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Seoni

Jus me's page

131 posts. Alias of Akinra.


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You are not going to be a melee monster. Just not going to happen with a 12 Str. I would suggest changing over to a halfling, choosing Helpful as your second trait, and provide flank buddy as you mentioned, but always swing to aid other (need a 10+ to grant your ally a +4 to AC or Attack). That is all I think of right off. If I come up with more, I will let you know!


So then, and thank you all for bearing with me on this silly idea, I think my feat progression should be:

Wizard Bonus: Spell Focus (Necromancy)

Traits: Sacred Channel (+1 DC on Channel) and Reactionary (+2 Initiative)

(1) Undead Master (I figure it is better to have a DC 15 channel to get 5 HD than a DC 17 for 1 HD)

Arcane Familiar: rhamphorhynchus - +2 Initiative, flies to avoid combat. Yay! or Greensting Scorpion - +4 initiative tiny so very little chance of being targeted.

(3 )Improved Channel (DC 18 for up to 7 HD of undead)

(5) Improved Initiative - Wizard Bonus: Heighten Spell (just to increase DCs or hand out Heighted Continual Flame lockets)

7) Improved Familiar (Faerie Dragon if I get boon, otherwise Pseudo Dragon)

9) Evolve Familiar (Skilled +8 to UMD for Pseudo Dragon) or Persistant Spell

Bonus Wizard (10): Dazing Spell, or Preferred Spell (if I find I am always wanting some spell every encounter. . )

11) Whichever feat I did not take as a bonus spell for level 11, or a save booster if I find my saves are drastically sub par in some area.


Doh! For some reason I thought I got the greater metamagic exploit at 9, it is at 11. So maybe the Arcanist comes online compared to the wizard a little alter than I thought. I will reevaluate.

How bad an idea is it to give an Improved Familiar (thinking Pseudo Dragon in case I don't find a faerie dragon) the the Skilled evolution (+8 in a skill) via the Evolved Familiar feat at level 9?


I am looking at Arcanist, and it looks like to me:

Arcanist Progression
Level 1: Exploit: School Understanding (Necromancy) - Feat: Spell Focus (Necromancy)
Level 3: Exploit: Bloodline Development (Arcane) - Feat: Undead Master
Level 5: Exploit: Metamagic Knowledge (Heighten) - Feat: Improved Channel
Level 7: Exploit: Metamagic Knowledge (Persist) - Feat: Improved Familiar (hope for Faerie Dragon Boon somehow)
Level 9: Exploit: Metamagic Knowledge (Preferred) - Feat: Improved Initiative

v.

Wizard Progression

Level 1: Arcane Familiar, two Banned Schools (2 slots to prepare a spell of that level), Spell Focus (Necromancy), Undead Master
Level 3: Improved Channel
Level 5: Heighten Spell (Bonus), Improved Initiative
Level 7: Improved Familiar
Level 9: Persistent Spell

The Arcanist seems to follow more or less the Sorcerer spell progression, meaning it will always be a a little behind in terms of maximum spell level, and although it comes online a couple levels behind the Wizard, by level 9 has surpassed the Wizard.

In PFS, is there enough late game play to make up for the coming on line 2 levels behind?


Sadly wordcasting is out. I like that build idea though! I would consider rime metamagic in there somewhere though, possibly in place of spell focus evocation. . .

The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.


Crazy! This one should work.


@ Master of the Dark Triad: I plan to raise no dead, I plan to take over the enemies undead legions, and otherwise rebuff with Necromancy spells. If I end up with piles of gold, I plan to inquire whether the semi permanent undead can remain campaign to campaign, much like Heightened Continual Flame does. (Create Undead). Although the Evil descriptor exists on the spell, Mr. Brock has been clear that simply casting Evil descriptor spells do not make one evil. I believe the specific discussion revolved around the 'Infernal Healing' spell.

@ Snotti Nosebiter: Yes, the Masterwork Backpack increases your carrying capacity by 1 Str! I will see if I can scoot some gear around so I can afford one! Woot! I can carry a spare set of clothes with one of those!


@ Ilja, thank you for your input. I think I will swap to Illusion and Evocation as banned schools so I can take full advantage of the Charisma Wizard.

I am unsure how Familiars work specifically, but I know Animal Companions require a small investment into Handle Animal to control well. I will delve into the difference between the two kinds of pets.

I wonder how well Necromancers are accepted by the other characters in PFS as a general rule? Thoughts?


@ Tangaroa -I know I lose my SLA's, but I gain +1 to Necromancy spells DCs, +1 again from the free Spell Focus for Wizards in PFS play.

I think this will be my gear list of goals.

Must have wands: Grease, Mage Armor, Infernal healing, Cure Light Wounds * To hand off to others* -

1) Pathfinder Pouch (holds 10 lbs, 2 cubic feet of items, can be placed in a Handy Haversack.) and weighs 0.5 lbs. - 1000 gp

2) Cloak of Protection (+1) -- upgraded often

3) Handy Haversack, weighs 2.5 lbs (half a pound under the weight of a spell book, 1 pound less than a spell book + a backpack) - 2000 gp

4) Headband of Vast Intelligence (+2) - 4000 gp (As I increase in level, this will become a +4+4 int/Cha headband - most likely)

5) Circlet of Persuasion +3 bonus on Charisma based checks (for opposed rolls regarding undead ownership.)

6)Hamaki or Silken Ceremonial Armor +1 (enchant for special effects, such as Deathless or Fortification)

7) Mithral Light Shield +X (largely for the enchant abilities. A light mithral shield has 0% spell failure.)

8) Boots of escape. (400 feet for gnomes!)

9) Pitfall Dueling Spiked Gauntlet (because it is easy to always wear/wield to keep a hand free)

10) Dex/Con belt

I will upgrade the upgradable items as often as I can.

Anything else?

I think my feats will be Improved Channel at level 3, and Improved Initiative + Heighten Spell at level 5, level 7 is Improved Familiar.


Right!

So I swapped out Improved Channel for Undead Master. I would rather have a 75% chance to control 5 HD than an 85% chance to control 1 HD.

@ Muleback Cords. Sadly, I do not think I can put those on a familiar in PFS as they don't have many slots without taking feats to create said slots.

@ Marshmallow - I would take sorcerer except for the no Command Undead thing. Kinda important to a necromancer concept.

@Kadaku - Although I like the new classes, it will be 2-3 months before I can buy the book after its scheduled release, and I don't want to have to shelve a character for months just because I don't have the book. Also, like the Summoner, I expect some changes.

@Blaphers - Enchantment and Illusion are my banned schools, though I am debating switching the banned to Illusion and Evocation. I can live without fireball, but I really love contingency. Then again, I love it so much I don't mind 2 slots. . . Good bye magic missile! Hello Snowball.


Double checking Mule Back Cords, I think I would use them then trade them in on the pack since they are so darned cheap.


I still haven't picked a Familiar, perhaps I should take a save oriented familiar? The idea would work slightly less well as far as DCs go with a Halfling, and I could drop one trait (Sacred Conduit) for Fate's Favored for +2 to all Saves.

I have carry capacity enough to carry:
Spellbook
Spell Component Pouch
Traveller's Outfit
Artisan's Tools [Masterwork] (though I will leave these at the lodge to make room for rations and canteen as needed for overland travel)

If I take a dino familiar, it can carry rations, water, a journal, and pen just in case, but the tiny pack saddle would put it to medium encumbrance. On the bright side, it would still walk faster than me.

Although I am not a fan of Mule Back Cords, the Pathfinder's Pouch also solves weight, then later, the Handy Haversack solves weight. My main concern is surviving to level 3 :)


I am getting prepared for the PFS Game Day 2 (April 5-June 5), and I am building my little character to apply boons to just in time for MisCon (Missoula, Montana).

As I sat down with dozens of books strewn around me, I kept going back to the builds I have played, and played, and played some more.

Gnome Sorcerers, Elven Conjurer Wizards, Halfling mounted Divine Hunter Paladins, etc. Then as I was browsing the gnome in the Advanced Race Guide, I noticed Fell Magic. Mmm a +1 to Necromancy School spells. Then I thought, "Hey! I want to play a Gnome Necromancer!" What followed was some brain storming on concepts, largely based around the Control Undead requiring Charisma, and then I came up with this:

Charisma Wizard:

Ophelia
Female Gnome Wizard 1
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +0; +2 vs. illusions, +2 bonus vs. fear and despair
--------------------
Offense
--------------------
Speed 20 ft.
Wizard Spells Prepared (CL 1st; concentration +4):
1st—comprehend languages, grease (DC 14), ray of enfeeblement [S] (DC 16)
0 (at will)—acid splash, detect magic, read magic
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 12, Int 17, Wis 7, Cha 18
Base Atk +0; CMB -4; CMD 8
Feats Command Undead, Improved Channel, Spell Focus (necromancy)
Traits sacred conduit, trustworthy
Skills Craft (tattoo) +11, Diplomacy +9, Knowledge (planes) +7, Knowledge (religion) +7, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (tattoo)
Languages Common, Gnome, Hallit, Osiriani, Skald, Sylvan
SQ arcane bonds (arcane bond [familiar]), bolster, eternal hope, opposition schools (enchantment, illusion), specialized schools (undead)
Other Gear masterwork artisan's tools, 95 gp
--------------------
TRACKED RESOURCES
--------------------
Bleed (1/day) - 0/1
Bolster (+1, 1 rds) (3/day) (Sp) - 0/3
Chill Touch (1/day) - 0/1
Command Undead (6/day) (DC 17) - 0/6
Detect Poison (1/day) - 0/1
Eternal Hope (1/day) - 0/1
Touch of Fatigue (1/day) - 0/1
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bolster (+1, 1 rds) (3/day) (Sp) Grant undead +1 to hit and saves, 1 temp HP/HD and +2 channel resistance.
Command Undead (6/day) (DC 17) Channel energy can take control of undead.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Trustworthy +1 on Bluff checks to fool someone.
Undead Associated School: Necromancy

So, before I drag this poor unfortunate soul in to the meat grinder of PFS online and con play I humbly request some constructive criticism.

Thank you in advance.

-Me


Just finished up a strange build Necromancer, if there be room for 1 more at Tier 1?

If you have input, you can find the strangeness here: Here. Paizo Link.


20 point buy, anything that is PFS legal. Doing a bloodbath arena type setting, level 12. Average starting wealth for level 12.

Edit:
Four teams of three. Each team consists of the same classes: Oracle, Gunslinger, Alchemist
Purpose: The GM running is inexperienced with the ins and outs of these three classes, and expects to see them in next months PFS campaign. What better way to learn than mass PvP? Each team gets one of each, I am Oracle.


He said he has a gun slinger, so I assume he has access, at the very least he can use SRD. If he PFS's with them, then the PDFs are nominal, (think the Blood of series are under 5 each) If you can afford a con to play PFS, you can afford the PDF. Just print the pages you need at school or whatever, the important part is the embossing of your name top and/or bottom.

Same as Chuck the Fighter, but this Chuck has a 1d12 weapon like chuck loves, an additional +2 to confirm crits, a prehensile tail for grabbing that potion from your pack, much better resistances (Fire is king), and can bite the enemy in the face with rows of razor sharp demon teeth for 1d6+4!

OOOOH. Don't care about AC because you are a barbarian. You don't care about AC.

When raging: 1d12+12 (1d12+13 if flanking) damage with +6(+8 if flanking) to hit on Greataxe.
Also, 1d6+4 (1d6+5 if flanking) damage bite at +1 (+3 if flanking) to hit at the same time!

Chuck
Oni-Spawn Tiefling Barbarian (Invulnerable Rager) 1
CN Medium Outsider (native)
Init +2; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (1d12+3)
Fort +5, Ref +2, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Maw or Claw (Bite)) +0 (1d6+2/x2) and
. . Greataxe +5 (1d12+6/x3)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 16, Int 7, Wis 10, Cha 6
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2
Traits Bellis Axe Master, Dirty Fighter
Skills Acrobatics +5 (+9 jump), Climb +3, Escape Artist +1, Fly +5, Perception +4, Ride +1, Stealth +1, Swim +3
Languages Abyssal, Common
SQ Fast Movement +10, Prehensile Tail, Rage (7 rounds/day)
Combat Gear Greataxe, Studded leather armor;
--------------------
TRACKED RESOURCES
--------------------
Rage (7 rounds/day) (Ex) - 0/7
--------------------
Special Abilities
--------------------
Bellis Axe Master +2 trait bon to confirm critical hits with axes.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dirty Fighter +1 damage when flanking.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.


Chuck
Angel-Blooded Aasimar (Angelkin) Fighter 1
CN Medium Outsider (native) Because you are immune to person spells, don't even have to roll
Init +2; Senses Darkvision; Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 14 (1d10+3) (favored class +1)
Fort +5, Ref +2, Will +0
Resist acid 5, cold 5, electricity 5 Every tank loves DR
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and
. . Falcata +6 (1d8+4/19-20/x3) Because it is the best 1 handed in game
Spell-Like Abilities Corruption Resistance (vs evil, 1 hr/lvl on self)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 16, Int 7, Wis 10, Cha 9
No int because Chuck hates both spells and skills, therefore useless to chuck
Base Atk +1; CMB +5; CMD 17
Feats Exotic Weapon Proficiency (Falcata), Weapon Focus (Falcata)
Because always on, and lead up to your weapon specialization

Traits Anatomist, Planetar’s Visions Traits of the Aasimar crit junkie
Skills Acrobatics -3 (-7 jump), Climb -1, Escape Artist -3, Fly -3, Heal +2, Perception +1, Ride -3, Stealth -3, Swim -1
Languages Celestial, Common
Combat Gear Falcata, Heavy wooden shield, Kikko armor; Kikko combines the highest AC/Dex mods with the lowest armor check penalty
--------------------
TRACKED RESOURCES
--------------------
Corruption Resistance (vs evil, 1 hr/lvl on self) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Planetar’s Visions On melee critical reduce evil outsider's DR by the weapon's critical multiplier.

If you want to jump, go Barb.


The biggest problem I had with my pistolero had nothing to do with the load times. My problem was that each back powder charge is 10g, and each bullet is 1g. Even if you take alchemy yourself so you can make the alchemical paper cartridges, it is still 11g in parts. so in a round where you shoot something like:

Double Tapping the shots : (+10/+10)/(+10/+10)/(+10/+10)/(+5/+5)/(+0/+0) (+10/+10)/(+5/+5)

... that is 14 shots!

Sure it is hella damage down field/round, but it is also 154 gold/round.


The following is in no way meant to detract from the other amazing guides (especially Mr. Treantmonk's guides to Ranger, Wizard, and Bard) but, this is the first guide I would pay actual money for. It would be worth purchasing as a companion book for paladin.

Thank you for the great work. Although I do not play paladin, I GM quite a few of them, and having this as a handy reference is amazing.


I vote Bard! I suggest the same format Treantmonk used in writing his Druid Guide

1) Caster Types
2) Combat Types
3) Spells


My problem with deaf is that you take big penalties to the most rolled skill in the game.


Thanks for the input. I think I will make the following adjustments:

1) Stick with Sorcerer from level 3 on.
2) Boon Companion at 3 to remove the Animal Companion squishiness.
3) Level 5 Feat: Arcane Armor Training.

OR

1) Stick with Oracle from level 3 on.
2) Switch bloodline to Tattooed (Illusion) Arcane Sorcerer (Probably Greensting Familiar who lives as tattoo on self)
3) Switch spells at level 1 from Sleep / Color Spray to Grease / Color Spray (grease never gets bad!)

After consideration, I think that if I go with this idea, following Sorcerer post level 2 makes the most sense.


After due consideration, I am thinking I will go with this:

Level 1:

Gnome Oracle (Dual-Cursed Oracle) 1
NG Small Humanoid (gnome)
Init +3; Senses Low-Light Vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +2; +2 vs. illusions
Defensive Abilities Defensive Training
Weakness Blackened, Haunted
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (5/day) Protection from Evil (DC 16), Burning Hands (DC 16), Sanctuary (DC 16), Cure Light Wounds (DC 16)
0 (at will) Stabilize, Ghost Sound (DC 16), Mage Hand, Detect Magic, Guidance, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 9
Feats Extra Revelation
Traits Desperate Focus, Reactionary
Skills Acrobatics +1 (-3 jump), Diplomacy +9, Fly +3, Knowledge (planes) +4, Perception +2, Profession (fortune-teller) +6, Sense Motive +4, Spellcraft +4, Stealth +5
Languages Common, Gnome, Sylvan
SQ Awesome Display -5, Hatred +1, Illusion Resistance, Misfortune

--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as 5 HD lower than their actual HD.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

Relatively standard Heavens Oracle.

Level 2:

Gnome Oracle (Dual-Cursed Oracle) 1 Sorcerer (Wildblooded) 1
NG Small Humanoid (gnome)
Init +3; Senses Low-Light Vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 14 (1d8+1d6+2)
Fort +1, Ref +1, Will +4; +2 vs. illusions
Defensive Abilities Defensive Training
Weakness Blackened, Haunted
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (5/day) Protection from Evil (DC 16), Burning Hands (DC 16), Sanctuary (DC 16), Cure Light Wounds (DC 16)
0 (at will) Stabilize, Ghost Sound (DC 16), Mage Hand, Detect Magic, Guidance, Enhanced Diplomacy
Sorcerer (Wildblooded) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (5/day) Sleep (DC 16), Color Spray (DC 17)
0 (at will) Disrupt Undead, Open/Close (DC 15), Message, Light
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 9
Feats Eschew Materials, Extra Revelation
Traits Desperate Focus, Reactionary
Skills Acrobatics +1 (-3 jump), Diplomacy +9, Fly +3, Knowledge (planes) +4, Perception +2, Profession (fortune-teller) +6, Sense Motive +4, Spellcraft +5, Stealth +5, Use Magic Device +9
Languages Common, Gnome, Sylvan
SQ Animal Companion Link, Awesome Display -5, Hatred +1, Illusion Resistance, Misfortune, Share Spells with Companion, Sylvan

--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as 5 HD lower than their actual HD.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

At level 2 . . . going with the Sorcerer. Now to decide what to do at level 3! :/

I think the loss of one Oracle level for Sorcerer goodness is worth:
Misfortune + Awesome Display/Color Spray + 10 1st level spells per day + Eschew Materials + Animal Companion + ... everything else.


I am thinking, for dual cursed Oracle, that the way to roll is Haunted for the curse that improves, and Blackened for the lesser curse. Any way to add spells back that you lose taking dual cursed though? (I love color spray!)

Rationale: Not going to be a combat front liner, so no need to have good attacks.

Edit: I am aware of Eldritch Heritage (Arcane) but by time you get access to color spray, it is past even its extended life from the Awesome Display..


Jus me wrote:
At level 2 the Witch would take the Cackle hex. I just like the feel of tiefling witch, so regardless of optimal or not, I think I will stick with it....

This refers to the racial choice, not to the witch as a whole. I am still debating the rebuild to one of the above.


If you have specific feed back on any build, that would also be helpful...


So you have more apt comparisons, here are the builds I worked out:

(Note! Stat blocks for all the builds, except Sorcerer, reflects Medium Encumbrance. All characters will typically be at medium until/unless combat, at which time pack is dropped, and light encumbrance.)

Oracle and Cleric skill blocks reflect not only the encumbrance issue above, but the Armor Check penalties.

Concept: Sorcerer:

Gnome Sorcerer (Wildblooded) 1
NG Small Humanoid (gnome)
Init +4; Senses Low-Light Vision; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1; +2 vs. illusions
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (4/day) Sleep (DC 15), Grease (DC 15)
0 (at will) Ghost Sound (DC 15), Detect Magic, Message, Light
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 8, Cha 19
Base Atk +0; CMB -2; CMD 10
Feats Boon Companion (Sorcerer [Wildblooded]), Eschew Materials
Traits Desperate Focus, Reactionary
Skills Acrobatics +2 (-2 jump), Fly +4, Intimidate +8, Knowledge (nature) +7, Perception +1, Spellcraft +5, Stealth +6, Use Magic Device +8
Languages Common, Gnome, Sylvan, Varisian
SQ Animal Companion Link, Hatred +1, Illusion Resistance, Share Spells with Companion, Sylvan

--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion. (Roc)
Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD). (Remove -3 levels to Roc)
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.


Concept: Oracle:
Gnome Oracle 1
NG Small Humanoid (gnome)
Init +8; Senses Low-Light Vision; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+5 armor, +2 shield, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +2; +2 vs. illusions
Defensive Abilities Defensive Training
Weakness Blackened
--------------------
Offense
--------------------
Speed 15 ft.
Melee Heavy Shield Bash -3 (1d3/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 1, +1 melee touch, +3 ranged touch):
1 (4/day) Shield of Faith (DC 15), Burning Hands (DC 15), Sanctuary (DC 15), Cure Light Wounds (DC 15)
0 (at will) Create Water, Detect Magic, Guidance, Light
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 19
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Traits Focused Mind, Reactionary
Skills Acrobatics -4 (-12 jump), Climb -6, Diplomacy +8, Escape Artist -4, Fly -2, Knowledge (planes) +6, Perception +6, Profession (midwife) +4, Ride -4, Spellcraft +4, Stealth +0, Swim -6
Languages Common, Gnome, Sylvan
SQ Awesome Display -4, Cold weather outfit, Hatred +1, Hot weather outfit, Illusion Resistance
Combat Gear Heavy steel shield, Scale mail; Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Blanket, winter, Candle (5), Canvas (sq. yd.) (2), Chalk (5), Charcoal stick (3), Cold weather outfit, Fishhook (5), Flint and steel, Hot weather outfit, Journal, Mug/tankard, Rice paper (10), Silk rope, Soap, Tent, small, Thread (50 ft.), Trail rations (5), Wandermeal (15), Waterskin
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/5
Wandermeal - 0/15
--------------------
Special Abilities
--------------------
Awesome Display -4 (Su) Your Illusion (pattern) spells treat observers as 4 HD lower than their actual HD.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Cold weather outfit +5 Fort save vs. cold weather.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Focused Mind +2 to Concentration checks
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

Concept: Summoner:
Azata-Blooded Aasimar (Musetouched) Summoner 1
NG Medium Outsider (native)
Init +3; Senses Darkvision; Perception +0
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2)
Spell-Like Abilities Glitterdust (1/day), Summon Monster I (7/day)
Summoner Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (2/day) Shield, Mage Armor (DC 16)
0 (at will) Detect Magic, Mending, Guidance, Message
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 19
Base Atk +0; CMB +0; CMD 11
Feats Spell Focus (Conjuration)
Traits Freedom Fighter, Master of Pentacles (1/day)
Skills Acrobatics -3 (-7 jump), Climb -6, Diplomacy +8, Escape Artist -3, Fly -3, Linguistics +4, Ride -3, Spellcraft +4, Stealth -3, Swim -6, Use Magic Device +8
Languages Celestial, Common
SQ Cold weather outfit, Eidolon Link, Hot weather outfit, Life Link, Share Spells with Eidolon
Combat Gear Dagger, Lamellar cuirass; Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Candle (6), Chalk (5), Charcoal stick (2), Cold weather outfit, Cooking kit, Fishhook (2), Flint and steel, Hot weather outfit, Mug/tankard, Rice paper (5), Sewing needle, Signal whistle, Silk rope, Spell component pouch, String or twine, Tent, small, Thread (50 ft.), Trail rations (7), Wandermeal (7), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Glitterdust (1/day) (Sp) - 0/1
Master of Pentacles (1/day) - 0/1
Summon Monster I (7/day) (Sp) - 0/7
Trail rations - 0/7
Wandermeal - 0/7
--------------------
Special Abilities
--------------------
Cold weather outfit +5 Fort save vs. cold weather.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Freedom Fighter You've developed a reputation as a privateer who fights for freedom. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a -2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for yo
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

Concept: Cleric:

Angel-Blooded Aasimar (Angelkin) Cleric 1
CN Medium Outsider (native)
Init +2; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 8 (1d8)
Fort +2, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Warhammer +2 (1d8+2/x3)
Special Attacks Touch of Chaos (6/day), Vision of Madness (6/day)
Spell-Like Abilities Alter Self (1/day), Touch of Chaos (6/day), Vision of Madness (6/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Shield of Faith (DC 14), Bless, Confusion, Lesser (DC 14)
0 (at will) Stabilize, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 10, Wis 17, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling
Traits Focused Mind, Reactionary
Skills Acrobatics -6 (-10 jump), Climb -4, Diplomacy +7, Escape Artist -6, Fly -6, Heal +5, Perception +4, Ride -6, Spellcraft +4, Stealth -6, Swim -4
Languages Celestial, Common
SQ Aura, Cleric Channel Positive Energy 1d6 (6/day) (DC 13), Cleric Domain: Chaos, Cleric Domain: Madness, Spontaneous Casting, Weapon cord
Combat Gear Heavy steel shield, Scale mail, Warhammer; Other Gear Backpack (empty), Weapon cord
--------------------
TRACKED RESOURCES
--------------------
Alter Self (1/day) (Sp) - 0/1
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) - 0/6
Touch of Chaos (6/day) (Sp) - 0/6
Vision of Madness (6/day) (Sp) - 0/6
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Focused Mind +2 to Concentration checks
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Vision of Madness (6/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.
Weapon cord Attached weapon can be recovered as a swift action.

Concept: Witch (redo):

Female Tiefling Witch 1
NG Medium Outsider (native)
Init +5; Senses Darkvision; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+1 (Con) +1 (Favored Class Bonus)
Fort +1, Ref +3, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks Evil Eye (DC 14), Slumber (DC 14)
Spell-Like Abilities Darkness (1/day)
Witch Spells Prepared (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Mage Armor (DC 15), Enlarge Person (DC 15)
0 (at will) Detect Magic, Mending, Guidance
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Extra Hex
Traits Focused Mind, Reactionary
Skills Acrobatics +0 (-4 jump), Climb -3, Escape Artist +0, Fly +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Ride +0, Spellcraft +8, Stealth +0, Swim -3, Use Magic Device +3
Languages Abyssal, Common, Kelish, Tien, Varisian, Vudrani
SQ +4 bonus on initiative checks, Empathic Link with Familiar, Hot weather outfit, Prehensile Tail, Share Spells with Familiar
Other Gear Backpack (24 @ 52 lbs), Bedroll, Belt pouch (5 @ 2.88 lbs), Blanket, Blanket, winter, Chalk (3), Fishhook (2), Flint and steel, Hot weather outfit, Rice paper (5), Signal whistle, Silk rope, Soap, Spell component pouch, String, Small Tent, Trail rations (5), Waterskin (2)
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks (Greensting Scorpion Famliar.)
Alertness feat while familiar is within arm's reach.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 14) (Su) Inflict penalties with a glance.
Focused Mind +2 to Concentration checks
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slumber (1 rounds) (DC 14) (Su) Target falls asleep.

Level 2 Oracle gets Color Spray, which will become the staple. No real vision for this character's path beyond color spray being viable through level 8 isn...

At level 2 the Cleric will remain much the same. The goal is to use the Touch of Madness and Touch of Chaos as often as possible. Self/party buff as needed. Debating dropping Wis to 15 to increase Dex... from an Optimization perspective, I should probably switch race to Aasimar, the +2 cha +2 con, dex, or str with no minuses is 2 free stat points, at least, somewhere else...

At level 2 the summoner will remain much the same, have not settled on Eidolon yet, thinking Pounce + Claws + Improved Bite + Trip and eventually a mount, though dismounting before combat every time....

At level 2 the Witch would take the Cackle hex. I just like the feel of tiefling witch, so regardless of optimal or not, I think I will stick with it...


I want to be in the battlefield control/utility department. I am unsure how PFS play goes in general, but I would like to take on the face role if I end up a cha based caster, or the textbook role if I end up an int based caster, assuming out of combat roles are important. . . I would like one craft/profession skill because I think it helps round out a character to have more of a background than 'I can cast spells', but at the same time, I don't want to go to the ridiculous levels of epic basket-weaver 3.5 craziness.

Sorcerer, I would probably take Grease and Sleep at level 1, swapping out Sleep as soon as possible.

With the Oracle, I would probably take Shield of Faith, Protection from Evil, and Sanctuary at first level. At level 2, I would focus on using buffs to keep myself safe, and use Color Spray as my primary for quite some time. I think I can sacrifice any spell for a cure spell.

I think Blackened is the best curse for a caster focused Oracle. Burning Hands is great for swarms...

@ Caedryn that is why I took Evil Eye as the first hex, despite it appearing inferior to Slumber most other respects.

The problem I have with Gnome, despite it awesome flavor!, is its slow speed (20' is OUCH!).

If I decide to stay witch, I think I will still rebuild to a 19 starting int (so the +3 makes Int even at the end for bonuses). At the moment, I think all my stats are even, which appears to be a waste.


Things I like about witch:

  • I always have the action of Hexing.
  • with 1 19 int, I have a LOT of skills.

    Things I don't like about witch:

    • Have to memorize spells in advance (I recognize that this is comparable to the limited spells known by spontaneous casters)
    • fewer casts per day of spells (Largely made up for by Hex, but Hex is limited (generally) to once/target/day).
    • Constant paranoia about the loss of Familiar.
    • General squishiness.

    Bonus to Sorcerer (Sylvan):

  • Animal Companion is a much sturdier alternative to Familiar, with small sized hero, animal companion (Roc) can double as a fantastic mount!

  • More casts per day.

    Bonus to Summoner:

  • As above, and the Eidolon is almost a second character. Radically increases versatility.

  • Substantially less squishy compared to witch / Sorcerer

    Bonus to Oracle:

  • Substantially less squishy compared to the Witch.

  • One of my favorite low level spells gains HUGE lifespan (Colorspray)

    Things I like to avoid:

    MAD classes.


  • Tattooed Sorcerer: This gets me familiar.

    Sylvan Sorcerer: This appears to grant animal companion.

    One replaces 1st level bloodline power, other arcane power...

    Sylvan replaces Fey only at level 15, tattooed replaces at levels 1, 7, 9. If I understand Archetypes correctly, the do not overlap, so I can use in conjunction with each other?

    Edit Oops! Missed the line replaces Laughing Touch in the PDF, see it in the SRD though, helps when they are all linked and underlined... so I think I am eliminating Tattooed/Familiar.


    So, I have been running a PFS witch. So far I have to say I am not loving the Witch. Since I get a 'free' rebuild before I hit level 2, I figure now is the time to rethink the concept.

    So right now, my thoughts are:
    1) Gnome Heavens Oracle. Spell Focus Illusion, so that my Color Spray via Awesome Display is extra fun.

    2) Gnome Varissian Tattooed Sylvan Sorcerer, Spell focus and tattoo for Conjuration. Sleep and Grease at level 1. (Greensting Scorpion familiar, and Roc animal companion)

    3) Gnome Summoner.

    4) Keep the Tiefling witch, and switch curse from Evil Eye to Slumber.

    Thoughts?


    I was debating going Paladin after 5 levels to pick up Lay on Hands, saves, and possibly revert to Oracle after a couple levels in Paladin.


    So, I have always played casters of the Arcane variety, but it seems that it has fallen to me to try and heal our group for the foreseeable future. I have 0 experience with playing the healer, or playing the Divine Casters. For that matter, I have 0 experience playing non arcane types. Always been bard, wizard, summoner, or occasionally switch hitter type ranger.

    So here is my attempt. I chose Oracle because it blends that which I know with that which I need to learn. This makes me only half incompetent!

    Build Points (Kind of different): 21 (isn)
    30 points, but the first points you spend have to be on the race. Pricing as follows:

    Race Cost::

    Aasimar: 15 RP; 
Changeling: 11 RP; 
Dhampir: 11RP; 
Drow: 15 RP; 
Duergar: 8 RP; 
Dwarves: 8 RP; 
Elves: 10 RP; 
Fetchling: 15 RP; 
Goblin: 10 RP; 
Gnomes: 9 RP; 
Grippli: 6 RP; 
Half-Elves: 10 RP; 
Half-Orc: 8 RP; 
Halflings: 9 RP; 
Human: 10 RP; 
Ifrit: 6 RP; 
Kobold: 5 RP; 
Oread: 6 RP; 
Ratfolk: 9 RP; 
Suli: 15 RP; 
Sylph: 6 RP; 
Tengu: 13 RP; 
Tiefling: 13 RP; 
Undine: 7 RP; 
Vanara: 8 RP.

    2 traits plus one campaign trait added by GM based on Backgound (Omitted)

    Thoughts and Concerns:
    Although Awesome Display is AMAZING from level 2-6 and very powerful from 7-12 (assuming CHA bonus of +6 by level 10), Color Spray will become obsolete. Not sure if I should be building based on the limited pattern spells available to Heavens Oracles.

    Blackened seems very potent a curse for a caster type, essentially trading spells, which are the bread and butter, for combat ability, which I will never focus on anyhow. However, the spells are not that great.

    Haunted has the best spell list I think, not sure how hard it is to deal with the poltergeist though.

    Debating Eldritch Heritage (Arcane), so I took Skill Focus Knowledge (Arcane). However, I have recently decided that if I want an eldritch heritage, Sylvan looks more fun, and affords an animal companion! Roc Here I come!!

    Otherwise, I am leaning towards Spell Focus Illusion. That is burning a feat for +1 DC to a very very narrow list of spells though.

    Notes:
    I am aware that a 20 at level 1 is generally not considered optimal.
    I will not be a heal bot. Nothing looks as boring as the guy who sits there and gets nudged every half hour to say, "Oh, yeah. Umm.... who was hurt again? I cast cure light wounds..."

    Character Stat Block:

    Odette
    Female Gnome Oracle 1
    NG Small Humanoid (gnome)
    Hero Points 1
    Init +1; Senses Low-Light Vision; Perception +5
    --------------------
    Defense
    --------------------
    AC 20, touch 12, flat-footed 19 (+6 armor, +2 shield, +1 Dex, +1 size)
    hp 9 (1d8+1)
    Fort +1, Ref +1, Will +2; +2 vs. illusions
    Resist Noble Born - Medvyed
    Weakness Blackened
    --------------------
    Offense
    --------------------
    Speed 15 ft.
    Melee Heavy Shield Bash -3 (1d3/x2)
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Oracle Spells Known (CL 1, +1 melee touch, +2 ranged touch):
    1 (5/day) Shield of Faith (DC 16), Burning Hands (DC 16), Command (DC 16), Cure Light Wounds (DC 16)
    0 (at will) Create Water, Mending, Guidance, Light
    --------------------
    Statistics
    --------------------
    Str 10, Dex 12, Con 12, Int 12, Wis 8, Cha 20
    Base Atk +0; CMB -1; CMD 10
    Feats Skill Focus (Knowledge [arcana])
    Traits Dangerously Curious, Indomitable Faith, Noble Born - Medvyed
    Skills Acrobatics -6 (-14 jump), Climb -7, Diplomacy +9, Escape Artist -6, Fly -4, Knowledge (arcana) +10, Perception +5, Ride -6, Spellcraft +5, Stealth -2, Survival +3, Swim -7, Use Magic Device +10 Modifiers Noble Born - Medvyed Includes Medium Encumbrance and Armor Penalties
    Languages Common, Draconic, Gnome, Sylvan
    SQ Awesome Display -5, Cold weather outfit, Hero Points (1), Hot weather outfit, Illusion Resistance
    Combat Gear Heavy steel shield, Lamellar (steel) armor; Other Gear Removed for brevity's sake.
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Trail rations - 0/10
    --------------------
    Special Abilities
    --------------------
    Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as 5 HD lower than their actual HD.
    Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
    Cold weather outfit +5 Fort save vs. cold weather.
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
    Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
    Illusion Resistance +2 racial bonus to saves against illusions.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Speak with Animals (1/day) (Sp) Speak with Animals 1/day.


    I would love to run a tiefling witch.

    1 Where are you infamous? Smaller villages all over Qadira.
    2 What made you infamous? Ezra sold her snake oils across the desert. She would sneak in to the city hex a half dozen well to do's late and night, and introduce a pestilence or poison to the town. A couple days later, she would roll in to town with her wagon, and sell the cures. As soon as she had made enough profit, she would simply dismiss the spells, and release the hexes.
    3 Who has suffered for your success? Hundreds of slaves have died to demonstrate the horrors of the Plagues. Rumor has it even Falcon's Hollow was her work. In addition, every sultan and slave holder who parted with their life savings to hopefully prolong their life, or remove the evil spirits haunting them.
    4 What caused your downfall? The pathfinder society happened to be investigating a particularly virulent outbreak in Padishah Empire of Kelesh. Some brave adventurers realized the wells had been poisoned, and laid a trap for the young entrepreneur.


    background:

    "Lookie here, someone is hunting for that little gutter snipe."

    Hadassah heard the voice over the din of the morning market and quickly dove behind a stall, working her way around the market slowly, trying to find a place with a good view of what was going on. It was definitely Jacob speaking.

    A chorus of laughter had broken out in the center of town. Two guards dressed in silver plate bearing the crest of the Medveyd, and a third dressed in gold gilded plate, obviously the captain, hushed the crowd.

    "We are to return Hadassah Savat to Swordlord Medvyed. Now." The larger of the two guardsmen, clearly tired of the conversation loosened his sword in its scabbard. "If you have seen her, please tell me where I may find her, else clear the way."

    "Aye, I have seen her, what of it? Is there a reward," Jacob took a moment to suck some of the filth from his blackened teeth before continuing, "If I tell you where she is, will there be a hanging?"

    "Likely not, however; if I don?t start getting some straight answers hanging might just be the solution I have been looking for. Where is she?"

    "Meh, stop giving them a hard time, Jacob, you know damn well that she and that filthy mother of hers slept in the inn's stables last night." Carlotta spit the word 'mother' as if it were some insult or perhaps a bitter poison just tasted.

    "Here she is!" a small boy yelled from across the square, pointing out Hadassah and jumping up and down excitedly, as if he had just won some game. "Look, she is running away!"

    Roars of laughter erupted again as Hadassah lept from her hiding spot, covered in much, filth and rags. She began running full tilt for the woods.

    "I knew there was going to be a hanging, well after them you fools," laughed Jacob swatting the rump of a guard's horse. "She is getting away!"

    The thunder of the hoofbeats leaving town echoed in her ears. Soon, a burning sensation began to creep into Hadassah's lungs, dodge under that branch, over that stump. She was quick and agile. Men on horses couldn't ride the narrower trails, she just needed another half mile. The pain in her legs was increasing with every step. Hadassah was small and lean. A lifetime spent begging in the gutters had left her small and weak, even by halfling standards. Down there, horses can't run over the rocky dried creek bed. Her hair had gone white before seventeen. Only another couple hundred yards, I am almost there. Her lungs were on fire as she bolted down a new path, sliding down a hill, under some brambles. A fox hole, I can fit in there. With the last of her strength, she charged up the hill she was so close.

    "Got ya!" the guards large, beefy, armored hand clamped down around her neck dragging her up off her feet and across the pommel of his saddle. "Come on dearie, back to the captain."

    Hadassah squirmed and twisted in the grip of the huge human, but he was faster than he looked and soon she was done. It had been days since her last meal, and she had no more energy to fight.

    Unceremoniously, the guard dropped Hadassah from his saddle into the muck of the square.

    "Hadassah?" asked the Captain.

    "Aye."

    "Hadassah Savet?" The captain looked confused as he asked again.

    "Aye. I am, what of it?"

    "People of Coldbrook, are you certain that this is Hadassah Savet?"

    Again the raucous howls lf laughter, "Aye. We are certain," snickered Jacob.

    "Very well. Being identified by the people of this . . ." The captain hesitated, his distaste obvios on his face, ". . . village, and being found in the time and place described herein, and as you have proclaimed your own self to be Hadassah Savet,"

    "Need me to fetch the rope?" interrupted Carlotta. The people gathered in the square cheered loudly.

    The captain removed his helm, golden curls toppled down to frame his weathered and scarred face. Piercing blue eyes honed in the bitter old woman. The captain's cool glare silenced her, and she quickly retreated behind her husband, Jacob. The din of the crowd died as quickly as it had erupted.

    "Being satisfied that you are indeed Hadassah Savet," he continued, unfurling the parchment tucked into his belt.

    "Lady Hadassah Savet, Governess of Coldbrook and its environs, and beloved of the Medvyed," he read, "you are hereby ordered to accompany my captain to my keep for further instruction." Finishing, the captain shot Jacob and his wife a final withering glare. "However, if you wish, we do have time for a hanging, my Lady."


    Roberta Yang wrote:

    Yes, you've ditched the ability to have multiple Summon Monster SLA's active at the same time... but in the process you've also removed the only drawback that stopped Master Summoner from being strictly superior to the normal Summoner (the gimped Eidolon). Okay, so if things go especially badly and you do lose your Eidolon, that's unfortunate, but you still have your (Augmented) summons to fight for you and you can still five-foot-step and buff each turn (and buffing doesn't really care about the shakened penalties). And most of the time, you should be able to keep your Eidolon alive anyhow.

    There's a good reason not to take the Synthesist archetype: loss of the action economy that is one of the Summoner's main features. There's a good reason not to take the current Master Summoner archetype: loss of the Eidolon's effectiveness, which is one of the Summoner's main features. There's very little reason not to take the proposed Master Summoner and to play a vanilla Summoner instead; it even shores up the "don't have your Eidolon if you're ambushed at night" weakness.

    "The master summoner can use this ability only while her eidolon is summoned."

    Loss of Eidolon also removes the ability to summon in general. However, I see your point on the "Night time ambush" scenario. Revised to be Recieves Bonus Feat: Resilient Master Eidolon at Level 1. Same as Resilient Eidolon, but lasts in Minutes, not Rounds.


    I am still debating on UMD, I think It will be one of the top 4 skills for Eidolon
    (Perception, Disable Device, Perception, and UMD)
    But, I think I will hold off on allocating many points to the skill until third-fourth level when I know more about how everything will shake out.


    I am not sure I want to take UMD when it will be one of the go-to skills of me Eidolon soon enough. Not like I will be able to afford a wand before third level anyhow..


    Azaelas Fayth wrote:

    I forgot about Augmented Summoning.

    Your stats should allow you to survive and still be a good face. Though I recommend raising strength up fairly quick for the carry limits, even if it is just Mule back cords.

    Augmented summoning is free at 2nd level for Master Summoner, so don't need to take the pre-req.


    Elamdri wrote:

    For any summoner, I suggest a point in spell Focus: Conjuration (Almost all your good spells are conjuration) and then Augmented Summoning (It specifically affects your Summon Monster Spell-like Abilities).

    As for Eidolon, my suggestion is Biped, I think it's the gold standard because it gains 5ft of reach every time it's size increases. It's also not as dependent on a strict evolution build, so you can afford to spend some points on utility evolutions.

    Quadruped is not bad if you want a pouncer build.

    Definitely look at Improved Natural Attack Feat and Improved Damage Evolution. They stack and can get one of your natural attacks (I suggest claws) up to wicked damage.

    Problem is as Master Summoner, I only get 1/2 the evolution pool, so I don't think I can build a combat capable Eidolon past level 3-5. Luckily, that is when my summons start to kick in.

    EDIT: Well, half evolution pool, and half everything else down the line. My Eidolon is level 2 when everyone else's is level 4..

    "Lesser Eidolon

    A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.

    This ability replaces the summoner’s normal eidolon ability."


    Azaelas Fayth wrote:
    I recommend CHA: 16 and increasing CON and DEX these 3 attributes can make or break a Summoner if they aren't handled carefully... trust me.

    Tweaked stats a little more:

    Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 18

    Cha=16 before racials

    RuyanVe wrote:

    If you do not plan/have to be the party's face, I agree with Azaelas and drop CHA so you can afford a little more Dex/Con.

    Party of 4:
    • Halfling Master Summoner (C'est Moi)
    • Human Alchemist(No archetype, bomb chucker going for as many stink bombs as possible as fast as possible)
    • Elf Witch(Heal/Buff/Debuff) I know she took Evil Eye and Extra Hex(Cackle)
    • Half Elf Ranger (Switch hitter, Falchion/Composite Long Bow)

    Alchemist and Witch are Pioneers, and Half Elf is a Bastard. So I am pretty sure I am the face, though I have not seen their completed builds.


    RuyanVe wrote:

    Nitpick: If she is indeed a beloved of the Medvyed, I'd have the guard seizing her sanctioned, mean: trying to suffocate her while picking her up, restraining her freedom and dumping her in the muck? Excuse meeeeee? This counts as royal assault and would be punishable by the sword (at least in my campaign).

    I think she will be so grateful to the guards for rescuing her from the gutters that it may never occur to her that they did any wrong. Also, compared to how a gutter rat is usually treated, it was likely a kindness that she was not simply drug back by her hair. At the time, she had no idea who she was, she was not hung, it was a good day. Still debating whether or not she will have the villagers hung though...

    EDIT:

    If I Sanction the guard, and have to guards hand Jacob and Carlotta as well, I will put an L in my alignment.

    If I Hang Jacob and Carlotta, but leave the other villagers and guards go alone, I will put a C in my alignment as well as an N or a G.

    If I let everyone off the hook, I will put a G in my alignment, as well as a C or a N.

    If I burn the village to the ground, I will put an E in my alignment.


    Right now, the plan is to start the Eidolon as a medium sized serpentine, arms and claws. That will give 3 natural primary attacks. Early on, it will be my personal tank.

    I will likely choose Disable Device, UMD, Intimidate, and ??? as class skills for the Eidolon.

    When I am able to, I plan to re-evolve the Eidolon to a small serpentine with Skilled:Disable Device; Skilled: Stealth, Skilled: Perception, and Limbs(Arms). The feats will match the Skilled evolutions. It will become my scout.

    I plan on summoning Celestial Eagle most often for levels 1-3.
    Small elementals for specific tasks, but I think I will still be mainly relying on Celestial Eagles 3-5.

    Level 5, probably switch to Lantern Archon, Celestial Aurochs and Celestial Wolverines, depending on the job I need done.

    Level 7 going for hound archon as my go to summons.

    I have already applied the templates, printed 8 laminated index cards for each of the above, so I can track them easier, and hopefully not slow down combat too much.

    His campaigns are always combat and RP heavy, so you can not exclude one for the favor of the other. RP provides better rewards as a general rule especially early on.


    Azaelas Fayth wrote:
    Why no superior summoning?

    Was told no superior summonings.

    EDIT: The GM for this one is letting us have Leadership, so I will not hassle at all about taking Superior Summonings. Original post edited for clarity on that issue.

    BTW Hurray for PRE game GM limitations. I always hate it when 4-5 sessions in the GM decides to remove some class feature. Yay for GMs who take the time to go over your character with you and talk to you about limiting features BEFORE game play begins.


    So I will be starting Kingmaker here in a couple days (Thursday).

    Sources: Core, APG, UM, Kingmaker Players Handbook. (Although it is in UM, there will be no Superior Summoning for me . . .Pre Game GM limitation.)
    House Rules: No stat below 7. Only one stat below 10.
    Point Buy: 20

    Special:

    • Hero Points: Yes.
    • Traits: 2+1 Campaign.
    • Words of Power: No.
    • Eldritch Bloodlines: No.

    Inspired in part by the "Accidental Character" concept. I decided to start with a starving beggar . . .

    Spoiler:

    “Lookie here, someone is hunting for that little gutter snipe.”

    Hadassah heard the voice over the din of the morning market and quickly dove behind a stall, working her way around the market slowly.

    A chorus of laughter had broken out in the center of town. Two guards dressed in silver plate bearing the crest of the Medveyd, and a third dressed in gold gilded plate, obviously the captain, hushed the crowd.

    “We are to return Hadassah Savat to Swordlord Medvyed. Now.” The larger of the two guardsmen, clearly tired of the conversation loosened his sword in its scabbard. “If you have seen her, please tell me where I may find her, else clear the way.”

    “Aye, I have seen her, what of it? Is there a reward?” Jacob took a moment to suck some of the filth from his blackened teeth before continuing, “If I tell you where she is, will there be a hanging?”

    “Likely not, however; if I don’t start getting some straight answers hanging might just be the solution I have been looking for. Where is she?”

    “Meh, stop giving them a hard time, Jacob, you know damn well that she and that filthy mother of hers slept in the inn’s stables last night.” Carlotta spit the word ‘mother’ as if it were some insult or perhaps a bitter poison just tasted.

    “There she is!” a small boy yelled from across the square, pointing out Hadassah and jumping up and down excitedly, as if he had just won some game. “Look, she is running away!”

    Roars of laughter erupted again as Hadassah lept from her hiding spot, and began running full tilt for the woods.

    “I knew there was going to be a hanging, well after them you fools,” laughed Jacob swatting the rump of a guard's horse. [b]“She is getting away!”

    The thunder of the hoofbeats leaving town echoed in her ears. Soon, a burning sensation began to creep into Hadassah’s lungs, dodge under that branch, over that stump. She was quick and agile. Men on horses couldn’t ride the narrower trails, she just needed another half mile. The pain in her legs was increasing with every step. Hadassah was small and lean. A lifetime spent begging in the gutters had left her small and weak, even by halfling standards. Down there, horses can't run over the rocky dried creek bed. Her hair had gone white before seventeen. Only another couple hundred yards, I am almost there. Her lungs were on fire as she bolted down a new path, sliding down a hill, under some brambles. A fox hole, I can fit in there. With the last of her strength, she charged up the hill she was so close.

    “Got ya!” the guards large, beefy, armored hand clamped down around her neck dragging her up off her feet and across the pommel of his saddle, “come on, back to the captain.”

    Hadassah squirmed and twisted in the grip of the huge human, but he was faster than he looked and soon she was done. It had been days since her last meal, and she had no more energy to fight.

    Unceremoniously, the guard dropped Hadassah from his saddle into the muck of the square.

    “Hadassah?” asked the Captain.

    “Aye.”

    "Hadassah Savet?"

    He looks confused, "Aye. I am, what of it?"

    “People of Coldbrook, are you certain that this is Hadassah Savet?”

    Again the raucous howls lf laughter, “Aye, aye, we are certain,” snickered Jacob.

    “Very well. Being identified by the people of this . . . village, and being found in the time and place described herein, and as you have proclaimed your own self to be Hadassah Savet,”

    “Need me to fetch the rope?” interrupted Carlotta.

    The captain removed his helm, golden curls toppled down to frame his weathered face. Piercing blue eyes honed in the bitter old woman. A cool silenced her, and she quickly retreated behind her husband, Jacob.

    “Being satisfied that you are indeed Hadassah Savet,” the captain unfurled a parchment tucked into his belt.

    “Lady Hadassah Savet, Governess of Coldbrook and its environs, and beloved of the Medvyed," he read, "you are hereby ordered to return to accompany me to your swordlord for further instruction.” Finishing, the captain shot Jacob and his wife a withering glance, “however, if you wish, we do have time for a hanging, my Lady.”

    Now, this character is going to be in Kingmaker, so please no spoilers about the campaign, or if you do, at least spoiler tag them.

    Here is the character I will be running.

    Spoiler:

    Female Halfling Master Summoner

    --------------------
    Statistics
    --------------------
    Str 7, Dex 14, Con 10, Int 12, Wis 10, Cha 20

    Feats ??? Most likely Childlike...

    Traits

    • Noble Born - Medvyed,
    • Poverty-Stricken,
    • Well-Informed (Diplomacy)

    Skills

    • Diplomacy +9 (Why the beggar is allowed to sleep in stables. If I take Childlike at level 1, this will change to Bluff),
    • Knowledge (nature) +5 (Helps keep beggars alive),
    • Spellcraft +5 (That special talent dormant in all accidental heroes),
    • Survival +5(also helps keep beggars alive)

    Our hero is brought to the castle, cleaned, trained a bit, geared, and set loose. She thinks she is nothing more than advanced cannon fodder to slow something horrible down while the Lords wait for a real hero to arrive. Slowly her power will grow, and a hero will blossom.

    Plans:

    Spoiler:

    Level 1 and 3 Feats: I like both of these, one for RP reasons, the other for pure utility.
    Level 5 Feat: NO IDEA, please help. I am thinking Extra Evolution or Craft Wondrous Item.
    Level 7 Feat: Leadership

    I am debating losing the hero point thing to get bonus feat so I can take both I want at level 1 and start looking for something at levels 3 and 5.

    So what I am looking for is some feedback, inspiration, advice, or anything else you care to throw my way that is in some way constructive.


    Because the Eidolon is core to my concept, I would simply chose vanilla Summoner if I could keep 1 summon and Eidolon active at the same time, but since my concept also makes my Eidolon non-expendable, I don't like the plain summoner who uses the Eidolon as the main mode of attack. So back to Master Summoner unless someone is aware of a way to make the Summoner gain the ability to keep one Summons and Eidolon active simultaneously like the MS can.


    @tolus

    It was the one that would most mesh with the preconcieved background for Hadassah, although I was mightily tempted by the reclaiming your roots trait....


    Character:

    Spoiler:

    HADASSAH RABUNROT CR 1/2
    Male Halfling Summoner (Master Summoner) 1
    CG Small Humanoid (Halfling)
    Init +1; Senses Perception +2
    --------------------
    DEFENSE
    --------------------
    AC 12, touch 12, flat-footed 11. . (+1 Dex, +1 size)
    hp 10 (1d8+1)
    Fort +2, Ref +2, Will +3
    --------------------
    OFFENSE
    --------------------
    Spd 20 ft.
    Melee Dagger +0 (1d3-1/19-20/x2) and
    . . Unarmed Strike +0 (1d2-1/20/x2)
    Ranged Crossbow, Light +2 (1d6/19-20/x2)
    Spell-Like Abilities Summoning Mastery I (9/day)
    Summoner (Master Summoner) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
    1 (2/day) Enlarge Person (DC 15), Grease (DC 15)
    0 (at will) Message, Light, Detect Magic, Guidance
    --------------------
    STATISTICS
    --------------------
    Str 8, Dex 12, Con 12, Int 10, Wis 10, Cha 19
    Base Atk +0; CMB -2; CMD 9
    Feats Fey Foundling
    Traits Finding Haleen: Summoner, Highlander (hills or mountains), Starchild
    Skills Acrobatics +3, Climb +1, Fly +3, Linguistics +4, Perception +2, Spellcraft +4, Stealth +10, Use Magic Device +8 Modifiers Highlander (hills or mountains), Starchild
    Languages Celestial, Common, Halfling
    SQ Eidolon Link (Ex), Fearless, Lesser Eidolon, Life Link (Su), Share Spells with Eidolon (Ex)
    Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Backpack (empty), Bedroll, Candle, Chalk, 1 piece, Flint and steel, Rations, trail (per day) (7), Spell component pouch, Tent, Small, Twine (50'), Waterskin (2)
    --------------------
    SPECIAL ABILITIES
    --------------------
    Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
    Fearless +2 morale bonus vs Fear saves.
    Fey Foundling Magical healing works better on you
    Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
    Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

    The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
    Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
    Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
    Starchild +4 survival to avoid becoming lost. Automatically determine north.
    Summoning Mastery I (9/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster

    Eidolon:

    Spoiler:

    PERSEPHONE CR 1
    Male Serpentine
    CG Small Outsider
    Init +4; Senses Darkvision; Perception +15
    --------------------
    DEFENSE
    --------------------
    AC 17, touch 15, flat-footed 13. . (+4 Dex, +1 size, +2 natural)
    hp 10 ()
    Fort +0, Ref +6, Will +2
    --------------------
    OFFENSE
    --------------------
    Spd 20 ft., Climbing (20 feet)
    Melee Bite (Bite) +1 (1d4-1/20/x2) and
    . . Tail Slap (Tail Slap) -4 (1d4-1/20/x2) and
    . . Unarmed Strike +1 (1d2-1/20/x2)
    --------------------
    STATISTICS
    --------------------
    Str 8, Dex 18, Con 11, Int 7, Wis 10, Cha 11
    Base Atk +1; CMB -1; CMD 13 (can't be Tripped)
    Feats Skill Focus: Perception
    Skills Climb +7, Fly +6, Perception +15, Stealth +12, Survival +4, Use Magic Device +4 Modifiers Tail
    Languages Common

    --------------------
    SPECIAL ABILITIES
    --------------------
    Climbing (20 feet) You have a Climb speed.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Tail (Ex) Tail grants +2 Acrobatics checks for balance.


    Background:
    Spoiler:

    When Haleen was a young girl, she found a squalling baby outside the city walls. She brought Hadassah home, and conviced her mother that she should be allowed to raise the baby foundling. Half mother, half older sister, Haleen always kept Hadassah safe. Although on occasion she also cost Hadassah jobs and opportunities, Hadassah never begrudged Haleen any of her excentricities. Haleen's at times outrageous conduct has made Hadassah who she is today. In part due to her need for companionship, and partly because of the great encouragement from Haleen, Hadassah followed her heart to become a master summoner.

    Hadassah is convinced that Haleen has been kidnapped and is bing held against her will.


    Starting Wealth, Summoner 2d6 ⇒ (4, 4) = 8=80g


    "Looks like we are almost set." Hadassah looks around the makeshift camp. "I have one day's rations left, not sure how far that will go with you big folk, but I am happy to share." Hadassah rummages around in her pack for a while, then produces a small tin of dried rations. "Not very yummy, but it does the job"

    "Looks like we should be to Falcon's Hollow by this time tomorrow." observes Hadassah.

    "Assuming we survive" laughs Persephone, giving Hadassah's arm a playful squeeze.

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