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Drahliana Moonrunner wrote:
Also, Merry was a Herald Squire Cavalier of the Shield! (Probably with one Mythic tier too, since he drank the Ents' water!)
For the Witch King, I'd go with Antipaladin/Necromancer/Eldritch Knight, without forgetting his fiendish pteranodon bonded servant.
Two useful questions could be:
So I'd say something like this...
Intuitive: Bloodrager, Kineticist, Medium
Okay. Then what about a Nightblade? It seems nearly perfect (can cast spider climb too... and remember to take Amateur Swashbuckler). The Stygian Striker seems great too (and remember to take Flamboyant Arcana). Use Domain Acolyte (Trickery/Deception, and maybe Darkness/Night) to give him BAMF at 3rd level (Believer's Boon won't do, is too weak).
The following talent is available to an inquisitor with the Divine Detective archetype.
Zealot Talent: The divine detective can select a vigilante talent. For the purposes of selecting and using this talent, she counts as a 10th-level vigilante with the zealot archetype, regardless of her actual inquisitor level. The divine detective must be at least 10th level to select this talent.
You could use the Pass per Human racial trait (Kurt can't pass per human so easily, but maybe he still has his old image projector) and take the Racial Heritage feat (elf) to select the Spell Dancer magus archetype. After all, Nightcrawler is the "fuzzy-elf", so it seems fit to make him as an elf-blooded tiefling (a fetchling could be great, but that race has no tail...) A magus can cast Spider Climb, Blink, and Dimension Door; a spell dancer uses Dimension Door as a SLA at 9th level. Add Mythic Trickster/Shadow Stealth to the mix to be able to teleport at 1st level, and don't forget to select Flamboyant Arcana and Arcane Deed! A Charlatan's Cape can help too.
With all the enthusiasm for the Legendary Heroes series and the suggestions to replace rogues and swashbucklers with their Legendary counterparts, I felt the need to update my most "daring" archetype to both those classes. So here to you the...
Legendary Daring Scoundrel
Joining the audacious deeds of a swashbuckler with the subtle mobility of legendary thefts, a daring scoundrel is a romantic figure, a smiling shadow that leaves the rich without their most cherished treasures, and the maidens without their hearts.
Nimble Fighter: A daring scoundrel must take weapon finesse as his inherent talent. This ability modifies inherent talent.
Variant Multiclass Psychic
A character who chooses psychic as her secondary class gains the following secondary class features.
Discipline: At 1st level, she must select a psychic discipline. She treats her character level as her effective psychic level for all discipline powers.
Discipline Power: At 3rd level, she gains her discipline's 1st-level power(s).
Improved Discipline Power: At 7th level, she gains her discipline's 5th-level power(s).
Telepathic Bond: At 11th level, she gains the telepathic bond power as a psychic of her character level -3.
Phrenic Amplification: At 15th level, she gains a little psychic pool with a number of points equal to her Wisdom or Charisma modifier (depending from her chosen discipline) and can select one phrenic amplification.
Greater Discipline Power: At 19th level, she gains her discipline's 13th-level bloodline power.
Discovering her true origins was too much for Imrijka’s mind. She actually was the blood daughter of Urgathoa herself, destined from birth to become the goddess’ right arm and heir. And worse, her tutors always knew that and kept it hidden from her. In a blast of fury, when everything she believed in proved false, Imrijka killed the ones she loved and respected with her own hands. But this wasn’t enough for her thirst of revenge. She managed to place the blame for the carnage on someone else, and continued formally to belong to the church of Pharasma, secretly rededicating herself to Urgathoa and keeping on with her killing spree. Some inquisitors of her order suspect and pursue her, but they never found any clue to convict the heretic. Imrijka will not stop until all the members of the church that lied to her will be dead, but gladly accepts other murder contracts as well, to placate the rage and resentment burning into her heart.
Imrijka, Godling of Murder, CR 5:
Female half–orc inquisitor of Urgathoa 4 (Heretic/Preacher [Ultimate Magic])/hierophant 2
NE Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +9
----- Defense -----
----- Offense -----
----- Tactics -----
----- Statistics -----
----- Special Abilities ----- (and sources):
Amazing Initiative (Ex): (Mythic Adventures) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Amoral Mercenary: (Hell’s Vengeance Player’s Guide) You have always looked after yourself first, and done whatever you need to do to survive. You’ve killed before, and you’ll kill again, but you don’t lose sleep over it. If it’s you or them, you invariably choose yourself. You follow no code, unless it’s doing whatever brings you to the top. Of course, sometimes you have to work with others, and that’s fine too, as long as the pay is right—whatever it takes to get the job done. With the current unrest in Cheliax, it’s starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there’s no one else in Cheliax who can offer the power, prestige, and money that Thrune can.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Crisis of Faith: (Faiths and Philosophies) You were raised to uphold a specific set of tenets, and you never had reason to doubt their veracity. Recent events, however, have undermined that certainty, and you now find yourself wondering if any of the universal truths you once believed in can actually hold up to scrutiny. Perhaps you witnessed a mentor or church official fall from grace or violate your shared tenets. Maybe you watched a friend injured terribly despite (or because of) her pure faith. Whatever the case, your shaken confidence grants you a +1 trait bonus on saving throws against illusions. You may replace any other faith trait with the Crisis of Faith trait whenever you gain a level. This replacement is permanent until you receive atonement.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Determination (Ex): (Preacher) At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.
Hard to Kill (Ex): (Mythic Adventures) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Heathen Slayer (Ex): (Mythic Adventures): Pick one deity (or similar entity able to grant divine spells to followers) as your religious rival. You gain a +2 bonus on weapon attack and damage rolls against this deity's followers, as well as a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against this deity's followers. At 6th tier, these bonuses increase to +4. You can select this ability multiple times. Each time you do, choose an additional deity to be a religious rival.
Hide Tracks (Ex): (Heretic) At 1st level, a heretic inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.
Inspired Spell (Su): (Mythic Adventures) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Intimidating Prowess, Mythic: (Mythic Adventures) You gain a bonus on Intimidate checks equal to your tier against non-mythic creatures, or half your tier against mythic creatures. If you also have the Persuasive (mythic) feat, you can expend one use of mythic power to treat the Intimidate check as if you had rolled a natural 20.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Lore of Escape (Ex): (Heretic) At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
Mythic Domain (Su): (Mythic Adventures): When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.
Mythic Power (Su): (Mythic Adventures) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Surge (Su): (Mythic Adventures) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon.
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