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@Lady-J You mean you can play The Medic from Team Fortress 2?
assuming that i'm remembering correctly kind of i guess, in order for you to play like the medic tho you would need inflict potions on living creatures and cure potions on undead as the medics needle gun is a dmg weapon the hose is their healing weapon
not quite only a con of 0 outright kills but an str of 0 makes it very easy for you to be killed
A character with a Strength score of 0 is too weak to move in any way and is unconscious.
A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
A character with a Constitution score of 0 is dead.
A character with an Intelligence score of 0 is comatose
A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
60+ ac at lvl 9 i would say would be too good at their thing as would many other people but in all honesty(and these are pc guidelines) this formula is pretty decent to follow a frontliner should have around 20+lvl in ac if they aren't being the tank in the party the to hit is a little more complected as there's no formula to follow but a martial should have about +20 to hit on their main 1st attack at lvl 9 to much lower than that and its too weak, saves should be as high as you can possibly get them without encroaching to much on other aspects as a martial you should be able to hit an enemy about 75-80% of the time while only being hit 30% or less at least against your average foes (bosses are a different story)
personally i would drop color spray from the list its only good if you build around it and with you dumping your cha to 7 and using int instead that's not possible
meta magic master will also lower the cost by 1 but only for a lvl 3 or lower spell works good in tandem with magical lineage
Deighton Thrane wrote:
If you already have the Arcane bloodline, you can't use eldritch heritage. Sage is just a mutated version of the Arcane bloodline.
they can just not with the arcane bloodline so as long as they can pick a bloodline that has a bloodline familiar they can get a familiar just fine it just scales lower than normal
hunters can passively buff their companions stats and at the level the hunter is now they get a +4 boost which is probably going to dex thus 30 ac
Louise Bishop wrote:
if you get a lvl 1 bloodrager or sorc bloodline power from any were you can trade it for a familiar
the character is primarily a blaster who will eventually become a lich which is why i wanted the demiplane although i guess i could just buy a scroll of create demiplane and permanency to get my demiplane cutting the need for those talents, i think i can drop the glitter dust i can probably cut fast healing out and the black tentacles equivalent isn't that great so i can cut that out as well, death sphere has no way of making the undead minions permanent so i can scrap that
so my with my reduced list i will have
heres a vampire template i created as while ago tweaked it a bit since then
vampire:give him a level adjustment of 2 after whatever ritual or chance encounter makes him into it and he will be on his way if wanted i also created a new creature type
type: The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points.
Senses: A dread vampire gains blindsight +20 ft., darkvision 60 ft., and the scent special ability.
Armor Class: Natural armor improves by +5.
Hit Dice: Change all of the base creature’s racial HD to d8s.
Defensive Abilities: A dread vampire has channel resistance +4; DR 10/good and silver; cold immunity; resistance to acid 10, fire 10, electricity 10, sonic 10; and fast healing 5, in addition to all of the defensive abilities granted by the undead type. vampire also gain the rejuvenation ability.
Speed: If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If it lacks one of those speeds, the vampire gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the dread vampire gains both at a speed equal to one-half the base creature’s highest speed.
The vampire also gains a fly speed equal to the base creature’s highest speed if it cannot already fly. Its manoeuvrability class becomes perfect. Flight gained by application of this template is supernatural in nature.
If the base creature has a swim speed, the vampire retains it.
Attacks: The dread vampire gains a primary slam attack if it has no other natural attacks. The damage for this slam attack depends on the base creature’s size.
Spell-like Abilities: 3/day—darkness; 1/day—deeper darkness. Caster level equals dread vampire’s total Hit Dice. All DCs are Charisma-based.
Special Qualities: The vampire retains all the base creature’s special qualities and gains those described here.
Blood Drain (Ex)
While a vampire is undead and thus does not need to eat or drink to survive it can drink blood from a living victim with its fangs by making a successful grapple CMB roll. If it pins the foe, it drains blood, dealing 1d6 points of Constitution damage each round it maintains the pin. The vampire gains no mechanical benifit for drinking blood. the vampire is not limited to only drinking blood however it may eat and drink normal food with out penalty to keep up its appearance of still being alive.
Uncanny Climber (Su)
A vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.
Abilities: Str +8, Dex +6, Int +4, Wis +4, Cha +6. As an undead creature, a vampire has no Constitution score.
Feats: A vampire gains Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.
Skills: A vampire receives a +8 racial bonus on Acrobatics, Bluff, Perception, Sense Motive, and Stealth checks and they are always class skills.
revenant:its basically positive energy undead
Revenants are similar to undead in that they were once-living creatures usually humanoid. They either great heros or villans given a 2nd chance at life by the powers that be. Born again in a new body infused with power. Their alignment is generally based on what they were in their past life.
An Revenants creature has the following features.
d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Revenants are never mindless creatures. The following are class skills for Revenants: Climb, Disguise, Fly, Intimidate, Knowledge (arcane),Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth (if they have racial hit die).
Any undead template can be use for Revenants instead causing the creature type to become Revenant instead on undead as long as the template results in a humanoid shaped creature.
Revenants retain their humanoid subtype in addition to gaining their creature type
Revenants look just like their normal subtype counter parts
A Revenant creature possesses the following traits (unless otherwise noted in a creature's entry).
No Constitution score. Revenants use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Darkvision 60 feet.
Unlike undead, Revenants are only Immune to charms, compulsions and fear effects however they receive a +4 bonus to will saves vs the rest.
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is knocked unconscious when reduced to 0 hit points and dies at negative their charisma modifier.
Are affected by raise dead and reincarnate spells or abilities resurrection and true resurrection however the cost is doubled ad they bring the creature back to its Revenant state.
Jurassic Pratt wrote:
that just means it has a cap of 4 (6 with dueling gloves) and still takes 17 levels of fighter
thank you for giving some more statistics on how the player in questions elephant isn't actually a problem to the op
30 ac at level 9 is 1 above what would generally be considered standard ac for a dedicated front liner the elephant has only a +15 to hit which is well below the normal to hit of that level for dedicated front liners, and their damage is terrible my standard 2h fighter with nothing special tacked on if leveled up to lvl 9 would have about the same ac, would have around +22 to hit with 3d6+30ish to dmg on the 1st attack and +14 with the same dmg on the 2nd attack and have 28 ac and that's basic fighter stuff if they were to go full mix max they could probably reach another +1-2 to hit another 3-6dmg and another 3 ac, compared to that very basic fighter the elephant is nothing especially since its pulling wbl from the hunter
so here's a list of spells i would like to emulate if possible shield, fly, invisibility, greater invisibility, black tentacles, glitter dust,infernal healing, repair undead, animate dead, dimension door, see invisibility, true seeing plane shift, greater teleport, create demi plane, permanency
now now all that's on the list needs to be emulated i could live without some of them but i would like all of them if at all possible
some evil deities would probably even give you more power :)
The following Pathfinder undead keep their class levels when reanimating: Ghost, Juju Zombie, Mummy, Revenant, Skeletal Champion, and Vampire. I agree with Mad Comrade and VRMH - a ghoul or Juju Zombie is much better than a wight. The hunger is going to drive him into evil regardless. Consequently you're going to need an item like a Helm of Opposite Alignment to get back to that good alignment. You're also going to need the Emancipated Spawn prestige class from Savage Species (that's a D&D 3.5 book) to get your class abilities and levels back if you choose an Undead creature outside the previously-mentioned list.
you missed some, there's lich, graveknight and the dread versions of every other ones mentioned and i think there's a half dozen more i just cant remember off the top of my head
didn't they make it so aspect of the worm no longer gives fast healing?
the hunter is the best animal companion class in the game and most of its features are based around buffing their companion the hunter class gets several passive buffs it can bestow onto its animal companion i also did some calculating and it the ac checks out and its to hit and dmg isn't that great either so it seems pretty balenced
GM Rednal wrote:
so applying meta magics don't increase casting time like they would for a sorc?
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