Expansionistic elves are trying to take over an island from goblinoids, an elven outpost in the middle of a forest swarming with goblins. That sort of a setting. So I went with an elf. Stats were rolled, 4d6 drop lowest, 3 sets. My final stats after +2 int, dex and -2 con were: Str 11 Dex 18 Con 11 Int 13 Wis 15 Cha 16. Not all I could hope for, but manageable. E6 only gets up to 3rd level spells and Pathfinder clerics can heal with turn attempts. As the DM wanted to use Pathfinder domains (d'oh!) I went with Erastil, picking Animal and Community domains. Wolf companion is a relatively big deal early on, and I get SNA 2 at level 4. Due to not getting Domain feats, I went with Point Blank Shot, and I'm already eager for Precise Shot. My spell choices: Orisons: Guidance, Detect Magic, Stabilize 1st: Bless, Magic Weapon The crazy houserules follow: If you roll a natural 20 on a skill check, you get one check mark. Every time you get two, the skill increases by 1, up to maximum ranks. All magic items are PERSONAL. Meaning, you can't use other people's magic items. You only get a magic item if you roll a natural 20 on a craft check, the level of the item being equivalent of +1 for every 3 total score in craft checks. I expect sunder and item breakage to see much use with this sys's tem. No blow-by-blow, but general analysis. Three-man party on a patrol, with a heavy-crossbow ranger, a sword&board paladin and me, plus a wolf. First combat vs. some goblins started with bless & guidance on the paladin, with rest of the combat being "I hit it with my thingy", more or less. I stayed back, the ranger noticed that heavy crossbow has downsides and everyone was missing like a bunch of 1st level noobs. Number-wise, the Ranger was getting +8 to hit, dex+bless+point blank + favored enemy, most of the time, while I was at +6 with point blank, and paladin at +6, with 18 str, bless and +1 BAB. The wolf never hit anything with it´s +3, but it did bind others in combat. A wolf-riding big goblin came out too, which turned out to be a bugbear... riding a wolf?... meh, maybe it's a really big wolf with a normal one's stats. When it came out, I used one of my turns to heal everyone a bit. All in all, we managed to take 6 goblins, a wolf an a bugbear in about 8 rounds, although visibility was good ,ground was flat, and goblins weren't exactly tactical geniuses. As we continued travelling, we soon realized that these were organized patrols, since they all had the same composition. ( DM was lazy? never! ) We also speculated that the elves' military heads had probably gained their position due to family relations, as sending an army in the middle of enemy territory surrounded on all sides.... Well, clearly elves are so superior compared to other races, it just gives them more front lines to kill goblins with. But enough digressing. Next day and fight, once again our spotting skills were superior, and I got a bless away.... unfortunately, with my 4 square movement, I couldn't quite reach the paladin for it's radius - but, this act actually alerted the goblins to our presence. I went with Magic Weapon instead, and switched to a different die, so that got me a couple of one-shot kills with the bow. This got the bugbear's attention, whose ride-by attacks luckily missed. On the upside, my wolf managed to bind them in combat. On the downside, my +6 to hit dropped to +2 to hit, due to no having Precise Shot, yet. At this point we were joined by a fourth player, playing a kukri-wielding luck/travel cleric. The abysmal luck continued on paladin's and ranger's part, and as I was tied with the ranger for the worst AC at AC 17, goblins weren't much of a threat. Go team Cleric! Third encounter, we ran into a patrol following the same path but going the opposite way. This time, everyone botched their perception rolls, and the poor crossbow-wielding ranger found himself a mere 10ft from the first goblin. I once again went with Bless, as it helps the whole party, and the cleric #2 hit the bugbear with Doom. The paladin kept on missing, and the ranger only had marginal success, but the kukri-cleric went nuts. He did a move+teleport on top of a goblin pack, killed two in two rounds, and managed to hit a fleeing one with an AoO. I spent my time hitting those not currently in combat - some goblins had opted for javelins instead - but my dice were hot, and even the -4 penalty rarely slowed me down. Still, the king of the day was the kukri-monster - think about it, teleporting, kukri-wielding, never-missing, one-hit-killing character.... it's all in the dice. T_T After that, it was back to town, some crafting and a level-up. A bit more saves, a bit more BAB and two more slots. Picked Divine Favor on that one. I also gained the ability to speak with animals 1/day and bless as SU 1/day. Observations: Dice matter more than anything else on low levels, but all in all I think I'm doing good. Rangers getting +2 to both attack and damage in pathfinder is a big deal, and most melee men should probably consider a ranger dip, if they're facing thematic enemies. While all in all, I'm almost reaching the numbers primary combatants are, and I really enjoy the meat shield - er, wolf - and the whole move yourself for the best shot thing... it's not going to be all that uber. Crippling factor is casting time, for the most part. If you nova your spells AND have a place to prep, sure, I can now get up to +9 to hit, +3 to damage, which is decent for an archer at l2... but most combats, I will have time for ONE spell. Usually Bless, which helps everyone, at this point. I am seriously missing Precise Shot. In fact, I'd go so far as to say that this feat is the first one to pick, even before point blank... but I'm AFB, so it might be a prerequisite. Medium armor is too heavy for an archer. Mithril will be sought after. Pathfinder is a significant improvement over 3.5, but it's a subtle evolution, since it's meant to be compatible with existing splats. Most of the time it's a linear improvement. The one problem I¨ve had with it is, if you want a non-pathfinder +0 la race, like warforged or shifter, it's hard to say what sort of improvements would it need to match Pathfinder core races. Speaking of races, for Pathfinder, Human or Half-Elf is probably a more optimal choice for a cleric archer. A human could get bow proficiency as well as both essential feats - point blank and precise - at first level - as well as that important +2 to dexterity. If it weren't for E6 the path of zen archery could be considered, too. And... that's all on my mind right now. edit: Hey, are there any good cleric PrC:s for E6? After 4th level, a Pathfinder cleric gains very little. I only have two feats to play with, though. |
| #2SenevriSep 19, 2008 10:51:24 | Say... would a Ruby Knight dip, presuming I can get it and DM is willing, be a good thing ... specifically > cleric6? I'm AFB, so I don't know the prereqs for RKV, anyway, or if it's first level progresses casting. I think getting the max of 3 maneuvers + some stances is probably a good idea, but which ones? Blood in the Water isn't going to be worth it, for an archer, but I may have to suggest it to the slaughter-god --- er, the other cleric. Outside that, I'm considering silent spell ( to avoid listen checks if I happen to manage sneaky and spotting enemy ), extend spell obviously, Abyssal Heritor feats net more attack, saves, DR and whatnot, and then there's luck feats from scoundrel. anything from phb2 or complete mage? There was one which dropped slot counts on few spells, a few times/day. I may have to check on Persist. Oh and extra slot. Lots and lots of extra slots. So plenty of options, but I'm not even sure what to pick after Precise Shot... |
| #3eldarielSep 19, 2008 13:00:02 | You must keep 5 levels of Cleric casting. The 6th level is quite trivial in the end. I don't really think there're PrCs worth going for at 6 for an Archer Cleric. I'd rather PrC out in some other system - Crusader isn't a bad option at all, and neither is some other ToB class or anything that allows you to jump straight to higher level abilities. |
| #4Blade2718Sep 19, 2008 21:14:50 | Church Inquisitor and Ruathar both have trivial requirements. |
| #5SenevriSep 20, 2008 2:59:36 | Ruathar is out as it's not one of our books... ironically, that book would fit in very well with this campaign, I think. I'll see if I can get to Inquisitor... I am LG, but not sure if it fits flavor --- such silly considerations come to play in, er, actual play, and Church Inquisitor being one of the classes which cannot be de-fluffed easily (they get the INQUISITION domain, after all!) |
| #6kurashuSep 23, 2008 13:42:13 | Do it, and instead of using a bow, use red, comfortable pillows as weapons. Force people to sit on them and be comfortable. NO EXPECTS THE SPANISH INQUISITION! |
| #7aktarielSep 23, 2008 14:19:31 | How the heck is that guy teleporting? |
| #8hogarthSep 23, 2008 14:23:02 | How the heck is that guy teleporting? Pathfinder's version of the Travel domain allows you to teleport 10'/level as a swift action. Paragnostic Apostle is another PrC you might take a look at. |
| #9SenevriSep 23, 2008 16:08:01 | Do it, and instead of using a bow, use red, comfortable pillows as weapons. Force people to sit on them and be comfortable. Our main weapon is surprise. Surprise and fear. Our TWO weapons are suprise and fear and a FANATICAL devotion to our cause---- Whither is paragnostic apostle from ? Oh, and seriously, for Pathfinder, Human or Half-elf > Elf for archer. Precise Shot is just that important -- or rather, the penalty's just that nasty. |
| #10kurashuSep 23, 2008 19:06:56 | Whither is paragnostic apostle from ? Complete Champion. |
| #11aktarielSep 23, 2008 19:31:14 | Whither is paragnostic apostle from ? More importantly, why is it so good for E6? Or even period, really. |
| #12randomfellowSep 23, 2008 20:21:48 | More importantly, why is it so good for E6? Or even period, really. Joke? +2 Rebuking Level is 'not good' for a one level dip for a Necromancer-Cleric? Or perhaps a +1 DC to all spells targeting goblins in a campaign where goblins are the primary enemy? Oh, and you get effectively full Cleric Progression. There is no real reason /not/ to take a level of Para Apostle over a level of cleric. Unless you have a PrC which better fits your needs of course. |
| #13hogarthSep 23, 2008 20:23:47 | More importantly, why is it so good for E6? Or even period, really. It's not particularly exciting, but:
Hey, it's just a suggestion! |
| #14SenevriSep 24, 2008 4:07:36 | I could also, just barely, qualify for Combat Medic for 1 level, but it's 1st-level benefit won't be of much use since, although I can spontaneously cure, I'll probably be mostly doing that out-of-combat with channel energy. So no benefit for two sucky feats. |
| #15SenevriOct 06, 2008 10:30:27 | SESSION TWOElf Cleric 2 (community, animal) Our PC-ness immediately earned us fame, money, respect --- and another, more dangerous mission. Apparently, during the ten days we spent crafting (those wonky crafting houserules...), some patrols encountered sufficient resistance that even the usual elven superiority was shaken and they were forced to retreat in no particular order. Now, we had a mission to boldly go where no elf had gone before and, basically, check out what sort of opposition was there. My theory of our leadership gaining their position based on how good military men their great-grandfathers were seems more and more likely. plus, Rule of Funny. The Paladin was unavailable, but fortunately there was another friend visiting who built himself A Rogue.. L2 Dagger, Shortsword, Hand Crossbow. Finesse Rogue + Improved Initiative. So, Team Cleric + Ranger + Rogue went camping in the woods. I immediately took charge ( being quite talkative in real life, plus possessing the greatest charisma in-game, ) and led the team towards the area we were supposed to scout. I did have one rank in survival, though. I also rolled a nat 20, which helps, plus it activated the rather fun kooky houserule #2: Whenever a player rolls a natural 20 on a skill check, they make a check next to the skill. Once they roll a second natural 20 on that skill, they remove the check and increase that skill's ranks by one, presuming it isn't already at it's maximum. An all-elf camp makes resting a relatively simple matter. I did later remember that my Community power allows me to remove fatigue on touch, but, nevertheless, it gave the DM a good opportunity to ambush us with three goblins - I think this was to orient the new player to the characters. I completely missed one of them, unlike my wolf summon - who I'm now able to command with my Animal power, too - but I ignored his warnings and fired at the ones I could see, after activating Bless. Got a morningstar into my back for two points for my troubles. Otherwise, three goblins vs. a party of 2nd level characters, even with two of them sans armor - not much of a threat. The dice weren't giving any odd readings this time, except for the Rogue player, who rolled an insane amount of numbers below 7 most of the game. We healed one of the goblins and started interrogating him, talking in elvish amongst ourselves and goblin to the goblin, with the Kukri cleric acting as a translator. We did promise he'd get to a better place if he spoke, and we did find out there was a camp next to a hill a bit over a day's trip ahead. He wouldn't tell us more without us giving him a head start, which we refused. As it turns out, elves weren't the only ones who figured learning the enemy's language would be beneficial. Next day, the Rogue caught cold. Other than that, the trip was rather uneventful. I traded Divine Favor for Endure Elements and gave it to him, the day after that. Then, we reached the hill. The Rogue went scouting, having the best Stealth score, while the rest of us stayed below. When he appeared on the top of the hill and started waving, we went to meet him. Now, as an aside, We've played the elves as somewhat inept when it comes to modern warfare, since we often spot silly badgers on what's going on. "Perhaps we should come up with some sort of hand signals" was mentioned, as was "Oh, did you want us to sneak up here?". Observing the Enemy Camp: About 300ft down the hill, the camp was tiny, all in all, with just six creatures and perhaps some goblins in it. Three horned creatures and three snouted creatures with tails, not terribly large ones, so I figured we could most likely take 'em - after all, we had not one, but two gods on our side! Still, I didn't have much of an idea what they actually were. We were discussing this when we found out why there'd been so many stealth rolls for the rogue when coming up the hill. Our immediate surrundings exploded into goblins. Nine or ten of them, one forgets. I moved 20ft back, and down the hill away from the camp, and Magic Weapon'd up. I seem to recall I had Bless running at this point, perhaps we were preparing for an assault. attack bonus at +7, +8 with point blank Then, on Goblin's turn, the Ranger got netted. Forestkiths, great. T_T They weren't that great a challenge, still, but they were getting some hits in. That, however wasn't the real threat. When about half of them had gone down, two of them started running towards the camp. After one round of the ranger missing and me moving back on top of the hill, I managed to drop one, but the other one made it to the camp, and managed an alarm. Then, it went down with an arrow from the ranger. The six creatures started charging up the hill, with us mopping up the goblins, then we started firing down the hill, Rogue switching to Hand Crossbow to help. One of the horned ones went down just before reaching top of the hill, with two arrows and two bolts in it, and then we were in for a fight. I once again retreated a bit, with the wolf coming between me and it, and started focusing on ones not yet in combat. At this point, let it be noted that the wolf didn't hit anything once in this game. Everyone else was in Melee shortly, even the Ranger, mainly due to the player being almost incapacitated by now. The horned ones were hitting for 1d12+3, I think, with greataxes, while the tailed ones used weird flails, and were hitting less hard, but more often. The Rogue still had abysmal luck with both hitting and not getting hit. With 16 AC - one less than my 17 - he got hit quite often. Still, with my 20 HP I wasn't about to go to the front. I did get charged by one of the horned ones, but he missed, and a 5ft-step and an arrow later, he was down. Around this point, there were three tailed ones and one horned one around, all engaged in combat, which meant I was sucking -4 to hit a lot of the time, plus an additional half cover from time to time. Best moment in the fight? I moved to avoid the cover, aiming at one of the tailed ones, fired, missed, fired again in the next round and rolled a natural 20. Kooky houserule #3 (or #1, perhaps.): Nat 20 is an automatical crit, no confirmation required! So, with a roll of seven, magic weapon and point blank, twenty-seven point of damage immediately dropped it. Aside: One of the fun things about pathfinder/e6 : 27 damage is a lot!. There was still some fighting, but it was getting clearer all would survive.. Well, the Rogue dropped to -2, but that was one round before the end. We stabilized him and confirmed the death of enemies, before starting some serious energy channeling. I had missed Divine Favor during the fight so I prepared that on the way back. Our DM seems to be running "one encounter per day", which has it's flaws. Still, the challenge level seems about right - we were relatively confident on our fight against Goatfolk and Flind Gnolls, (as they turned out to be), but it could have gone badly, too. The Forest Kiths were a nice surprise. Or a nasty one, depending on PoV. EXTRA: We didnt' quite reach third level at that time, so we were talking about hunting some goblins on the way back. The Ranger was almost out cold, so none for him, though. As the DM started browsing the Monster Manual, I noted, "Of course, in my games, if the players try to go XP farming, I'll let them face some really nasty beast they still have a chance against." It's that sort of a hack-and-slashy group. So, on the way back, we encountered a heavily-armed Ogre. Uh-oh. Rogue went stealth+stabby, I Blessed and retreated... We didn't actually get noticed 'til the Rogue sneaked the creature. As my allies took damage, I was casting divine favor and magic weapon. The Kukri Cleric used Doom on the Ogre, which in retrospect, probably saved us. The thing was hitting most of the time, and had 20 AC, which was nasty at that point. Especially since it was in combat, so I was eating -4 from firing, thus requiring 15 to hit it. It was also hitting twice and shield bashing, for a total of 3 hits/round. The Kukri cleric, when he managed to hit, was critting more often than not, but even with 20 STR, he wasn't doing all that much damage. He was about half out when the Rogue went down. I judged that having more attacks would be more beneficial than healing the Ogre a bit, and Channeled Energy. Indeed, on his next attack, the Rogue managed a total of seven points of damage on a 2d6+2 roll. Then, the Ogre charged at me, and I lost half of my hit points. As I hadn't explicitly stated where the wolf was, it wasn't exactly next to me. I remedied this on my next round as I 5ft. stepped back and missed. Next round I took another hit, which put me on zero, but my allies surrounded him. For a few rounds, the Ogre was surrounded by Kukri Cleric and Rogue flanking it, and the wolf ineffectively yapping at it from the side, while I kept on missing. It was taking damage, though. I considered what to do, and ended up using another Channel Energy, which healed the Ogre, too. I was now at 5 HP, the Rogue at 9 HP, and the Kukri Cleric around twenty-ish. Of course, the following round the Rogue got hit, dropped to -2 and the wolf got hit, dropped to negatives and then was spitefully smashed into the spiked shield (OTOH, it spared the other cleric from taking a hit. ) At this point, I still actually had a Bless left, since I have it as a community power 1/day, and I had it prepared, which I could have traded for CLW. Also, the Kukri cleric had Sanctuary, and hadn't used any Channels, so it wasn't completely hopeless, even if grim. Fortunately, one round later, the Kukri Cleric managed a crit, and that was that. A Skullcrusher Ogre at CR 5 is a bit harsh on even a Pathfinder team of 3 2nd level characters. If the Ranger had been there it'd been about okay, but it wouldn't have netted us the third level. Rogue snatched Telling Blow, I too Precise Shot. I do okay against mobs, but in a Boss Fight, I'm seriously disadvantaged. Oh, and SECOND LEVEL SPELLS. I have two slots, but I'm having a hard time deciding on spells. I've tried to stick to what is in Pathfinder, for the most part - I'm sure I could negotiate for SpC. Well, probably. This is a good point to trade the memorized Bless for Protection From Evil, methinks. Aid is a nice boost, but it's another action to cast, so I'm iffy. Bear's Endurance, Bull's Strength and even Spiritual Weapon have their merits, but on that loose a scale, so do Align Weapon and Augury. Shield Other isn't that good since I don't have much HP - 27 after a good roll, now. Not very interesting. The Wolf is getting a mite useless, but still a constant Hippogriff, Dire Bat or Wolverine at l6 still makes Animal Domain worth it. A Constant Flying Ride = Big Deal. I'll need some ranks in Ride, it seems. Also at this point Rapid Shot seems like the best bet considering increasing damage output. Plus, riding a Hippogriff, shooting arrows == cool. Suggestions for spells appreciated. |
| #16hogarthOct 06, 2008 10:50:47 | The Wolf is getting a mite useless, but still a constant Hippogriff, Dire Bat or Wolverine at l6 still makes Animal Domain worth it. You can't get a hippogriff with the Animal Domain power -- it can only summon animals, not magical beasts. |
| #17SenevriOct 06, 2008 11:04:30 | You can't get a hippogriff with the Animal Domain power -- it can only summon animals, not magical beasts. Shame. No flying pet, then. Oh well, at least a Wolverine is a decent tank. Would you say that Augment Summoning applies to Animal domain power, btw? |
| #18SenevriOct 31, 2008 9:01:14 | Typing this before I totally forget last session. Precise Shot get! Two 2nd level slots, spent on a spell, immediate cure 1d4+cl, medium range from SpC. Swapped Bless for PfE. Things that happened: Only had three players, me, the other cleric and the ranger. The other cleric had _also_ neglected picking level 1 and 3 feats. To speed up the situation, he picked WF and TWF, hardly optimal, but not horrible for Kukri melee. Mission: There are new creatures appearing on the island, probably through a harbor of some sort. Find the harbor, report back. Burn it, if possible: We gained Mounts: Two Spitting Felldrakes and one Horned Felldrake. Bought Military Saddles and some light Barding for them. Archers got spitters, while Kukri cleric picked the Horned one and crafter a Long Spear to use from the saddle (No martial proficiency, so no lance.) We travelled to the guesstimated direction. I chose not to summon the wolf. Encountered some Goatfolk. Spent Bless, only hit once with a bow. Horned Felldrake is a mean charger. Goatfolk ambush was nasty. It seems we have a "pseudo" - facing based on the direction we're going, at least when not actively spotting. ( the one who made the spot missed the ones hiding in bushes by the road. ) Road ended, encountered TWO Skullcrusher Ogres. Kept maneuvering the spitter, spent all my boosts... then couldn't roll over 3. Did crit on a ranged acid spit roll, though. Would have been totally deadly, if not for the mounts. I can get +10 to hit, but damage is still only 1d8+2-3, which is pitiful. One Ogre died, the other surrendered. We actually made a deal with him - he'd give us intel and get lost, and we'd let him go. A walled harbor surrounded by camps of ~10 goblins, few ibixials and at least one skullcrusher each, with a largeish military harbor (~1000 goblins ). Got location too. Sneaked close to the camps, on the coastline. Argued for a long time, then built a raft to circumnavigate the coastmost camp and to sneak in and burn some ships. We're currently, without drakes, between a camp and the harbor, sneaking with a stealth score of 2. We'll see. My Immediate heals are seeing use, but they are very much emergency-only, as they only heal about 4-5 points. Thinking of Extend, but next will probably go for Rapid Shot. Then, figure out ways to increase damage, and then go for a bit of luck - I can't seem to roll even semi-decently most of the time. As per usual. Getting anything above 7 is rare. Karmic Dice? Should probably swap some stuff in from Spell Compendium, but I'm trying to keep things simple and core-ish. Since I don't usually get prep-time, I prefer swift/immediate stuff. |
| #19SenevriNov 09, 2008 12:55:08 | Been a while. The most amazing session thus far, thanks to DM planning. This session: Guest Stars: A 1H rapier+shield wielding full-plated Fighter, A basic Rogue with lots of good stats, played by a Powergamer, and a Transmuter with a custom Staff and Fiery Burst, played by a Newbie. The Fighter will be going for Shield Wall + Adaptable Flanker, which will make him quite powerful in E6, if he can just get a shield mate. The Wizard's staff has Swift Fly 2/day, and is a Pathfinder Arcane Bonded item. Rogue picked Finesse Rogue on 3rd, don't recall what other stuff he had. Ret-con: The Ranger remained with the Felldrakes. ( Player wasn't here. ) Events: Encountered a second scouting party. How contrived, er convenient! Took in the layout of the harbor: A walled town-area, wooden dock with 5 ships, the middle one had a pair of siege weapons, not sure which type. (Two full actions to aim or load.) A rather longish planning discussion ended with the Rogue disabling the rudders on the four boats and us hijacking the one with the siege weapons, as I had convinced everyone that surely divine guidance would help us in steering the water-floating abomination. (well, for a +1 worth, anyway.) The low tide would draw us away from the harbor, anyway. Things went well, more or less - a completely ridiculous bluff convinced the guards that we were a valid inspection crew. ( well, the guards were goatfolk, who probably weren't completely sure what races all their allies were. ) Plan was, get to the middle boat, take out the four guards and take it out enough to fire at the other boats / harbor / city with the whatchacallem thingies. All in all, things went smoothly - we managed to pick the one _non_ troop-carrying ship, ( the others held something like 50 creatures, each, ) and thanks to the disabled rudders, the other ships couldn't follow. Four groups of fifteen creatures did launch after us on small boats, but since they were mostly composed of goblins, Fiery Burst wiped them out mostly, as they got within range. At this time, the Fighter and I were blasting the harbor and other boats with flaming oil barrel thingies. Of course, no-one of us really knew how to man the ship. There was some slow spinning and whatnot involved, and we did eventually crash the ship, but all in all, not bad, and lots of fun was had. Plot advances: As it turns out, the entire Elvish Army was sent maybe a day behind us. Apparently they expected to intercept us on our way back, if we hadn't torched the harbor, or in this case, they took the smoke from the fire as a signal to attack. Feldrakes aren't exactly the most discreet mounts, so I doubt following us was all that difficult. At that point, it's likely that the surrounding defensive camps had already sent at least some troops towards the city, so they... but, no speculation. In any case, Treasure: Enough Mithril and Adamantite for some crafting. Got myself an Elven Chain out of this, which bumped my AC by 2, and reduced armor check penalty by 2. Level 4: Chose to raise WIS, just for the extra slot. I'll eventually be able to extend some 1st level boosts to last effectively the entire day. As I haven't been able to craft ANYthing magical, this is good. I'll most likely pick Rapid Shot at level 5, seeing as how I roll really low a lot of the time, so more rolls > -2 penalty. I am planning to pick Blade of Force, which will add +3 to damage on one arrow/round, at some point, especially if there are no better suggestions. Put some more ranks on Ride, too. It looks like a Dire Bat is actually a valid 6th level summon. I need quite a few ranks to have the option to ride it. Observations: - Full-plated fierce warriors - with a dinky Rapier - are an amusing mental image. - Best Reason to pick Profession:Sailor, ever! - Fiery Burst is Powerful in low levels. - I can't roll above 11 on an attack roll, ever. (fortunately I only need a 7 a lot of the time...) - Cleric spell list honestly SUCKS quite a bit, in comparison to wizards. It might be different for dedicated caster clerics, (such a thing ?) but there aren't that many non-evil spells that jump at you, at least not on lower levels. Very little offensive spells, too. I'm considering SUMMON MONSTER at this point. T_T A cheesy third-party book was allowed, so I'm going to be stocking some Armor-piercing arrows, soon. (10 for 7 gp, +1 vs. Armor bonus.) I should also look at alchemical arrows, as those might be available/accessible. It's been more than a week since last session, so I'm a bit fuzzy on details, but seriously, the whole harbor / siege weapons / Indy plot / sailing on pure faith / army attack was quite awesome. Also, Elven Chain <3 |
| #20SenevriJun 04, 2009 5:16:49 | I'm still living in hope of a new session. I've been despairing about the fact that there's very little buff time, but I did in fact, find a wonderful spell from SpC: Updraft. Swift, Cleric 1, throws you CLx10 feet into air, from where you slowly drift down. To me, this reads as +1 to hit and immunity to melee. It also enables Plunging Shot practically everywhere one would want it. I also chose Quick March, which seems like a nice tactical buff, and Mass Aid, which is, I think, just slightly superior to Prayer as a buff. (Prayer debuffs too, though.) I also picked Divine Protection on L2, as I think the party will like that. At L5, I have +7 to hit, and 19 AC, which isn't that bad, especially unbuffed. Not terribly good, either, but Rapid Shot + Weapon of Energy should up my damage output, and I'm still keeping some group buffs at hand. Knight's Move isn't all that attractive for an archer. *edit* Had a semi-session, got my first E6 feat. Picked Plunging Shot since Updraft enables it, and I have trouble dealing damage. Received 10 2nd level fighters, and was sent, first against a fog giant, then with reinforcements against a sand giant. Mass Aid is quite useful. I have some issues with verbal components and monsters noticing me due to spellcasting. Encountered a T-Rex, too. I still like Quick March, even if it didn't see that much use. I'm a bit worried about The Other DM's tendency to pick heavy-duty monsters and throwing them at us - esp. since there's no such need to do so in E6! |
| #21SenevriMar 01, 2010 15:03:05 | Haven't had a game in a while. Anyway, Kooky houserules - the DM wanted us to get some stuff from AEG relics book, although I suspect it will blow the game up completely. In any case, I finally rolled a nat 20 on craft, and got this: Amulet of Ineffable Goodness: Constant Aura of Prot. vs. Evil, wearer affected by 'bless' and Holy AuraOHMYERASTIL(O_o);; CL 20 command word: 3/day Blade Barrier, Discern Lies, Hallow, Holy Word, Mark of Justice, Mass Heal, Remove Blindness/Deafness, Remove Disease 10/day Cure Light Wounds, Purify Food and Water 1/day: Grant +5 Sacred bonus to AC, BAB and saves for wearer Regeneration 5. --- That's a tad overpowered for E6, especially the CL 20 holy word. Yes. So, my character sans amulet: Elf Cleric of Erastil: Pathfinder Beta cleric 6, 23003 XP. Init +4, Senses +3, Lang: Elven, Common, Sylvan, Goblin Defense: HP 37; AC 19(elven chain), Touch 14 FF 15; Saves +5/+6/+8; CMD 17 Actions: Spd 30; Attack: Mwk Longbow, +9 (or +7/+7), 1d8/x3, Armor Piercing arrows; CMB +3; plunging shot: +1d6 if at least 10ft higher ground than target. Spells prepared: 4/4/3/2 mending, stabilize, guidance, purify food and drink/magic weapon, protection from evil, blessed aim, updraft/2x close wounds, quick march, divine protection/flame of faith, mass aid x2 Feats: point blank shot, precise shot, rapid shot | plunging shot Powers: 2/day Bless, Hold Animal 1/day Speak With Animals, Status. Summon Companion: as SNA 3, but only animals, which stays until dismissed. Skills: Craft(Blacksmith) +6, Craft (Clothing) +5, Craft (Bow) +6, Heal +7, Ride +7, Spellcraft +5, Stealth +3, Survival +5, Swim +3 Gear: 48 arrows, 100 mwk AP arrows, backpack, waterskin, bedroll, sack, flint & steel, Holy Symbol, 13x Trail Rations, Cold Weather Outfit, Traveller's Outfit. |