Wednesday, 4 September 2013
Introducing Veneticus, 14th level Cleric of Abadar
I'm not going to go into a great deal of depth about the campaign, but suffice to say, the party has now reached the heady heights of 14th level, which makes it the highest powered campaign I've played with Dungeons and Dragons or any of its various post-OGL successors (heck, is it really 13 years since 3e was launched?)
I'm about to level up my character, but thought I'd display him in all his glory before doing so, just to mark the event. My previous best was a 13th level female barbarian in the Kingmaker campaign, which cratered last year as the party was effectively 'broken' and in danger of taking over the world, and possibly the multiverse.
So, Veneticus is the party cleric. Given the campaign is heavy on the undead, and casts the party as a band of monster slayers out to foil the schemes of a cabal of necromancers, having a cleric is fairly essential. We also happen to have a paladin/dragon disciple, and a necromancer, so all in all, we're able to make short work of most of the undead we come up against. I've actually enjoyed playing a cleric, even though he has moved from a healing role to one of combat magic and some melee since we added another lower level cleric to the party via the Leadership feat. I'm now trying to configure him for more of a toe-to-toe combat role, once he's thrown a few spells at the opposition.
NB: He is carrying an artefact of Pharasma, even though he follows Abadar. I'm not going into too much detail on what it can do, as this might spoil the fun for those who have not played Carrion Crown. I've had a deal of trouble replicating it on HeroLab, and as the campaign looks to be drawing to a close, am not sure I'm going to invest the precious time to configure it now. Instead I'm implementing its powers on a manual basis. It occasionally challenges Veneticus with its Ego of 22, but now that his Will save is so high, its efforts largely come to naught.
Male Human Cleric 13
LN Medium Humanoid (human)
Init +1; Senses Perception +11
AC 31, touch 13, flat-footed 30 (+12 armor, +5 shield, +1 Dex, +1 natural, +2 deflection)
hp 101 (13d8+21)
Fort +13, Ref +8, Will +16
Defensive Abilities aura of protection (13 rounds/day); Resist resistant touch (8/day)
Speed 20 ft.
Melee Heavy Shield Bash +13/+8 (1d4+8/x2) and
+1 Quarterstaff +18/+13 (1d6+11/x2) and
Mace +1 +18/+13 (1d8+9/x2) and
Raven's Head Mace +20/+15 (1d8+11/x2)
Special Attacks staff of order (6 rds) (2/day)
Spell-Like Abilities Resistant Touch (8/day), Touch of Law (8/day)
Cleric Spells Prepared (CL 13):
7 (1/day) Repulsion (DC 22), Holy Word (DC 22)
6 (2/day) Summon Monster VI, Antimagic Field, Blade Barrier (DC 21)
5 (4/day) Spell Resistance, Flame Strike (DC 20), Righteous Might (x2), Disrupting Weapon
4 (5/day) Divine Power (x2), Order's Wrath (DC 19), Holy Smite (x2) (DC 19), Shield of the Dawnflower
3 (5/day) Magic Circle against Chaos, Searing Light (x2), Meld into Stone, Dispel Magic (x2)
2 (5/day) Find Traps, Hold Person (DC 17), Silence (DC 17), Shield Other, Zone of Truth (DC 17), Bear's Endurance
1 (6/day) Sanctuary (DC 16), Sanctuary (DC 16), Shield of Faith, Magic Weapon, Protection from Evil, Bless, Obscuring Mist
0 (at will) Detect Magic, Mending, Light, Read Magic
Str 18, Dex 13, Con 13, Int 12, Wis 21, Cha 15
Base Atk +9; CMB +13; CMD 26
Feats Armor Proficiency (Heavy), Channel Smite, Extra Channel, Improved Channel, Scribe Scroll, Selective Channeling, Turn Undead (DC 21), Warrior Priest
Traits Resilient, Sacred Conduit
Skills Acrobatics +1 (-3 jump), Appraise +5, Climb +2, Diplomacy +7, Disguise +12, Escape Artist -3, Fly -5, Intimidate +4, Knowledge (arcana) +9, Knowledge (history) +5, Knowledge (local) +8, Knowledge (religion) +10, Linguistics +5, Perception +11, Ride -3, Sense Motive +9, Spellcraft +8, Stealth -3, Swim +1, Use Magic Device +4
Languages Abyssal, Common, Varisian
SQ aura, cleric channel positive energy 7d6 (7/day) (dc 21), domains (law, protection), spontaneous casting
Combat Gear Potion of cure light wounds, Potion of invisibility (2), Potion of remove disease, Scroll of - Add custom scroll -, Flame Strike, Scr, Scroll of - Add custom scroll -, Hallow, Staff of swarming insects, Wand of restoration, Antitoxin (2), Thunderstone (2); Other Gear +3 Full plate, +3 Heavy steel shield, +1 Quarterstaff, Mace +1, Raven's Head Mace, Amulet of natural armor +1, Belt of mighty constitution +2, Cloak of resistance +2, Figurine (ivory goats), Hat of disguise, Headband of inspired wisdom +4, Ring of feather falling, Ring of protection +1, Ring of protection +2, Backpack (10 @ 124 lbs), Holy symbol, wooden (Protection), Hooded lantern, 6095 GP, 5 SP
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Protection (13 rounds/day) (Su) 30'r aura grants Energy Resistance 5 and a +2 deflection bonus to AC.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 7d6 (7/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (8/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Scroll of - Add custom scroll -, Flame Strike, Scrying, Enthrall, Protection from Evil, Raise Dead, Add this item to create a scroll with spells on it.
Scroll of - Add custom scroll -, Hallow Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Staff of Order (6 rds) (2/day) (Su) A weapon you are holding becomes axiomatic
Touch of Law (8/day) (Sp) A d20 roll becomes 11.
Turn Undead (DC 21) Your Channel Energy can make undead in 30 ft flee for 1 min.
Veneticus is a wandering priest and adherent of Abadar. He has returned to Ustalav after many years travelling in neighbouring domains seeking enlightenment and waging war on the powers of darkness. Some would call him a religious fanatic, but they don't understand the dedication required to follow the Path of Law.
Sanity points = 10
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