Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Crystal Figurine

Tiny Coffee Golem's page

7,359 posts. Alias of wesF.


RSS

1 to 50 of 7,359 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

It ran it's course.


Randarak should not rule because we built this city. We built this city on rock an roll.


You could add some mundane things that nullify magic in some way. Such as moving water or some special anti-magic metal. Not cheap, but not exceedingly rare either. Elite troops would have access, but not Mooks.


Cid Ayrbourne wrote:
Tiny Coffee Golem wrote:

Ooh! Those in power have wizards and sorcerers controlled by collars. Like the Domani using Idom from the wheel of time series.

Basically a braclet (controller) connected to a collar (controllee). The collared and their spellcasting is under complete control of the bracelet weared. The catch is not everyone can wear a braclet.

Not sure on the 'control collar' thing, particularly if PCs are going to play Sanctioned Wizards (in my mind, Sorcerers are never Sanctioned, because you can't control what spells they learn). But Sanctioned Wizards would have brands or tattoos which could not be concealed, even by magic, identifying themselves are Wizards - which would change color (from Blue to Red, for example) if the Wizard went rogue.

In the Wheel of Time, the spell casters were basically all sorcerers. There was this one nation that didn't allow free spell casters. They were all effectively magically bound slaves to be used as tools in every sense of the word. It's one of the only ways I can think for a "non-magic" group to be able to compete in any way with magic weilders. It was just a thought.


1 person marked this as a favorite.

Also I predict more sorcerers than wizards in this world. The latter being mostly a secret coterie that is either very old and powerful or a magic hit squad for the king.


Ooh! Those in power have wizards and sorcerers controlled by collars. Like the Domani using Idom from the wheel of time series.

Basically a braclet (controller) connected to a collar (controllee). The collared and their spellcasting is under complete control of the bracelet weared. The catch is not everyone can wear a braclet.


1 person marked this as a favorite.

I'd love to play a wizard in this kind of campaign.


Animate the ship and give it a fly speed. Paint the bottom blue. Profit.


I remember seeing somewhere a flying tower created by a sorceress that had a troll bound to it. It was somewhere in a frozen mountain range.

Anyone know what I'm talking about or where to find it?

Thanks in advance,

TCG


There are so many options.

Do you have some sort if theme in mind to help narrow the choices?


1 person marked this as a favorite.

Wizard who makes dragon simulacra ... or twenty.


I'm a huge fan of the master summoner.


dot


Aren't there some traits that give you a minor SLA?


In 3.5 there were channel feats that cost extra "per day" uses to activate. That could
WORk.


Dot


Dot


Basically all of these items are variations on prestidigitation. A prestidigitation at will item is 1000gp. Minor uses that only do one thing would probably cost half or a quarter of that. Still expensive, but not absurd for a wealthy family or merchant house.

Flavor the specifics I the item to taste.


Here is the Tiefling with a similar build.

Not really sure which build is better, but i'm leaning toward the asimar.

Tiefling AT Test:

Male Tiefling Arcane Trickster 1/Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) 3/Wizard 1
N Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 60 ft., see in darkness; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 27 (3d8+2d6+5)
Fort +4, Ref +7, Will +4; +2 vs. disease, +2 bonus vs. poison
Resist disease resistance, cold 10, electricity 10, fire 10, poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d3+2 nonlethal)
Special Attacks sneak attack +2d6
Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) Spells Prepared (CL 3rd; concentration +9):
1st—blend (2), expeditious retreat (3)
Wizard Spells Prepared (CL 4th; concentration +10):
1st—feather fall (DC 17), grease (DC 17), hydraulic push [S], stone shield, vanish
0 (at will)—acid splash, detect magic, message, prestidigitation (DC 16)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 22, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Brew Potion, Craft Wondrous Item, Fiendish Heritage, Scribe Scroll, Skill Focus (Stealth)
Traits bruising intellect, magical knack
Skills Appraise +13, Bluff +1, Diplomacy +3 (+7 to influence evil outsiders), Disable Device +10, Disguise +7 (+17 to appear as the target creature), Escape Artist +10, Intimidate +10, Knowledge (arcana) +19, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +11, Perception +8, Sense Motive +4, Sleight of Hand +10, Spellcraft +14, Stealth +21, Survival +4; Racial Modifiers +2 Bluff, +2 Stealth, discoveries (chameleon), alchemy
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran
SQ able assistant, arcane bonds (arcane bond [familiar]), breath mastery, cognatogen, fast poisoning, hero points, intense spells, opposition schools (enchantment, necromancy), perfect recall, prehensile tail, ranged legerdemain, specialized schools (admixture), versatile evocation
Other Gear darksire amulet, headband of vast intelligence +2, heavyload belt, ring of sustenance, stalker's mask, 150 gp
--------------------
TRACKED RESOURCES
--------------------
Stalker's mask (1/day) - 0/1
Versatile Evocation (9/day) (Su) - 0/9
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Admixture Associated School: Evocation
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Cognatogen (DC 17) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darksire amulet +4 on Diplomacy checks to influence evil outsiders.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease Resistance +2 (Ex) +2 to save vs. Disease.
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.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

--------------------

Huck
Male Raven (Valet)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 13 (1d8-1)
Fort +2, Ref +6, Will +6
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3-4) and
unarmed strike +6 (1-4 nonlethal)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
—prestidigitation
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse
Skills Appraise -1, Diplomacy -1, Disable Device +6, Disguise +3, Escape Artist +6, Fly +6, Intimidate -1, Linguistics +0, Perception +13, Sense Motive +3, Sleight of Hand +6, Spellcraft +3, Stealth +18, Survival +3
Languages Common
SQ able assistant, hero points, improved evasion, teammate
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Here is a similar concept except I'm using Asimar as the entry race.

The game this character might be included in has a reason to include an asimar.

Same basic build concepts though.

Edit: Changed it to an Alchemist 3 - wiz build

Assimar Early Entry At - Robin Hood (Wall of text):

Male Peri-Blooded Aasimar (Emberkin) Arcane Trickster 2/Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) 3/Wizard 2
CG Medium outsider (human, native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 35 (3d8+4d6+7)
Fort +5, Ref +6, Will +5; +2 vs. disease, +2 bonus vs. poison
Resist disease resistance, acid 5, cold 5, electricity 5, poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal)
Special Attacks sneak attack +3d6
Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) Spells Prepared (CL 3rd; concentration +11):
1st—blend (2), reduce person (DC 19), shield (2)
Wizard Spells Prepared (CL 6th; concentration +14):
2nd—
1st—
0 (at will)—
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 26, Wis 10, Cha 12
Base Atk +4; CMB +4; CMD 16
Feats Brew Potion, Craft Wondrous Item, - Custom Feat -, Hellcat Stealth, Scribe Scroll, Skill Focus (Spellcraft), Skill Focus (Stealth)
Traits magical knack, ordinary
Skills Acrobatics +7, Appraise +15, Bluff +11, Diplomacy +7, Disable Device +12, Disguise +5, Escape Artist +9, Fly +7, Knowledge (arcana) +23, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Linguistics +18, Perception +10, Sense Motive +12, Sleight of Hand +12, Spellcraft +21, Stealth +20 (+24 when hiding in a crowd), Survival +4, Use Magic Device +5; Racial Modifiers alchemy
Languages Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Thassilonian, Undercommon
SQ able assistant, arcane bonds (arcane bond [familiar]), breath mastery, cognatogen, discoveries (bonus feat), fast poisoning, hero points, intense spells, opposition schools (enchantment, necromancy), perfect recall, ranged legerdemain, scion of humanity, specialized schools (admixture), truespeaker, versatile evocation
Combat Gear little bishop (3), oil of darkness, potion of air bubble, potion of cure moderate wounds, potion of darkvision, potion of fly, potion of gaseous form, potion of invisibility (2), potion of levitate (2), potion of magic circle against evil, potion of misdirection, potion of protection from evil, potion of restoration, lesser, potion of slipstream (3), potion of spider climb (2), potion of touch of the sea; Other Gear elixir of hiding (10), headband of vast intelligence +4, ioun stone (dull grey), ioun stone (dull grey), ioun stone (dull grey), ioun torch, muleback cords, pathfinder pouch, stalker's mask, wayfinder, 150 gp
--------------------
TRACKED RESOURCES
--------------------
Elixir of hiding - 0/10
Light (At will) - 0/0
Little bishop - 0/3
Oil of darkness - 0/1
Potion of air bubble - 0/1
Potion of cure moderate wounds - 0/1
Potion of darkvision - 0/1
Potion of fly - 0/1
Potion of gaseous form - 0/1
Potion of invisibility - 0/2
Potion of levitate - 0/2
Potion of magic circle against evil - 0/1
Potion of misdirection - 0/1
Potion of protection from evil - 0/1
Potion of restoration, lesser - 0/1
Potion of slipstream (3) - 0/1
Potion of spider climb - 0/2
Potion of touch of the sea - 0/1
Read Magic (10 minutes) (1/day) - 0/1
Read Magic (10 minutes) (1/day) - 0/1
Read Magic (10 minutes) (1/day) - 0/1
Stalker's mask (1/day) - 0/1
Versatile Evocation (11/day) (Su) - 0/11
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Admixture Associated School: Evocation
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Cognatogen (DC 19) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease Resistance +2 (Ex) +2 to save vs. Disease.
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.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ordinary +4 trait bonus to Stealth when hiding in a crowd.
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Potion of air bubble Add this item to create a potion of a chosen spell.
Potion of slipstream (3) Add this item to create a potion of a chosen spell.
Potion of touch of the sea Add this item to create a potion of a chosen spell.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Truespeaker Learn two languages for each rank you put in Linguistics.
Versatile Evocation (11/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

--------------------

Mal
Male Raven (Valet)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 17 (1d8-1)
Fort +3, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d3-4) and
unarmed strike +8 (1-4 nonlethal)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
—prestidigitation
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +4; CMB +4; CMD 10
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +7 (-1 jump), Appraise -1, Bluff +5, Diplomacy +1, Disable Device +9, Disguise -1, Escape Artist +6, Fly +11, Linguistics +3, Perception +15, Sense Motive +9, Sleight of Hand +9, Spellcraft +5, Stealth +20, Survival +3, Use Magic Device -1
Languages Common
SQ able assistant, hero points, improved evasion, teammate
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'm about to determine that this PRC just isn't worth it. I don't mind giving up two caster levels, but three is pushing it. I'd rather just play a mage with a few roguish tricks up his sleeve.


Ascalaphus wrote:


In deciding on a split between vivisectionist/ninja/rogue, the question pops up:

Which tricks and discoveries are best for the arcane trickster?

I suppose this is at the crux of the issue.

I'm rather fond of one level of Alchemist.
-a few extra "spells" in the form of extracts, which fits the theme of a magic rogue
-Brew potion for free
-Int based
-Cognotogen (mind chemist)

Taking a couple of extra levels =
- More "spells" in the form of extracts
- Really high knowledge checks with minimal skill investment (Mindchemist)
- Discoveries (or more with Extra discovery feat). Chameleon would work well with this concept, though I'm open to other suggestions on better ones.

With rogue you get:
-Lots of skills
- Evasion with two levels
-Rogue talents, though I'm not sure which ones are worth it
-Trapfinding, which works with the magical rogue concept

With Ninja you get:
-Skills
- Ki powers (vanish several times per day which works really well with this concept). Other than the vanish one what are some good ii-powers?

The downside of Ninja is that you have to at least invest in Charisma, which I'm not a huge fan of.


Arcturus24 wrote:
Vivesectionist wrote:
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Sorry, but you need three levels of ninja/vivisectionist for 2d6 sneak.

Well, that changes things a bit. So I'll have to take three levels of some sneak attack class for it to matter. Hum. That sucks.


Ascalaphus wrote:

Yowch. Wall of text.

Though using Vivisectionist is pretty clever. Hmm.

Yea. The only reason I need 2 levels of Wiz before taking AT is the skill requirement.


Just general advice for building or something I may have overlooked would be appreciated. Thanks in advance.


The goal for this character is super spy, but with some blast ability as well.

He can see at night via see in darkness, which is fun.

I'm not trying to min/max exactly, but I'd like him to be a viable combatant.

Tiefling AT Test:

Male Tiefling Arcane Trickster 1/Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) 1/Ninja 1/Wizard 2
N Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 60 ft., see in darkness; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 26 (2d8+3d6+5)
Fort +3, Ref +8, Will +4
Resist cold 10, electricity 10, fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3 (1d3+2 nonlethal)
Special Attacks sneak attack +2d6
Alchemist (Internal Alchemist, Mindchemist, Vivisectionist) Spells Prepared (CL 1st; concentration +7):
1st—blend (2), expeditious retreat
Wizard Spells Prepared (CL 5th; concentration +11):
2nd—acid arrow (2), burning gaze [S], invisibility
1st—feather fall (DC 17), grease (DC 17), hydraulic push [S], stone shield, vanish
0 (at will)—acid splash, detect magic, message, prestidigitation (DC 16)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 22, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 14
Feats Brew Potion, Craft Wondrous Item, Fiendish Heritage, Scribe Scroll, Skill Focus (Stealth)
Traits bruising intellect, magical knack
Skills Acrobatics +7, Appraise +13, Bluff +5, Climb +4, Diplomacy +3 (+7 to influence evil outsiders), Disable Device +10, Disguise +7 (+17 to appear as the target creature), Escape Artist +10, Intimidate +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +11, Perception +8, Sense Motive +4, Sleight of Hand +10, Spellcraft +14, Stealth +21, Survival +4; Racial Modifiers +2 Bluff, +2 Stealth, alchemy
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran
SQ able assistant, arcane bonds (arcane bond [familiar]), breath mastery, cognatogen, hero points, intense spells, opposition schools (enchantment, necromancy), poison use, prehensile tail, ranged legerdemain, specialized schools (admixture), versatile evocation
Other Gear darksire amulet, headband of vast intelligence +2, heavyload belt, ring of sustenance, stalker's mask, 150 gp
--------------------
TRACKED RESOURCES
--------------------
Stalker's mask (1/day) - 0/1
Versatile Evocation (9/day) (Su) - 0/9
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Admixture Associated School: Evocation
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Cognatogen (DC 16) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darksire amulet +4 on Diplomacy checks to influence evil outsiders.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

--------------------

Huck
Male Raven (Valet)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 13 (1d8-1)
Fort +1, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d3-4) and
unarmed strike +5 (1-4 nonlethal)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
—prestidigitation
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +6 (-2 jump), Appraise -1, Bluff -1, Climb +6, Diplomacy -1, Disable Device +6, Disguise +3, Escape Artist +6, Fly +6, Intimidate -1, Linguistics +0, Perception +13, Sense Motive +3, Sleight of Hand +6, Spellcraft +3, Stealth +18, Survival +3
Languages Common
SQ able assistant, hero points, improved evasion, teammate
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Thoughts?


ZanThrax wrote:

brewer hasn't been on the boards for months, and his links are dead.

I mirrored it here

Perfect. Thank you.


The link seems to not be working. Can anyone repost a good link or just message me with the same please?


1 person marked this as a favorite.

A big bag of funyons and enough mountain dew to share.


Sissyl wrote:
Yeah, mom, we're married. Yes, I know she's big. But really, don't say the words cow, milk, bull or cattle so she can hear them.

Mom: "I made meatloaf, so...."


Oh, I was a medic in the army. One of the weirdest things was to simply be around for this "pre-basic training" thing. Essentially it was weekend camp for high school kids to convince them to join the army.


1 person marked this as a favorite.

CLown. Seriously. Good pay. I basically consisted of me making kids stand in line and make animal baloons for hours. Kids were pretty good. The parents were a nightmare. I was in high school.

Military intelligence analyst. It was during gulf war 2. It was interesting to be able to watch the news and be able to know what was right and what was wrong. Of course I couldn't discuss it with anyone at the time, but still.

bartender at a gay dance club. I was single and gay, so that was fun.

Walmart.com phone operator over one Christmas season. Ever read 1984?. I was just like that.


Dot


andreww wrote:
Now try running your numbers applying the use of Shrink Item.

Shrink item is a singular item.

Treasure stitching would be far more useful. A couple castings are much cheaper than permanent extra dimensional spaces.


Just coercing spells, right?


18th level wizard can bind an extraplanar entity to act as a guardian of the teleport circle. For a price of course.


What feats, tricks, features, etcetera can I add to telekinesis to maximize the spells usefulness?


Dot


I'm surprised Treasure stitching hasn't come up yet.


Elbe-el wrote:
WAAYYY back when we were playing 1st Edition AD&D, I played Bocephus Stinkeye, the Kobold Ranger, who rode his dire weasel companion, Slink. I broke that campaign (or made it a smashing success, you decide because I still can't) without even trying because the DM and other players couldn't stop laughing long enough for us to get anything done...some of them still tell me it was the best D&D they've ever played.

I'm totally stealing this idea. Was Stinkeye avenged or melee character?


Anguish wrote:

Caulibor thrust his arm forward into the swirling orange disc, grasping to clutch at the fleeing faithful-of-Orcus.

"Wait! What are you..." the streetwise ex-thief Shanil spurted, moments too late. "...doing?"

The priest, seeing the cultist out of his reach turned to his friend, oblivious to the gravity of the situation and innocently answered her, "I was trying to catch that guy. Why?"

"Caulibor, that's some kind of... I dunno... inter-dimensional rift. It's like a big nostril to Hell or Heck or the Elemental ...

I vote for this.


This


A ring of telekinesis. Use it to throw swords.


dot


Year of the shoulder.


rogue/shadowdancer.

Edit: Profession Surgeon or Barber


Baba Yaga is quirky and has not yet lost that childlike sense of wonder about the world. ... Because she ate it.


What it says on the tin; Caffiene addict 20

Would someone not need to direct the undead lyricist?


GlennH wrote:

Why not use Permanent Teleportation Circles for 25,880gp setup cost (also need a 17th level wizard.)

Unlimited cargo and passenger. No need to clean up after the Brachiosaurus.

Teleportation circles are point to point and only one way. However, a savvy and specialized guild would probably do this over time. Magic item merchants come to mind.


As a plot device, sure. For a PC. Not a chance. Too easy to create power game nonsense.

1 to 50 of 7,359 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.