Another character that was very difficult to stat in Pathfinder and instead found her niche almost immediately in Gestalt as the ultimate pacifist cleric/druid. No doubt that at higher levels some adjustments will be required, but for now I greatly enjoy the results of this initial build.
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Keywords: Humanoid, Human, Elf, Cleric, Druid, Divine Magic, Nature Magic, Spellcaster, Dedicated-Healing
Oaths
I will pursue peace in every way.
I offer redemption to everyone.
(Domain) I will never turn down an earnest request for aid.
(Druid) I will honor and respect nature while attempting to maintain its balance.
Ability Modifiers
Hero Dice Pool
5 / 10
Defenses
HP: 33 (25+ [8 x 1])
AC: 18 (10 + 4 Prof + 2 Dex + 2 Armor)
Speed: 30 ft.
Size: Medium; Reach: 5 ft
Saves:
Fort: +5
Ref: +6
Will: +6
Initiative: +6
Senses
—
Trained Armor: Light, Medium
Defensive Abilities/Qualities:
Offense
Skills
Primary Class Features
Signature- Chosen: You become Exceptional in Spellcasting.
Spellcasting: You can cast spells drawn from the divine spell list. You have 5 + your Wisdom modifier in mana to cast Cleric spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your Cleric Spellcasting is based on your Wisdom.
You start with 3 spells of your choosing from the divine spell list and the spell cleanse corruption. At 3rd level, and every odd level thereafter, you gain 1 new spell from the divine spell list.
Domain: Choose which domain you draw divine power from (Healing).
Secondary Class Features
Wild Aspect: To transform into your wild aspect you must use the transform action and the effect lasts for 6 rounds. You may only enter a wild aspect once per short rest.
Aspect (New Age): While in this form you are able to speak and understand all languages; additionally, sapient creatures appear to have an aura around them that you can easily read. This tells you the current most powerful emotion of that creature. It takes 1 action to read a creature’s aura. Unlike other wild aspects, a Circle of the New Age’s Wild Aspect lasts for 10 minutes (100 rounds).
Spellcasting: You can cast spells drawn from the nature spell list. You have 5 + your Wisdom modifier in mana to cast druid spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your Druid Spellcasting is based on your Wisdom. You start with 3 spells of your choosing from the nature spell list. At 3rd level and every odd level thereafter you gain 1 new spell from the nature spell list.
Druid Circle: You select which circle you are part of (New Age). This affects your Wild Aspect class feature, and later grants you different class features.
Feats
Honors
Lineage Traits
Hybrid Vigor: Select a save (Fortitude, Reflex, or Will) and improve your proficiency in it by 1 step (Unskilled> Skilled> Professional> Exceptional).
Flexible (Elven): You can move at normal speed when squeezing through tight spaces or over difficult terrain.
Cultural Traits
Cosmological Studies: When making skill checks to recall information about outsiders, to socially interact with outsiders, or detect outsiders, you get 1 Free Hero Dice. Additionally, you get 1 Free Hero Dice on saves against effects caused by outsiders.
Languages
Common, Exalted, Cosmic, Druidic, Canine
Gear
Gold: —
Bulk: x/6
Sundries Allotment: 50/50
Spells
Mana: 7/day divine, 7/day nature
Spells
Spell DC: 19 (10 + spellcasting progression)
Divine Spells Known
Cleanse Corruption (instant, touch): Select one creature or item that has been suppressed. Make a Spellcasting check against a DC 15 + the highest mental ability score of the creature that suppressed your target. If you succeed, the effect that suppressed your target immediately ends. If it is not caused by a creature (e.g., a “natural corruption”) the DC is assumed to be Challenging (20).
Cure Wounds (healing, touch, instant): You can touch an adjacent creature and heal them for 1d6 points of damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. This is “life damage” (which heals living creatures and causes damage to things like undead). If a creature does not wish to be healed (or if healing would hurt them) they can attempt a Will save to avoid the spell entirely.
Dictate (holy or unholy, instant, mental, fear): Channeling divine power into your voice, you release an awe-inspiring shout. When cast, you must decide if this is cast as a “Holy” spell or an “Unholy” spell. All valid creatures within the sound of your voice must make a Will save or fall prone and become scared of you for 1d4+1 rounds. This is a mindaffecting fear effect.
Holy: This affects Unholy creatures and the spell gains the Holy keyword.
Unholy: This affects Holy creatures and the spell gains the Unholy keyword.
Sanctuary (enhancement, personal): You inundate yourself with divine power, creating a palpable aura of sanctity few dare breach. Creatures attempting a directly hostile action against you must succeed a Will save. If they fail, they must take a different action instead of attacking you. This spell lasts for 1 minute, and taking a hostile action ends the effect early.
Nature Spells Known
Champion’s Feast (ritual, summon): With a 15-minute ritual, you conjure enough hearty quality food to feed up to a dozen creatures. The exact nature of the food is up to you, but it always appears ready to eat along with bowls, spoons, and serving utensils. You may cast this spell as part of taking a short rest; this does not disrupt the short rest. After 2 hours, or when the food is finished being eaten, the mess, utensils, and vessels for eating/ serving magically evaporate - leaving only full bellies.
Cure Ailment (healing, instant): One creature within 30 feet of you is instantly cured of a poison or disease whose save DC is 20 or less.
Light: Select an unattended object you can see with a bulk of 3 or less. It sheds light like a torch for 1 hour.
Biography
Angela is the only daughter of a noble couple related to the royal family. At a very early age, she showed signs of divine power by cleansing the uncontrolled rage of a young cursed berserker (Gunnar), and a voice revealed that she and the others had been chosen as champions of the gods in a future war against evil. Like all noble daughters of her country, Angela was then sent to be raised in a monastery, but this was actually meant to prepare her for her future role. Knowing very little of the outer world, when she was called to fulfill her destiny Angela came obediently nonetheless. She finds strength in her faith, her friends, and her desire to find one day someone to love.
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