The "Useful Party Member" Olympics


Advice

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As a pure bit of self-advertising, I think I will nominate Hannah of the Harsh Words, from the summer olympics DPR thread in here as well.

Hannah of the Harsh Words V2.0::

A sneak, a face and a glass cannon at the same time.
7th level Bard (Word Striker)/ 3ed Level Rogue halfling
Ability Scores:
STR: 8 (-1) (10 base, -2 racial)
DEX: 16 (+3) (13 base, +2 racial + 1 level)
CON: 14 (+2)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 22 (+6) (15 base, +2 racial, +1 level, +4 Headband)

Hit dice: 10d8 +20 (Con) + 7 (Favored Class) (8+4.5*9+20 +7= 75)

Saving Throws:
Fort +10 = +2(bard) +1(rogue) + 2(CON) + 2(Resistance) + 1(Competence) + 1(Racial)+1 (Trait)
Reflex +15 = +5(bard) +3(rogue) + 3(DEX) + 2(Resistance) + 1(Competence) + 1(Racial)
Will +9 = +5(bard) +1(rogue) -1(WIS) + 2(Resistance) + 1(Competence) + 1(Racial)

Armor Class: 24 (= 10 + 6 (Chain Shirt) +4 (Shield) +3 (Dex) + 1 (small))

Class Abilities:
Cantrips (Detect Magic, Read Magic, Prestigidation, Mending, Mage Hand, Sift)
Spells of up to 3ed level (6/5/2 per day)
(Ear Piercing Scream, Expiditious Retreat, Grease, Vanish, Anticipate Peril)
(Heroism, Invisibility, Mirror Image, Gallant Inspiration)
(Haste, Confusion)
Bardic Knowledge
Performance: (Countersong, Distraction, Fascinate, Inspire courage, Wordstrike, Weird Words) (4+6(Cha)+2*6 + 6(extra performance) = 28 rounds).
2 Versatile Performances (Comedy: Bluff & Intimidate . Oratory: Diplomacy & Sense Motive)
Well Versed
Lore Master (1/day)
Sneak Attack (+2d6)
Trap Sense+1
Trap Finding
Rogue Talent (Fast Stealth?)
BAB: +7

Racial Traits:
Small, Slow Speed, Fearless, Halfling Luck, Keen Senses, Swift as Shadows (alternate, APG), Halfling Weapon Familiarity

Traits:
Freed Slave (+1 Fort saves)
Reactionay (+2 on initiative)

Feats:
Point Blank Shot
Extra Performance
Skill Focus (Stealth)
Eldritch Heritage (Umbral : Cloak of Shadows)
Ability Focus (Weird Words)

Skills:
Stealth(10 Ranks, +3 Trained, +3 Dex, +6 SF, +4 Small+ Cloak of Shadows, assorted invisibility spells)
Perception, UMD, Perform (Dance), Perform (Oratory), Disable Device, Perform (Comedy),
All Knowledges (1 rank)
Gear (62,000gp)
Headband of Alluring Charisma +4 (16,000 gp)
+2 mithral chain shirt (5,100 gp)
Cloak of Resistance +2 (4,000 gp)
Cracked Pale Green Prism Ioun Stone (+1 Competence to all saves) (4000 gp)
Handy Haversack (2,000 gp)
Darkwood Heavy Wooden Shield +2 (4,257 gp)
Sniper Googles (20,000 gp)
55357 used, 6000 or so for customizing…

She's got very good sneaking ability (+26 or so), with hide in plain sight in 1 more level, and strongish perception (+14 or so = 10 ranks, +3 trained, +2 keen senses -1 WIS).

She has an explosive punch from sneak attack and Weird Words.

he's also a strong party face with effectively maxed bluff, intimidate, Diplomacy and Sense Motive from versatile performance

She's surprisingly capable of making critical knowledge rolls thanks to loremaster and Bardic Knowledge, and 1 rank in all the knowledges (which are trained skills...)

And of course, she has buffing effects to help out the party, with Bardic Performance effects, Buff Spells.


Is time for CREDIT TO TEAM!

So what all can CREDIT TO TEAM! do?

Well for one he can pretty much replace the party bard since he can inspire courage and cast Good Hope. (Gods and Magic allows Iomedae worshipers to cast it as a 4th level spell)

So, between Touch of Good, Good Hope, Inspire Courage, and oh let's just go ahead spend a move action in the same round as Touch of Good and give the party +3 to weapon damage rolls and critical confirmations till the end of my next round. So overall unless I'm wrong about the bonuses stacking the target of your touch of good is going to get +9 to attack rolls, +7 to damage rolls, plus various bonuses to skill checks and saves.

Throw in blessing of fervor and we can make our comreades at arms crazy good. Heck, we benefit from all but the touch of good as well making our meager +11 attack into a respectable +15. But this isn't what we're doing to mess up people.

No, now we talk about offense.

Laughing Touch is an okay power for the often melee avoiding sorcerer but an absolutely amazing power for the close and personal bad touch cleric. So, I run up to people and tickle them while axe wielding maniacs hack the opponent into bits with +9 bonuses to attack rolls. And we're not even done yet!

Nope, this cleric in all his preachiness carries with him an aura of dread so he can reduce the armor class and saves of enemies near him.

And we're still not done.

Beyond being a master at buffing our friend here can still lay down battlefield control spells to break enemy formations, confound caster, give cover, and otherwise be incredibly useful.

You'll notice that I left quite a few slots open. This is for two reasons. One, I never know whether the party I'll be in will actually need me to heal or buff more or do more controlling. After all we haven't discussed jsut what party I'm being useful for right? This also works with the idea I can spend an hour of the day and pray to fill those spell slots with things I'll need. I still have pearls of power to extend my adventuring day.

His weaknesses are that he doesn't have a very high AC for this level so he certainly relies on the meaty people he's buffing. You could spend open slots on some defensive spells if required.

What? You wanted a healer? I've got a wand if that's what you need. The point is to make healing a moot point. Though a +18 heal skill also helps. He's not terribly skillful but he can make others very skillful so it evens out.

Can he be refined? Perhaps. Perhaps...

Sczarni

Here's my first submission, a Human Paladin.

Google Docs Version...much prettier

Spoiler:
Helper McPally’Tank
Human Paladin 10
LG Medium Humanoid (Human)
Init +1 Senses:Detect Evil 60’, Perception +0
Speed 20, Languages: Common
Height: 5’11” Weight: 175 lbs Hair: Black Eyes: Brown Age: 18

Defense
AC 27 Touch 11 FF 26 (Armor +11, Shield +4, Dex +1, natural +1)
HP 100 (10d10+50)
Fort +17 Ref +11 Will +14
Immune: fear effects, disease, charm effects

Offense
Melee +2 longsword +13/+8 (1d8+12 19-20/x2) [including Power Attack]
Ranged +1 composite longbow +12/+7 (1d8+5 20/x3) Range 110’ Ammo 20_______
BAB 10/5 CMB 14 (18 Bull Rush) CMD 25 (29 Bull Rush)

Abilities: Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha 20
SQ: Favored Class: Paladin (HP), Aura of Good, Aura of Courage, Divine Grace, Divine Health
SA: Smite Evil 4/day (+4 to hit/AC, +10 dmg, +20 on 1st strike vs. dragon/undead/evil outsider), Lay on Hands (5d6; 10/day; removes fatigue, disease, curse, 6d6 if not affected by any of those conditions), Channel Positive Energy, Divine Bond (weapon, +2 bonus, 10 minutes, 1/day)
Feats: Power Attack, Improved Bull Rush, Toughness, Greater Mercy, Greater Bull Rush, Critical Focus
Skills: (ACP -3) Diplomacy +16, Sense Motive +13
Combat Gear: wand of cure light wounds (50 charges) (750), scroll of lesser restoration (2) (250), potion of fly (750), potion of invisibility (300), 3000 gp of assorted helper potions/scrolls
Gear: +2 mithral fullplate (14500), +1 longsword (2315), +2 mithral heavy steel shield (5165), +1 composite longbow (+4 str) (2700), 20 arrows, cloak of resistance +2 (4000), amulet of natural armor +1 (2000), belt of Str/Con +2 (10000), headband of Cha +4 (16000), bag of holding type I (2500)
Coin: 270 (in coin & various adventuring gear)
Carrying Capacity: Light 100lbs Medium 200lbs Heavy 300lbs Lift 600lbs Drag 1500lbs

Spells Prepared (Caster Level 7, Concentration +12, Save DC 15+Spell Level)
1st: divine favor, lesser restoration, protection from evil, word of resolve
2nd: resist energy, shield other
3rd: magic circle vs. evil

Nuts & Bolts:

Very, very hard to kill him. His schtick is to be up front swinging and taking a beating.

Spells complement this style well - shield other especially, but also resist energy and magic circle. He's there to take the hurt the baddies are dishing out, and not drain the party healer if possible.

Although he's a bit dim, he can still serve as the party face, especially when you need a clean-cut guy doing the talking, and will stand a decent chance of seeing through the NPCs BS (except for uber-specialized bluffers, but who does have a chance to see through them, anyways?).

All around, in any party that isn't morally corrupt, this fellow will prove helpful, powerful, and useful, so long as you don't expect him to sneak around and be all stealthy.

Liberty's Edge

Quote:
I actually can't remember the last time I made a Will save.

Play some PFS modules (I rolled the d20 approximately ten times during a recent one at Tier3-4, and over half of them were for saves; I spent the first two encounters snoozing, one from poisoned wine and the other from Sleep) -- you will be trained that saves are more important than AC or DPR.

- - - - -

Imports from the PFS DPR Olymptics thread: (Most of these are planned or actual characters; builds are to 12th, but can be back-extrapolated to 10th quite easily since build-by-levels are included.)

1) "Don't mess with an angry dwarf"

Spoiler:
(character had some minor revision prior to beginning play in PFS; notable change was taking Steel Soul earlier for double-digit "raging saves" in fort and will at 3rd level!)

Benefits:
* see in the dark
* absurd hitpoints
* absurd saving throws
* "one-shot" caliber damage
* dip cleric abilities
* high Sense Motive
* ignore difficult terrain
* alleviate half-dozen different conditions in self or allies
* massive AoO "zone" + Uncanny + Pushing Assault protects allies from surprise pounce-charges

2) Halfling rogue/paladin switch-hitter

Spoiler:
Character is now at 5th with some variance to depicted build. Major change was to lessen pure archery and greatly amplify melee with inclusion of Agile weapons and Piranha Strike (not shown). Build may include 10 rather than 8 paladin levels when all is done.

Benefits:
* paladin immunities and evasion
* rogue skill set w/high DEX & CHA
* 4d6 or 5d6 Lay on Hands a dozen times per day

3) Booty Bash Cleric

Spoiler:
Benefits:

* twelve levels of clericky spellcasting goodness -- what more do you want?
* heaven help any schmuck who thinks this "healer" is a d8+pushover in melee


Quote:
Plus, I suppose playstyle varies a lot. I actually can't remember the last time I made a Will save

-Thats because when you miss a will save you're not allowed to know that you failed the roll :)


How did I know that Tarkxt's cleric would be of iomedae?

Leadership domain is nice too. Unlimited advice!


This guys has ten feet of threatened area and with his Inspire courage being at +4 has a decent chance of tripping/hitting most things.

Anyway just a rough draft please tell me what you think.

BERNEY THE BENEFICIAL BARD:

Male Human Bard 10
LG Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 21, touch 13, flat-footed 21. . (+7 armor, +1 natural, +2 deflection)
hp 58 (10d8+10)
Fort +8, Ref +10, Will +9
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +3 Whip +16/+11 (1d3+8/20/x2) and
. . Unarmed Strike +12/+7 (1d3+5/20/x2)
Special Attacks Bardic Performance (move action) (31 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 18), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies), Bardic Performance: Suggestion (DC 18)
Bard Spells Known (CL 10, +12 melee touch, +7 ranged touch):
4 (1/day) Cure Critical Wounds (DC 17), Break Enchantment (DC 17)
3 (4/day) Cure Serious Wounds (DC 16), Haste (DC 16), Dispel Magic, Arcane Concordance, Good Hope (DC 16)
2 (5/day) Rage, Cure Moderate Wounds (DC 15), Heroism (DC 15), Silence (DC 15), Glitterdust (DC 15), Delay Poison (DC 15), Invisibility (DC 15), Gallant Inspiration (DC 15)
1 (6/day) Remove Fear (DC 14), Cure Light Wounds (DC 14), Feather Step (DC 14), Moment of Greatness, Saving Finale (DC 14), Timely Inspiration (DC 14)
0 (at will) Read Magic (DC 13), Light, Detect Magic, Mending, Prestidigitation (DC 13), Sift
--------------------
STATISTICS
--------------------
Str 18/20, Dex 10, Con 12, Int 14, Wis 8, Cha 14/16
Base Atk +7; CMB +12; CMD 25
Feats Bard Weapon Proficiencies, Extra Performance, Grand Master Performer, Improved Whip Mastery, Master Performer (Kitharodian Academy), Weapon Focus: Whip, Whip Mastery
Traits Resilient, Watching Taldor
Skills Acrobatics +16, Bluff +16, Climb +4, Diplomacy +16, Disable Device -3, Escape Artist -1, Fly +16, Intimidate +16, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +17, Knowledge (Nature) +17, Knowledge (Planes) +17, Knowledge (Religion) +17, Perception +12, Perform (Comedy) +16, Perform (Dance) +16, Perform (Oratory) +16, Ride -1, Sense Motive +16, Sleight of Hand -1, Spellcraft +15, Stealth -1, Swim +4, Use Magic Device +16
Languages Common, Draconic, Elven
SQ Bardic Knowledge +5 (Ex), Hero Points (1), Jack of All Trades: Trained skills (Ex), Lore Master (1/day) (Ex), Versatile Comedy +16 (Ex), Versatile Dance +16 (Ex), Versatile Oratory +16 (Ex), Well Versed (Ex)
Combat Gear +3 Chain Shirt, +3 Whip; Other Gear Amulet of Natural Armor +1, Belt of Giant Strength, +2, Cloak of Resistance, +3, Handy Haversack (empty), Headband of Alluring Charisma, +2, Ioun Stone, Dusty Rose Prism, Ring of Protection, +2
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +5 (Ex) Add + 5 to all knowledge skill checks.
Bardic Performance (move action) (31 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 18) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 18) (Sp) Make a Suggestion to one Fascinated creature.
Grand Master Performer When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Master Performer (Kitharodian Academy) When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Versatile Comedy +16 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Dance +16 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Oratory +16 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Watching Taldor During surprise round may draw weapons as a free action.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
Whip Mastery Using a whip does not provoke attacks of opportunity

Liberty's Edge

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Harin the Survivor (Dwarf Monk 10)

Spoiler:

HP: 98 (48 Monk+ 40 Con+10 Toughness)

Str 18 (15+1 4th +2 Belt
Dex 14 (12+ 2 Belt)
Con 18 (13+2 +1 8th Dwarf +2 Belt)
Int 8
Wis 20 (14+2 Dwarf +4 Headband)
Cha 8 (10-2 Dwarf)

AC 24 (27 with barkskin) Touch: 21, Flat: 20
Fort:14(18 Spells), Ref:12 (16 Spells), Will: 15 (19 Spells, 21 Enchantments)

Temple Sword +15/+15/+7/+7 (1d8+6 17/20X2) (+8 two handed, -2 attack +15 damage power attack two handed)
unarmed +12/+12/+4/+4 (1d10 +4 X2) (-2 attack +4 damage power attack)
Stunning Fist Save DC: 21
Improved Evasion
(monk 1st) Dodge
(1st) Steel Soul +4 vs poison, spells, and spell-like abilities.
(Monk 2nd) Deflect Arrows
(3rd) Weapon Focus Temple Sword
(5th) Power Attack
(6th Monk) Mobility
(7th) Ironhide
(9th) Toughness
(10th Monk) Improved Critical (Temple Sword)
High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Ki Powers
Barkskin (for still mind)

Skills: Acrobatics+6 Climb+8 History 3, Religion 3, Perception +18, Sense Motive +18, Stealth +10, Swim +*

Equipment
+2 Temple Sword
Physical Might Belt +2 16000
Headband of Wisdom 4 16000
Cloak of Resistance +3 9000
Bracers of Armor +2 4000
Ring of Protection +1 1000
+2 Temple Sword 8000


It is all about survival sometimes. And with saves against spells and spell like abilities of 17 Fort, 16 Reflex and 19 will (21 against enchantments) combined with improved evasion and immunity to all diseases.

Add in a base 24 AC (21 touch) with the ability to bump it up to 27 with barkskin for 100 minutes at a time. Not to mention burning a ki point to get it up to 31 if needed.

And breaking the monk damage myth, a temple sword wielded with two hands is a thing of beauty, particularly when improved critical is added to the 4 flurry attacks (5 if you burn a ki point)

Who said a basic monk can’t tank? Same people who don’t think about a dwarf with 50 movement. And he still has about 8000 gold for potions and general accessories. And while not a skill monkey, an 18 Perception and Sense Motive ain’t bad.


ciretose wrote:

Harin the Survivor (Dwarf Monk 10)

** spoiler omitted **
It is all about survival sometimes. And with saves against spells and spell like abilities of 17 Fort, 16 Reflex and...

You could add eyes of the eagle to get the perception to 23 with your remaining gold.

Scarab Sages

Cheapy wrote:


With a +2 Shield, we have 5k to play around with. A Cloak of Resistance +2 is 4k. With Iron Will and possibly greater iron will, this brings us to a +7 Will save, which is pretty nice.

Swapping out Keen or Menacing on the longsword may be worth investigating as well. +2 to allies flanking can be pretty nice.

All very true, and with his high AC he'll be able to run into flanking positions, no problem.

As for the will save stuff, remember that all of this is subject to interpretation. It never comes up for me, which is why I went cleave crazy, but if you think the character would be better off with iron will+greater, then that works. I mostly put the build up so people could use it, not because I thought it'd win any sort of contest. :P


ciretose wrote:

Harin the Survivor (Dwarf Monk 10)

** spoiler omitted **
It is all about survival sometimes. And with saves against spells and spell like abilities of 17 Fort, 16 Reflex and...

Why not a Sansetsukon (Three-Section Staff)? Its two handed, has the same threat range, does more damage and is a monk weapon.


because the 3 section staff is up to DM interpretation. you might get it for free, might have to spend a feat. it also doesn't have the same widely accepted feel as swinging a sword.

it's also a weapon from an optional rule within a not very widely accepted optional sourcebook filled with optional rules that conflict with the core.


The only problem i see with the Monks tanking is that there's no means of stopping someone from going around him: nothing i usually put on a tank, reach, trip, or at least standstill.


Dotted. I want to try my hand at this.


BigNorseWolf wrote:
The only problem i see with the Monks tanking is that there's no means of stopping someone from going around him: nothing i usually put on a tank, reach, trip, or at least standstill.

Depending on the campaign he could rely on stunning -- a few different monks could instead go for grappling as well.


Abraham spalding wrote:
BigNorseWolf wrote:
The only problem i see with the Monks tanking is that there's no means of stopping someone from going around him: nothing i usually put on a tank, reach, trip, or at least standstill.
Depending on the campaign he could rely on stunning -- a few different monks could instead go for grappling as well.

Giving a monk reach is entirely possible now with things like Crusader's Flurry or Soheis. Be a maneuver master with crusader's flurry and something like say a guisarme? Seems to work to me.


What can I say, I am in love with the hexcrafter magus

Spoiler:

Magus (Hexcrafter) 10

Strength: 10 (0)
Dexterity: 18/22 (+4/+6)
Constitution: 13 (+1)
Intelligence: 15/19 (+2/+4)
Wisdom: 12 (+1)
Charisma: 8 (-1)

Acrobatics: +16
Appraise: +9
Diplomacy: +11
Knowledge (Arcana): +12
Knowledge (Dungeoneering): +12
Knowledge (Planes): +12
Perception: +11
Perform (Dance): +1
Spellcraft: +17
Use Magic Device: +12

Hit Points: 73 HP
Hit Dice: 10d8+10

Initiative: +6

Fortitude Save: +10 Reflex Save: +11 Will Save: +10

Armor Class: 25 (touch: 16) (flat-footed: 20)

CMB: +7 CMD: 23 (flat-footed: 18)

Feats & Traits: Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise +/-2, Dervish Dance, Arcane Strike, Agile Manuvers, Improved Disarm, Improved Trip, Martial Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Finesse, Armor Expert, Ease of Faith

Special Abilities: Dispelling Strike (Su), Slumber (10 rounds) (DC 19) (Su), Spellstrike (Su), Arcane Pool (+3) (9/day) (Su), Healing (Cure Moderate Wounds) (Su), Hero Points (1), Improved Spell Combat (Ex), Knowledge Pool (Su), Lingering Pain (Su)

•+2 Scimitar (+16/+11, 1d6+8 damage, crit 18-20/x2)

Magic Items: +2 Mithral Breastplate, +2 Scimitar, Amulet of Natural Armor +1, Belt of Incredible Dexterity, +4, Cloak of Resistance, +2, Handy Haversack (empty), Headband of Vast Intelligence, +4: Acrobatics, Use Magic Device, Ring of Protection, +1

Spells: Cat's Grace (2), Dancing Lights (0), Detect Magic (0), Enlarge Person (1), Ghost Sound (0), Glitterdust (2), Grease (1), Haste (3), Mage Hand (0), Obscuring Mist (1), Ray of Frost (0), Scorching Ray (2), Scorching Ray (2), Shield (1), Slow (3), True Strike (1), True Strike (1), Vampiric Touch (3), Wall of Sound (4), Web (2)

Spells in Spellbook: Acid Splash (0), Arcane Mark (0), Cat's Grace (2), Dancing Lights (0), Daze (0), Detect Magic (0), Disrupt Undead (0), Enlarge Person (1), Flare (0), Ghost Sound (0), Glitterdust (2), Grease (1), Haste (3), Light (0), Mage Hand (0), Obscuring Mist (1), Open/Close (0), Prestidigitation (0), Ray of Frost (0), Read Magic (0), Scorching Ray (2), Shield (1), Slow (3), Spark (0), True Strike (1), Vampiric Touch (3), Wall of Sound (4), Web (2)

Start with all of the fun of the witches slumber hex, and add in healing hex.

Decent HP and AC, so not afraid of melee combat. Can bump AC up to 35 in a pinch(shield + combat expertise + fighting defensively). Good for giving flanking to anyone who needs it. Vampiric touch gives you some helpful in combat healing.

Decent damage. With haste, Arcane Pool, and Arcane Strike active, you are looking at +19/+19/+14 for 1d6 + 14 damage. Not going to win the DPS olympics, but also not someone you want to ignore either.

Great action economy. Lots of swift actions. Can cast buffs, debuffs, nukes, and battlefield control while making 2(3 with haste) attacks a round.

Memorized spells means that the Hexcrafter Magus can memorize whatever buffs or bebuffs help the group most, then cast those spells while still getting full attacks.

Finally, combat manuvers with true strike. True Strike + trip or disarm would mean that you trip or disarm is at a +33 to hit. All your melee friends will love you for it.


Charender, I think you'd get better mileage out of pool strike. Arcane strike is only giving + 3 damage.

And my level 3 ranger is doing 1d8 + 10.

Drop arcane strike and improved disarm, imo. Get Greater Trip and combat reflexes. Tripping will provoke an AoO on the way down and up. Your melee types will Really love you for that.


I give you Sir McAngel.

He's a synthesist (dip; just for survivability purposes) / heavily archetyped paladin.

Basically, he serves several functions.

  • He can tank pretty well (29 AC self-buffed, with 100 total hit points and absurd saves)
  • He can share teamwork feats with allies (he gets two; I left them un-picked because teamwork feats really depend on the party)
  • He has a silver tongue (Diplomacy +18) and two useful Knowledges (Planes and Religion at +15)
  • He can also give all of his allies within 30 feet +1 to hit, damage, and AC and heal 1d4 ability damage (1/day/ally on the ability damage) by burning a single lay on hands use
  • and (these stack) +3 to hit and +2 to damage against evil creatures he hits using Weal's Woe, which can be activated 3/day for 4 rounds each time; the ally benefits last 1 round after he hits
  • He has 12 lay on hands uses, which he can use at a 30 foot range at half effectiveness (75% effectiveness if they aren't diseased or shaken)
  • He can convert 10 of his lay on hands uses into a single raise dead spell without needing a material component (although it level drains him to do it without the diamond)
  • He can use Greater Dirty Trick to debuff enemies in combat
  • He can use a move action to allow every ally a free 5' step every round of combat
  • He's even tolerable in both melee and ranged combat; although he won't be showing up the party heavy, he'll hold his own
  • I want to re-iterate that his saves are absurd: +15 Fort, +11 Reflex with evasion, and +18 Will with devotion

    All in all, very versatile, without sacrificing too much combat effectiveness. He'd be much more of a combat monster as a non-archetyped paladin, but he loses almost all of his teamwork abilities doing so (except the feat-based lay on hands stuff).

    He's not as good a buffer as a bard or evangelist, but he can fill a roll they can't as easily (tank and combat healer).

  • Silver Crusade

    Pathfinder Adventure Path Subscriber

    In today's episode of "Awesome Threads by Ciretose"...


    Rodney the roguing ranger.
    I know people can creatively pass traps, but some GM's stifle such think ing so I put in one level of rogue.

    I present Rodney, sponsored by Herolab.

    My spells are to help my perception and stealth when needed. I can fly with my armor.
    Longstrider helps keep the bad guys away. Alarm is a good boost if we have to put someone on watch with a low perception. Gravity Bow helps me bring the pain.
    I don't care for the AC, but I hope I can stay out of melee. My init is pretty high, and the sneak attack will help. My damage should be pretty high when I decide to activate ranger's focus.

    I also left about 1000 gp for mundane gear. Half-Orcs would also work. The perception would have been lower, but I would have had darkvision.

    Rodney:
    RODNEY THE ROGUING RANGER CR 9
    Male Half-Elf Ranger (Guide) 9 Rogue 1
    LN Medium Humanoid (Elf, Human)
    Init +12; Senses Low-Light Vision; Perception +29
    --------------------
    DEFENSE
    --------------------
    AC 27, touch 17, flat-footed 21. . (+9 armor, +6 Dex, +1 natural, +1 deflection)
    hp 73 (9d10+1d8+10)
    Fort +9, Ref +16, Will +11
    Immune sleep; Resist Elven Immunities
    --------------------
    OFFENSE
    --------------------
    Spd 30 ft.
    Melee Dagger +11/+6 (1d4+2/19-20/x2) and
    . . Masterwork Falchion +12/+7 (2d4+3/18-20/x2)
    Ranged +3 Longbow, Composite (Str +2) +19/+14 (1d8+5/20/x3)
    Special Attacks Ranger's Focus +4 (3/day), Ranger's Luck (1/day), Sneak Attack +1d6
    Ranger (Guide) Spells Known (CL 6, 11 melee touch, 15 ranged touch):
    2 (2/day) Chameleon Stride (DC 15), Hunter's Eye
    1 (3/day) Longstrider (DC 14), Alarm, Gravity Bow (DC 14)
    --------------------
    STATISTICS
    --------------------
    Str 14, Dex 18/22, Con 12, Int 10, Wis 14/16, Cha 8
    Base Atk +9; CMB +11; CMD 28
    Feats Deadly Aim -3/+6, Endurance, Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Rogue Weapon Proficiencies, Skill Focus: Perception (Adaptability)
    Traits Indomitable Faith, Reactionary
    Skills Acrobatics +4, Climb +0, Disable Device +20, Escape Artist +4, Fly +4, Knowledge (Dungeoneering) +13, Knowledge (Nature) +13, Linguistics +5, Perception +29, Ride +4, Spellcraft +13, Stealth +17, Survival +16, Swim +0
    Languages Common, Draconic, Elven, Varisian
    SQ Elf Blood, Swift Tracker (Ex), Terrain Bond (Ex), Terrains: Forest (+2 bonus) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +4, Trapfinding +1, Wild Empathy +8 (Ex), Woodland Stride (Ex)
    Combat Gear +3 Longbow, Composite (Str +2), Celestial Armor, Dagger, Masterwork Falchion; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Belt of Incredible Dexterity, +4, Bracers of Archery, Lesser, Cloak of Resistance, +2, Eyes of the Eagle, Handy Haversack (empty), Headband of Inspired Wisdom, +2, Ring of Protection, +1, Thieves' tools, masterwork, Wand of Cure Light Wounds
    --------------------
    TRACKED RESOURCES
    --------------------
    Celestial Armor - 0/1
    Dagger - 0/1
    Ranger's Focus +4 (3/day) (Ex) - 0/3
    Ranger's Luck (1/day) (Ex) - 0/1
    Wand of Cure Light Wounds - 0/50
    --------------------
    SPECIAL ABILITIES
    --------------------
    Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Elf Blood You are counted as both elves and humans for any effect relating to race.
    Elven Immunities +2 save bonus vs Enchantments.
    Elven Immunities - Sleep You are immune to Sleep effects.
    Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Manyshot You can shoot two arrows as the first attack of a full attack action.
    Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into combat.
    Ranger's Focus +4 (3/day) (Ex) +4 to hit and damage focused target.
    Ranger's Luck (1/day) (Ex) Reroll an attack roll or make an enemy who just hit you reroll an attack roll.
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
    Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
    Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
    Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
    Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
    Track +4 +4 to survival checks to track.
    Trapfinding +1 +1 to find or disable traps.
    Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
    Woodland Stride (Ex) Move through undergrowth at normal speed.
    --------------------

    edit:I can also give my allies bonuses when in my favored terrains with Terrain bond.

    Liberty's Edge

    Fozbek wrote:

    I give you Sir McAngel.

    He's a synthesist (dip; just for survivability purposes) / heavily archetyped paladin.

    You have five odd stats at 10th, which is an inefficient layout (although maybe they're even without the synth form). I'd plan on having a higher CON.


    Mike Schneider wrote:
    Fozbek wrote:

    I give you Sir McAngel.

    He's a synthesist (dip; just for survivability purposes) / heavily archetyped paladin.

    You have five odd stats at 10th, which is an inefficient layout (although maybe they're even without the synth form). I'd plan on having a higher CON.

    We're using the Elite Array, and the eidolon contributes its physical scores, overwriting my own.

    The actual stats for the character are Str 8, Dex 10, Con 12, Int 13 (for combat expertise), Wis 14, Cha 15+2 race+4 item. The eidolon contributes Str 16+1 advancement, Dex 12+1 advancement+2 item, Con 13+2 evolution.

    I can't control the Eidolon's physical stats except by use of magic items (limited to even numbers), Improved Attribute (even numbers), and the 4 HD advancement, which it doesn't qualify for.

    As for Con, I had a choice between +12 hit points and +1 Fort (already at +15) or +1 AC, Reflex (only at +10), Initiative, and ranged attack. There's no reason someone else couldn't make the choice in favor of Con.

    However, I did just realize that I forgot to give Sir McAngel his two stat boosts from levels. That's been fixed; they both went to Charisma, of course.


    Cheapy wrote:

    How did I know that Tarkxt's cleric would be of iomedae?

    Leadership domain is nice too. Unlimited advice!

    Probably when you told me that they can cast Good Hope.

    I mean for a while I kept hearing about bards being the best buffers because good hope, haste, and inspire courage.

    Welp, still can't haste. But now I don't need to.

    Liberty's Edge

    Gorbacz wrote:
    In today's episode of "Awesome Threads by Ciretose"...

    Thanks.

    I figure at best it gets people to see how other people actually play (rather than theorycraft) and at worst it creates a bunch of NPC's people can steal :)

    Shadow Lodge

    I think I may take a stab at this with a Barbarian, just for kicks.


    13 people marked this as a favorite.

    High-damage builds aren't really my forte, but this I can do.

    I actually worked on an idea similar to Davor's a couple months ago when considering a replacement character for our PF campaign. My original idea doesn't include the Steel Falcon, but I thought it'd add nicely.

    Right-hand Manny
    Human Paladin 4 / Cavalier 4 / Steel Falcon 2
    Oathbound Paladin: Loyalty
    Musketeer AND Honor Guard Cavalier (just 'cause guns are fun)
    Order of the Star, Paladin of Torag

    Spoiler:

    Str 14 (12, +2 belt)
    Dex 16 (14, +2 belt)
    Con 16 (13, +1 8th, +2 belt)
    Int 10
    Wis 8
    Cha 22 (15, +2 human, +1 4th, +4 headband)

    HP: 99 (10d10+44, 10 from toughness, 4 favored class: cavalier)
    AC: 22 (13 touch, 19 flat-footed)
    SAVES: Fortitude +18, Reflex +12, Will +13 (+17 vs. charm/compulsion)

    BAB: +10/+5
    INIT: +5
    MOVE: 20
    LANGUAGES: common, dwarven, elven, gnome, halfling, orc

    Attacks
    +2 Spiked Chain +14 (2d4+5/x2) [+16 to hit if target of challenge, 2d4+9 damage]
    Pistol +13 (1d8/x4)
    all attacks +2 to hit, +2 damage vs. slavers/slave-owners.

    Traits
    Reactionary (+2 init)
    Defensive Strategist (not flat-footed when unaware; in surprise round)

    Feats
    Exotic Weapon Proficiency: Spiked Chain (1st), Combat Reflexes (human), Escape Route (teamwork feat), Gunsmithing (musketeer feat), Iron Will (3rd), Bodyguard (honor guard feat), Toughness(5th), Selective Channeling (7th), Rapid Reload (musketeer feat), In Harm's Way (9th),

    Skills
    Diplomacy +17, Knowledge (history AND local) +5, Linguistics +8, Perception +12, Ride +6, Survival +11
    (Perception, Sense Motive, Knowledge, Survival +2 vs. slavers and slave-owners)

    Items
    +2 spiked chain, Headband of Alluring Charisma +4, Belt of Physical Perfection +2, +3 adamantine breastplate, ring of protection +1, musket, gunsmith kit, 30 bullets, 3 powder horns containing 30 doses of black powder

    Spells
    protection from evil, hero's defiance

    Heart of the Wilderness (human racial trait): +5 to stabilization rolls, must be reduced to -21 HP before death

    Class Abilities
    Standard Paladin Abilities: Detect Evil at will, Aura of Good, Divine Grace, Divine Health, Aura of Courage, Mercy (removes fatigued status), lay on hands 8x/day at 3d6, and may use these to channel positive energy at 3d6 (both receive +2 levels due to Order of the Star)

    Loyal Oath 2x/day[b]: Twice per day, Manny can choose a willing creature within line of sight as the target of his loyal oath. When adjacent to the target of her loyal oath, Manny grants the target a +6 sacred bonus on saving throws and Armor Class. The loyal oath lasts 1 minute, or until Manny dismisses it (a free action) or discharges it, whichever comes first.

    If the target is struck by an enemy and Manny is adjacent to that enemy, as an immediate action he may make a single melee attack against that enemy; this discharges the loyal oath.

    [b]Variant Channeling[b/]: Protection. Creatures gain a channel bonus (+2 due to counting as a 6th level paladin) to Armor Class until the end of your next turn. Due to Selective Channeling, may remove up to 6 targets from benefiting from this channel bonus.

    [b]Standard Cavalier Abilities: order (Order of the Star), tactician 1x/day (Escape Route teamwork feat for 5 rounds), Sworn Defense 2x/day (see below; modification of challenge)

    Order Challenge Ability: Add a +2 morale bonus to saving throws as long as Manny is threatening his challenge target. Add +4 to damage rolls on a challenge.

    Gifted Weapon: Free pistol at 1st level.
    Gunsmithing: as a bonus feat.
    Rapid Reload (pistol): as a bonus feat; reload as a move action.

    Calling (Order ability): At 2nd level, Manny can make a short prayer as a standard action. At any point in the next minute, he can receive a +6 competence bonus (equal to CHA modifier) on an ability check, attack roll, saving throw, or skill check. He can use this ability up to four times per day, once for each type of check or roll. In addition, he adds 1/2 his cavalier level to levels of paladin he possesses for the purposes of determining the effects of channel energy or lay on hands.

    Sworn Defense: At 1st level, whenever Manny issues a challenge, he can select one ally as his ward for the duration of the challenge. When adjacent to his ward, Manny takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. (Manny's total is -3 to AC versus non-challenge targets.) This modifies the challenge ability.

    Intercept: At 3rd level, Manny gains Bodyguard as a bonus feat. In addition, whenever Manny uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class granted by the aid another action increases by +1.

    Prestige Class Abilities - Steel Falcon
    Heart of Freedom (Ex): Manny gains a +4 morale bonus to saving throws against charm and compulsion effects and attempts to possess his body or mind.

    Enemy of Slavers (Ex): Manny gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against slavers and slave-owners, and a +2 bonus on weapon attack and damage rolls against them. This is treated as a favored enemy bonus.

    Sailor and Survivalist (Ex): Manny adds his level to Profession (sailor) checks and Survival checks to get along in the wild and navigate in the wilderness.

    Heroic Speech (Su): Manny can inspire his allies with tales of greatness, heroism, and the ideals of Andoran. This functions like the inspire courage aspect of bardic performance (granting a +1 competence bonus on attack/damage rolls, +1 morale bonus on saves vs. fear and charm effects). Manny can use this ability for 8 rounds per day (class level + CHA modifier).

    Luck of the Eagle (Ex): Once per day Manny can reroll any one d20 roll, but he must take the new roll, even if lower.

    Superior Aid (Ex): When performing the aid another action, Manny grants a +4 bonus on the ally’s attack or to the ally’s Armor Class instead of the normal +2.


    Manny's a good guy and the consummate bodyguard. It's hard to catch him unaware, and he can provide a huge boost to one ally. By sacrificing his own attacks, he can bolster one party member's AC by +14 in any given round, for up to 4 rounds (and grants a +6 sacred bonus to that person's saving throws as well).

    -- He selects an ally as his ward (for Honor Guard) and to give his Oath of Loyalty to; this grants a +6 sacred bonus to AC, +1 dodge bonus to AC, and +6 sacred bonus to saving throws for that ally.

    -- When adjacent to any ally (including his ward), three times per round (due to Combat Reflexes) Manny can use attacks of opportunity to bolster his ally's AC by +5, combining Superior Aid with the Intercept ability.

    -- When channeling positive energy using the variant, Manny grants all targets he chooses (deducting up to 6 targets who are not allies) a +2 channel bonus to AC until the end of Manny's next turn. He can only do this 4x/day, using all his lay on hands abilities.

    +14 AC bonus: +6 sacred, +1 dodge, +5 aid another, +2 channel. Without channel, +12 AC bonus and those will last for up to 1 minute. Don't forget the +6 to saves.

    In addition, Manny can provide a way for allies to get away from harm via the Escape Route teamwork feat, can bolster his own attacks via Calling or reroll any one d20 roll each day, and pretend to be a bard w/ inspire courage for up to 8 rounds per day.

    He's got good HP, DR 2/--, great saves, Perception +12 and Diplomacy +17, can speak quite a few languages, and he'll even take a hit for the ward via In Harm's Way if he has to.


    1 person marked this as a favorite.
    Dumb Paladin wrote:


    Right-hand Manny
    ** spoiler omitted **...

    Can Manny be in my party please?


    Cheapy wrote:

    Charender, I think you'd get better mileage out of pool strike. Arcane strike is only giving + 3 damage.

    And my level 3 ranger is doing 1d8 + 10.

    Drop arcane strike and improved disarm, imo. Get Greater Trip and combat reflexes. Tripping will provoke an AoO on the way down and up. Your melee types will Really love you for that.

    I thought about that, but I wanted something I could do to enemies who are immune to trip(flying, serpetine, etc).

    Pool Strike is not really a damage increase. First, it requires a standard action to activate where Arcane strike takes a swift action. This means that it doesn't blend well with this character's support duties since I would have to choose between buffing/debuffing or using pool strike. Second, I would have to give up dispelling strike or lingering pain. Those are both great anti-caster utility. Third, Arcane Strike does not use up any of my Arcane Pool.

    Can your ranger deal damage WHILE buffing the party with haste? The magus is putting out solid damage in the range of 45 DPR. A made for combat fighter puts out 60-65 DPR unbuffed. So I am buffing the fighter's or barbarian's damage by 20-30 DPR while putting out 45 DPR myself.


    Hastily built and incomplete (gear needs doing, feats need tweaking), but I wanted to through something online before I got busy today and join the fun. I'll likely do a second version over the next few days and improve him a good deal, but for now, the Lucky Leon prototype. He can be pretty handy to have around.

    Lucky Leon:
    Lucky Leon - CR 9
    Male Halfling Cleric of Shelyn 10 (Domains: Luck [Fate] and Protection [Purity])
    CG Small Humanoid (Hafling)
    Initiative +6 Senses Perception +15

    Defense
    Armor Class 27 (+1 size, +4 dexterity, +7 armor, +3 shield, +2 natural), Touch 15, Flatfooted 23
    Combat Maneuver Defense 20 (-1 size, -2 strength, +4 dexterity, +7 base attack, +2 deflection)
    Hit Points (10D8+10)
    Fortitude +13 Reflex +11 Will +15
    Misc: +2 vs Illusions

    Offense
    Speed 20'
    Base Attack Bonus +7
    Combat Maneuver Bonus +5

    Statistics
    Strength 6 -2 Dexterity (14+2+2) 18 +4 Constitution (12+2) 14 +2
    Intelligence 10 - Wisdom (15+1+2) 18 +4 Charisma (13+2+1+2) 18+4
    Racial Trait(s): Halfling Luck, Keen Senses, Practicality, Weapon Familiarity
    Feats: Lucky Halfling (1), Craft Wondrous Item (3), Heighten Spell(5), Preferred Spell [Restoration, Lesser] (7), Preferred Spell [Breath of Life] (9)
    Language(s): Halfling, Taldane (common)
    Domain Powers: Bit of Luck 7/day, Resiliant Touch 7/day, Tugging Strands 1/day, Purifying Touch 1/day
    Skills: (2/level + 1/level for favored class bonus)
    Diplomacy -CHA- (4) +11
    Knowledge Arcana -INT- (1) +8
    Knowledge Religion -INT- (1) +8
    Sense Motive -WIS- (4) +11
    Spellcraft -INT- (10) +13
    Traits: Focused Mind (+2 on Concentration), Reactionary (+2 on Initiative)
    Special Ablities: Channel Positive Energy 5d6 7/day
    Armor Check Penalty: -1

    Spells Prepared:
    5 (2+D)- Break Enchantment (D), Life Bubble, True Seeing
    4 (4+D)- Freedom of Movement (D), Air Walk, Blessing of Fervor x3
    3 (4+D)- Borrow Fortune (D), Dispell Magic, Invisibility Purge, Magic Circle Against Evil, Magic Vestment
    2 (5+D)- Shield Other (D), Align Weapon, Find Traps, Grace, Resist Energy, Silence
    1 (5+D)- Protection from Evil (D), Hide from Undead, Obscuring Mist, Shield of Faith x3
    Orisions (4)- Create Water, Detect Magic, Guidance, Light

    Equipment:
    Masterwork Buckler (statistics include a casting of Magic Vestment +2)
    (9.25K) +3 Chain Shirt
    (8K) +2 Amulet of Natural Armor
    (16K) Headband of Wis/Cha +2
    (16K) Belt of Dex/Con +2
    (.75K) Wand of Cure Light Wounds

    What Lucky Leon brings to the table:

  • By stacking abilities appropriately, between Bit of Luck granting two rolls for a turn to allies in combat regularly, being able to grant someone a +3 resistance bonus to saves with Resiliant Touch for 1 minute, being able to roll a saving throw for an ally with Lucky Halfling (with more than respectable bonuses and Borrow Fortune in a pinch), allowing allies to reroll saving throws (or enemies) with Tugging Strands, granting a second saving throw against negative effects with Purifying Touch, and having Lesser Restoration on Preferred Spell status, it is highly unlikely that allies will ever need to suffer from negative status anomalies long, if at all.

  • Leon also has Breath of Life on Preferred Spell status, so he can pull it out with a moment’s notice, on top of channeling for a solid 35d6 of healing (average total of 105 HP to all allies daily) so he aids to the longevity of a group in addition to what’s mentioned above. Since he doesn’t often get into melee himself, Shield Other is a good way to increase how powerful this healing can be.

  • This little halfling also took Craft Wondrous Items meaning he can regularly craft the basic adventuring necessities for his party (potentially granting him more equipment than what is listed above depending on the rules; as it is, I kept him at the standard 62K despite being able to craft)

  • His CHA and modest investment in social skills means he is a pretty likable fellow as well.

  • With long lasting buff spells, such as Magic Circle his AC and those near him will get a boost as well (of +2 deflection, NOT calculated into the statistic block) and be shielded from charms and compulsion as well as he attacks of summoned outsiders.

  • In combat he is everyone’s best friend, buffing every round with an abundance of spells (Blessing of Fervor among them) and special abilities. With minor alterations to his prepared spell list (also hastily thrown up; notice the overlaps and multiples) he call be have more versatility battlefield alterations and summonings, though his WIS isn't high enough he would regularly be forcing saving throws.

  • Gear isn’t finished, he still has 12K to spend, potentially more (I’d recommend a wand of Searing Light at a raised CL to get decent damage if neccessary and a smattering of scrolls, but add to taste)

  • Preferred Spell at 9 is Breath of Life, though it may see little use until later. I built quickly, so feel free to swap that out for anything you may like (Selective Channeling perhaps)

  • Seeing as Leon is a powerful Cleric, he can of course, raise the dead.

  • With a good WIS, keen senses, maxed perception, and Find Traps Leon makes an okay trap spotter if needed as well.


  • Charender wrote:

    What can I say, I am in love with the hexcrafter magus

    ** spoiler omitted **Start with all of the fun of the witches slumber hex, and add in healing hex.

    Decent HP and AC, so not afraid of melee combat. Can bump AC up to 35 in a pinch(shield + combat expertise + fighting defensively). Good for giving flanking to anyone who needs it. Vampiric touch gives you some helpful in combat healing.

    Decent damage. With haste, Arcane Pool, and Arcane Strike active, you are looking at +19/+19/+14 for 1d6 + 14 damage. Not going to win the DPS olympics, but also not someone you want to ignore either.

    Great action economy. Lots of swift actions. Can cast buffs, debuffs, nukes, and battlefield control while making 2(3 with haste) attacks a round.

    Memorized spells means that the Hexcrafter Magus can memorize whatever buffs or bebuffs help the group most, then cast those spells while still getting full attacks.

    Finally, combat manuvers with true strike. True Strike + trip or disarm would mean that you trip or disarm is at a +33 to hit. All your melee friends will love you for it.

    Addendum. I forgot the anti-caster utility.

    Dispelling Strike for stripping annoying buffs of of enemies(shield, mage armor, mirror images, blur, blink, displacement, invisibility, etc).
    Force Punch + Lingering Strike = Any spellcasting by that enemy requires a DC 31(average) concentration check for the next round, even worse if you get a crit.


    My take on a buffing bard

    Spoiler:

    Stock Bard
    Male True Neutral Human
    Bard 10

    Strength: 8/10 (-1/0)
    Dexterity: 18/20 (+4/+5)
    Constitution: 14/16 (+2/+3)
    Intelligence: 12/14 (+1/+2)
    Wisdom: 10/12 (0/+1)
    Charisma: 14/16 (+2/+3)

    Acrobatics: +16
    Bluff: +16
    Diplomacy: +16
    Disable Device: +19
    Disguise: +16
    Fly: +16
    Intimidate: +16
    Knowledge (Arcana): +11
    Knowledge (Dungeoneering): +11
    Knowledge (History): +11
    Knowledge (Local): +11
    Knowledge (Nature): +11
    Knowledge (Planes): +11
    Knowledge (Religion): +11
    Perception: +14
    Perform (Act): +16
    Perform (Dance): +16
    Perform (Keyboard Instruments): +16
    Perform (Wind Instruments): +9
    Sense Motive: +14
    Sleight of Hand: +18
    Stealth: +18
    Use Magic Device: +16

    Hit Points: 83 HP
    Initiative: +5

    Fortitude Save: +8 Reflex Save: +14 Will Save: +10

    Armor Class: 25 (touch: 16) (flat-footed: 20)

    CMB: +7 CMD: 23 (flat-footed: 18)

    Feats & Traits: Arcane Strike, Armor Proficiency (Light), Bard Weapon Proficiencies, Dazzling Display: Shortbow, Deadly Aim -2/+4, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency - All, Weapon Focus: Shortbow, Armor Expert, Vagabond Child (urban): Disable Device

    Special Abilities: Bardic Performance (move action) (25 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Dirge of Doom (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 18) (Su), Bardic Performance: Inspire Competence +3 (Su), Bardic Performance: Inspire Courage +2 (Su), Bardic Performance: Inspire Greatness (1 allies) (Su), Bardic Performance: Suggestion (DC 18) (Sp), Bardic Knowledge +5 (Ex), Hero Points (1), Jack of All Trades: Trained skills (Ex), Lore Master (1/day) (Ex), Triple Time, Versatile Acting +16 (Ex), Versatile Dance +16 (Ex), Versatile Keyboard Instruments +16 (Ex), Well Versed (Ex)

    •+2 Shortbow, Composite (Str +0) (+15/+10, 1d6+2 damage, crit 20/x3)

    Magic Items: +2 Mithral Breastplate, +2 Shortbow, Composite (Str +0), Amulet of Natural Armor +1, Belt of Physical Perfection, +2, Cloak of Resistance, +2, Handy Haversack (empty), Headband of Mental Superiority, +2: Sense Motive, Ring of Protection, +1, Wand of cure light wounds

    Spells: Detect Magic (0), Freedom of Movement(4), Disguise Self (1), Feather Fall (1), Glibness (3), Glitterdust (2), Grease (1), Haste (3), Heroic Finale (4), Heroism (2), Invisibility (2), Light (0), Mage Hand (0), Mending (0), Minor Image (2), Prestidigitation (0), Reviving Finale (3), Saving Finale (1), See Invisibility (3), Silence (2), Summon Instrument (0)

    So first up, you have a skill monkey sho can handle a lot of different things from finding and disabling everything except magical traps to party face. The skills list is my take on a generic list. In an actual party, I would focus on covering everything that is not covered by another party member. This would likely free up points to bump the knowledge skills up even higher. Add in glibness for nearly unbeatable bluff checks. Invisibility with +18 stealth check make for an excellent scout.

    Buffs:
    Heroism for +2 to attack rolls, saves, and skill checks for 100 minutes.
    At the beginning of combat open with haste + inspire courage +2

    That gives everyone +5 to hit, +2 to damage, +1 AC, +3 ref saves, +2 fort and will saves.

    After the opening, I would look for a good opportunity to use dazzling display with a +16 intimidate check. -2 to attack rolls and saves is a good thing.

    During combat I have saving finale(lets an ally reroll a save), restoring finale(heals 2d6 as a swift action), and heroic finale(give up my standard action to let someone else take an extra). I also have see invisibility, glitter dust, grease, silence, and freedom of movement for those moments when those spells really shine.

    If all else fails, you can take a full attack with a short bow. With buffs up, rapid shot, point blank shot, and deadly aim, you get 4 shots at +17/+17/+17/+14 for 1d6 + 14 damage a shot gives you 49.1 DPR. Not amazing damage, but enough to finish off wounded foes.

    This is the baseline, from here you can shift focus based on what the party actually needs more.


    Gruuuu wrote:
    Dumb Paladin wrote:


    Right-hand Manny
    ** spoiler omitted **...
    Can Manny be in my party please?

    Haha -- unless I'm mistaken, you're supposed to favorite him if you feel that way. ;)


    Dumb Paladin wrote:
    Gruuuu wrote:
    Dumb Paladin wrote:


    Right-hand Manny
    ** spoiler omitted **...
    Can Manny be in my party please?
    Haha -- unless I'm mistaken, you're supposed to favorite him if you feel that way. ;)

    I honestly thought I had. Corrected now sir.


    Shep the Sharing Shinobi
    Human Qingong/Sensei Monk 7, Poisoner/Scout Rogue 3
    w/ vows of: truth, cleanliness, celibacy and fasting (+4 ki)

    (I'm kinda new. I don't know how to hide text blocks! Teach me, oh might masters of the messageboards!)

    Str 10, Dex 16, Con 14, Int 10, Wis 22, Cha 10 (probable items factored in)
    Ki Pool total: 22
    Feats: Power attack, deflect arrows, dim mak, extra ki, mantis style, extra rogue talent (ninja trick) x2

    He uses bardic performance like a level 6 bard. (12 rounds/day)

    He can share any class ability that draws on ki with any other character using mystic wisdom.

    He used qingong monk to drop high jump and pick up barkskin (cost 1 ki) and wholeness of body for gaseous form.

    Rogue talents: ki pool (adds his wisdom as bonus to ki pool), vanishing trick, shadow clone.

    His equipment consists of stat-boosting items, monk robes, a sword of subtlety and a sacks-full of poison-tipped shurikens.

    Buffs:
    By using a swift action and a ki point, Shep can grant vanishing trick (3 min. duration) to any ally as a swift action or give an ally a +4 dodge bonus to AC, or +20 ft movement speed.

    As a move action he uses inspire courage for +2 to hit and damage for everybody or inspire competence for skill-users for up to 12 rounds/day.

    As a standard action, for 1 ki point, Shep grants an ally or himself 1d4 shadow clones or barkskin (+3 natural armor, 70 mins.) or gaseous form (14 min. duration).

    His attack plan basically consists of using those poisoned shuriken (+12/+7) or getting flanks and using dim mak to hit foes with stunning fist (DC 23, stun or fatigue) as touch attacks and striking with his sword of subtlety (w/ sa, +16/+9) He does this while either using vanishing trick himself or on a more dedicated striker.

    In times of need, he can burn 3 ki to use vanishing trick on up to 3 people in a full round.

    As he levels, he'll likely take one more level of rogue for the ninja trick sudden disguise and SA on a charge, and replace every monk class ability he can with a buff from the qingong list of abilities.


    Gruuuu wrote:
    Dumb Paladin wrote:
    Gruuuu wrote:
    Dumb Paladin wrote:


    Right-hand Manny
    ** spoiler omitted **...
    Can Manny be in my party please?
    Haha -- unless I'm mistaken, you're supposed to favorite him if you feel that way. ;)
    I honestly thought I had. Corrected now sir.

    [Sally Field] You like me, you really like me! [/sally field]

    Liberty's Edge

    Derivous wrote:

    (I'm kinda new. I don't know how to hide text blocks! Teach me, oh might masters of the messageboards!)

    At the bottom of your post you should see a button that says "Show" next to a line saying BBCode tags you can use.

    Click on that and it gives you all the instructions I can't type out with actually making the codes which are hidden :)


    1 person marked this as a favorite.

    Belurion the Bold:

    Male Half-Elf Ranger 5 / Cavalier 2/Low Templar 3
    TN Medium humanoid (elf, human)
    Init +3; Senses Low-light, Perception +15,
    DEFENSE
    AC 25, touch 14, flat-footed 22 (+3 Dex, +1 deflection, +11 *Full Plate +2 (Mithral), +1 *Ring of Protection +1, )
    hp 64 (5d10)+(2d10)+2d10+10
    Fort +11, Ref +9, Will +7, +2 racial vs. enchantment spells and effects, +2 trait vs. fear, +2 trait vs. charms and compulsions
    OFFENSE
    Speed 20 ft. (30 ft with longstrider)
    Ranged masterwork longbow (composite/strength rating+4) +12/+7 (1d8+4/x3)
    Melee scimitar +3 +17/+12 (1d6+7/15-20)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Challenge, Dirty Fighting, Favored Enemy (Humanoid (Human)) +4, Favored Enemy (Undead) +2, Crusader +1, Sneak Attack +1d6
    Prepared Spells Prepared Spell List
    Ranger (CL 5th):
    1st - longstrider , resist energy (DC 12)
    STATISTICS
    Str 18, Dex 16, Con 12, Int 8, Wis 12, Cha 14
    Base Atk +10; CMB +14; CMD 28
    Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Boon Companion, Combat Reflexes, Dazzling Display, Endurance, Improved Critical (Scimitar), Martial Weapon Proficiency Output, Mounted Combat, Outflank, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Intimidate), Weapon Focus (Scimitar)
    Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise -1, Bluff +15, Climb +5, Craft (Untrained) -1, Diplomacy +5, Disable Device +14, Disguise +11, Escape Artist -1, Fly -1, Heal +1, Intimidate +18, Knowledge (Geography) +3, Knowledge (Local) +3, Knowledge (Planes) +1, Perception +13, Perform (Dance) +9, Perform (Untrained) +5, Ride +7, Sense Motive +1, Stealth -1, Survival +5, Survival (Follow or identify tracks) +7, Swim +5,
    Languages Common, Elven
    Archetypes Urban Ranger,
    Special Qualities Braggart, Dual Minded, Elf Blood, Elven Immunities, Favored Community, Favored Community +2, Flag of Convenience, Hunting Companions, Keen Senses, Mount, Multitalented, Order, Order of the Cockatrice, Tactician, Track +2, Trapfinding, Urban Ranger, Wild Empathy +7,
    Possessions belt of physical might (str/dex) +2; circlet of persuasion; cloak of resistance +2; full plate +2 (mithral); goggles of minute seeing; masterwork thieves' tools; outfit (traveler's); ring of protection +1; scimitar +3; Masterwork Longbow (Composite/Strength Rating+4) ;

    SPECIAL ABILITIES

    Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

    Braggart (Ex) At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

    Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 2. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order., he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

    Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

    Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

    Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

    Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    Favored Community (Ex) At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.

    Favored Community One (Ex) You gain a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

    Favored Enemy (Humanoid (Human)) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

    Favored Enemy (Undead) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

    Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 1 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

    Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

    Mount (Ex) A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

    Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

    Order (Ex) At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

    Order of the Cockatrice An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

    Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

    Track (Ex) You gain +2 to Survival checks made to follow or identify tracks.

    Trapfinding (Ex) At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.

    Urban Ranger At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

    Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+7 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

    Crusader (Ex) Whatever his faults, a low templar is a skilled warrior against the demon hordes of the Worldwound. At 1st level, a low templar gains a +1 bonus on all weapon attack rolls and weapon damage rolls against chaotic evil outsiders. He also gains an equal bonus on all Will saving throws against the abilities of chaotic evil outsiders. At 4th level, these bonuses increase to +2. The bonus increases to +3 at 7th level, and finally to +4 at 10th level. Flag of Convenience (Ex) A low templar is adept at aligning himself with the winning side and has mastered the art of shifting or switching allegiance when convenient. He can disappear in one place and appear in another with new affiliations and associations, yet without besmirching his reputation. Even when caught in illicit acts, he easily evades blame. The low templar gains a +2 bonus on all Bluff and Disguise checks, and on Linguistics checks made to create forgeries. A low templar never suffers a penalty to his Leadership score for moving around frequently, aloofness, cruelty, or the loss of prior cohorts or followers, and can replace lost followers in half the normal amount of time.

    Dirty Fighting (Ex) A low templar melds the stately forms of jousting and chivalric standards with the down-and-dirty style of a barroom brawler. No trick is beneath him. A low templar never takes a non-proficiency penalty on attack rolls with improvised weapons and gains a +2 bonus on all combat maneuver checks. In addition, whenever he lands a critical hit, the low templar may opt to deal normal damage and roll on the following table rather than dealing extra damage. If the critical multiplier is x3, the duration of the effect doubles. If the critical multiplier is x4, the duration triples.

    d6 Result
    1 Target is staggered for 1 round
    2 Target is nauseated for 1 round
    3 Target is deafened for 1 round
    4 Target is blinded for 1 round
    5 Target is sickened for 1 minute
    6 Target becomes fatigued

    Sneak Attack (Ex) This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 8th level. If a low templar gets a sneak attack bonus from another source, the bonuses on damage stack.

    Jousa, mount:

    Male Horse Animal 6
    TN Large companion
    Init +1; Senses Low-light, Perception +6, Scent,
    DEFENSE

    AC 22, touch 10, flat-footed 20 (+4 armor-1 size, +1 Dex, +7 natural, )
    hp 60 (6d8)+30
    Fort +7, Ref +6, Will +5; +4 vs enchantment
    OFFENSE
    Bite +13 1d4+5
    2 hoofs +8 1d6+2

    Speed 50 ft.
    Space 10 ft.; Reach 5 ft. STATISTICS

    Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
    Base Atk +4; CMB +10 CMD 22 (26 vs trip)
    Feats Toughness, Iron Will, Improved Natural Armor
    Skills Acrobatics +1, Acrobatics (Jump) +9, Appraise -4, Bluff -2, Climb +3, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +1, Fly -1, Heal +1, Intimidate -2, Perception +10, Perform (Untrained) -2, Ride +1, Sense Motive +1, Stealth -3, Survival +1, Swim +3,
    Special Qualities Scent, Combat Trained, evasion, devotion
    Possessions
    SPECIAL ABILITIES

    Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

    Belurion is not afraid to charge in astride his steed, but before he does so, he'll give his allies his hunters bond, and perhaps issue a challenge or perform a dazzling display, and offer tactician. Once he charges in, he'll maneuver to get the flank. His dirty fighting combined with a high crit range is likely to incapacitate a foe.

    Off the field, he can calm animal, bypass locks and bluff or threaten his way past most opponents. He can even dance to flatter a pretty contessa or two; just don't expect him to woo her...

    Shadow Lodge

    Tangaroa wrote:
    ** spoiler omitted **...

    i cant lie.. i feel anyone in heavy armor is a liability to a party of 4. i usually talk my friends out of heavy armors while i play with them... then they usually drown, die from a failed climb check, etc... then they tell me to shut up when i say " told ya so" although you did choose mithiral, but i would say brestplate over full.


    TheSideKick wrote:
    Tangaroa wrote:
    ** spoiler omitted **...

    i cant lie.. i feel anyone in heavy armor is a liability to a party of 4. i usually talk my friends out of heavy armors while i play with them... then they usually drown, die from a failed climb check, etc... then they tell me to shut up when i say " told ya so" although you did choose mithiral, but i would say brestplate over full.

    Sure, I see your point. He is no monk, for sure. However, his total armor check penalties (plate -3, shield 0) are calculated above, so his +5 climb/swim is a reasonable barrier against easy checks. And in terms of mobility, he has longstrider as an option for 10 hours/day. He really wants horseshoes of the zephyr on his mount, but that was out of my budget range. And he has enough left over in spending cash(although I don't think I listed it - its about 1000) to pick up a potion of fly and a few potions of touch of the sea.

    Sczarni

    I'm having trouble finding the "elite array"-- the rulebook only lists point buy and various dice schemes. Is the elite array an agreed-upon sextet of scores, or a certain number of points with which to buy scores?

    Or is it too late to throw my hat in anyway?


    Silent Saturn wrote:

    I'm having trouble finding the "elite array"-- the rulebook only lists point buy and various dice schemes. Is the elite array an agreed-upon sextet of scores, or a certain number of points with which to buy scores?

    Or is it too late to throw my hat in anyway?

    The elite arry is the same array of ability scores used to create npcs with levels in pc classes.


    1 person marked this as a favorite.

    Elite array:
    15 14 13 12 10 8

    Equivalent in Points:
    7 5 3 2 0 -2 = 15 points.

    Liberty's Edge

    Silent Saturn wrote:

    I'm having trouble finding the "elite array"-- the rulebook only lists point buy and various dice schemes. Is the elite array an agreed-upon sextet of scores, or a certain number of points with which to buy scores?

    Or is it too late to throw my hat in anyway?

    No timeline, I'm kind of hoping this becomes a long running thread.


    This one's at 11th level, because that's an awesome level for this build...but it's still useful before that.

    Ek the Archer:

    Ek the Archer
    Human Fighter 1/Wizard (Transmuter) 5/Eldritch Knight 5
    Neutral Medium Human

    Initiative +12 Senses Perception +21, Sense Motive +19

    Defenses
    Armor Class 20 (27 with Shield, Haste, Magic Circle vs. Evil) Touch 16 (19) Flatfooted 14 (20)
    Combat Maneuver Defense 27

    Hit Points: 1d10+5d6+5d10

    Fortitude +9 Reflex +12 Will +10
    Misc: +2 all saves from Heroism not included or +1 reflex while hasted

    Offense
    Speed 30' Fly 40’

    Base Attack Bonus +8
    Combat Maneuver Bonus +11

    +2 Holy Seeking Composite Longbow: +18 1d8+7

    Fully Buffed Full Attack (Haste, arcane strike, deadly aim, heroism, flame arrows, gravity bow, manyshot, rapid shot, point blank shot) +16/+16/+16/+11 [first attack deals damage twice, add all arrows before any DR] 2d6+17+1d6 fire+(2d6 vs. evil alignment)

    {Note: To really play this you have to break down the bonuses and choose what to use and what not to at different moments, as with rapid shot, haste, deadly aim, and other factors his attack bonus can swing wildly.}

    Statistics
    Strength (14+2) (16) Dexterity (15+4+4) 23 Constitution 10
    Intelligence (13+4) 17 Wisdom 12 Charisma 8

    Feats: Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Scribe Scroll, Rapid Shot, Arcane Strike, Craft Wondrous Item, Deadly Aim, Improved Initiative, Manyshot, Weapon Specialization (Longbow), Clustered Shots, Alertness (from Ioun Stone)

    Language(s): Common, Elven, Draconic, Giant, Thassilonian

    Wizard Powers: Bonded Item (Composite Longbow: Str 3), Bonded Item spontaneous spell 1/day, Telekinetic Fist (6/day), Physical Enhancement +2 (applied to Strength), Opposed Schools: Evocation, Necromancy

    Diverse Training: Ek counts as having 6 levels in Fighter for feat pre-reqs.

    Skills: (+2 all skills from Heroism not included) Spellcraft +17, Knowledge Arcana +17, Knowledge Nature +12, Knowledge Religion +7, Knowledge Planes +7, Knowledge Dungeoneering +12, Knowledge Engineering +7, Knowledge History +12, Knowledge Geography +7, Knowledge Local +7, Fly +10 (+5 additional when using Overland Flight), Linguistics +9, Craft (Bows and Arrows) +7 (+5 additional if using Crafter’s Fortune), Sense Motive +19, Perception +21

    Traits: Adopted (Elf) [Warrior of Old: +2 Initiative], Magical Knack: +2 caster level up to HD

    Spells Prepared:
    5 (1+S)- Overland Flight, Teleport
    4 (2+S)- Greater Invisibility, Dimension Door, Flame Arrow (as 4th instead of 3rd)
    3 (4+S)- Heroism x2, Flame Arrow, Greater Magic Weapon, Magic Circle vs. Evil
    2 (5+S)- Darkvision, See Invisibility, Rope Trick, Mirror Image x2, Resist Energy
    1 (5+S)- Mage Armor, Shield x2, Gravity Bow x2, Vanish
    Cantrips (4)- Detect Magic, Mend, Prestidigitation, Message

    Equipment:
    Belt of Dexterity ([8k] crafted)
    Headband of Intelligence ([8k] crafted: Associated Skills – Sense Motive, Perception)
    Eyes of the Eagle [2.5k]
    Ioun Stone of Alertness [10k]
    +1 Holy Seeking Composite Longbow Str 3 (crafted as bonded item) [17k]
    Boots of Speed [6k - crafted]
    Cloak of Resistance +3 [9k]
    Lesser Bracers of Archery [5k]
    Rod of Extend, Lesser [3k]
    Handy Haversack [2k]
    Glove of Storing [10 k] (the secret to not having your bow get sundered)
    All arrows are cold iron to start with, but Ek also packs blunt arrows and an assortment of arrows that have weapon blanch (a bunch of silver blanched arrows and a bunch of adamantine blanched arrows) He crafts the cold iron arrows in downtime on the road or on watch or whatnot as the DC and cost are both very low. This can be fairly expensive, but Ek should have a few thousand left over to cover this and spellbook costs.
    {Note: I counted some items as crafted and others at store price. I didn't want to abuse crafting, but also wanted to gain SOME benefit from it. This depends a lot on your own game and GM. YMMV}

    Ek brings:
    -A lot of damage potential, as well as the ability to do heavy damage from range. I chose Seeking as a weapon enhancement because it obliterates casters who rely on displacement/mirror image style stuff for their defenses, which can really give the other "strikers" in a group (usually melee) a big problem.
    -Useful skills: Fairly high perception and sense motive skills make him useful at info gathering of all kinds, and his large selection of Knowledge skills makes him an important resource for the group.
    -Flight and teleportation. He can get to places that many people in a party cannot, and he can usually find a way to get the party there as well.
    -An "oh crap" button in the form of his bonded object 1/day spontaneous spell. While most of his mem'd spells are devoted to buffing himself (he does have room to do a little buffing of others), with a good backup selection in his spellbook he can be pretty darn versatile at just the moment when it's needed. Low level scrolls can also add to this.
    -He crafts scrolls and wondrous items. The wondrous items part is REALLY a big deal for most groups.
    -With his skills and access to invisibility/flight he makes a great scout.
    -Basically, Ek does a lot of damage, while also being extremely useful when not dealing damage.


    Sylvanite wrote:

    This one's at 11th level, because that's an awesome level for this build...but it's still useful before that.

    ** spoiler omitted **...

    Why not just submit it as a 10th level character, then? That's kinda the rule everyone else followed ...


    2 people marked this as a favorite.

    Here is a variation on one of my current characters. A 10 level character, mostly bard.

    Spoiler:
    Shins
    Male halfling bard 9/oracle (dual-cursed oracle) 1 (Ultimate Magic)
    NG Small humanoid (halfling)
    Init +5; Senses cannot see beyond 60 feet, darkvision 60 ft.; Perception +14
    == Defense ==
    AC 26, touch 18, flat-footed 21 (+8 armor, +5 Dex, +2 deflection, +1 size)
    hp 67 (10d8+19)
    Fort +8, Ref +13, Will +11; +2 against fear, +4 against bardic performance, sonic, and language-dependent effects
    == Offense ==
    Speed 15 ft.; speed is neery reduced due to encumbrance
    Melee +1 keen rapier +13/+8 (1d4/15-20)
    Ranged +1 heavy crossbow +13 (1d8+1/19-20)
    Bard Spells Known (CL 9th; concentration +13)
    3rd (4/day)-arcane concordance (Advanced Player's Guide), good hope, haste, purging finale (Advanced Player's Guide)
    2nd (5/day)-gallant inspiration (Advanced Player's Guide), glitterdust (DC 16), heroism, invisibility
    1st (6/day)-cure light wounds (DC 15), expeditious retreat, feather fall, identify, saving finale
    0-dancing lights, daze (DC 14), detect magic, mage hand, mending, prestidigitation
    Oracle Spells Known (CL 1st; concentration +5)
    1st (4/day)-cure light wounds (DC 15), protection from evil, remove fear
    0-create water, detect poison, purify food and drink, virtue
    Mystery Life
    == Statistics ==
    Str 8, Dex 20, Con 12, Int 14, Wis 8, Cha 18
    Base Atk +6; CMB +4; CMD 21
    Feats Butterfly's Sting (Player Companion: Faiths of Purity), Combat Expertise, Extra Revelation, Lucky Halfing, Weapon Finesse
    Skills Acrobatics +17, Bluff +17, Climb +0, Diplomacy +17, Handle Animal +17, Heal +12, Knowledge (local) +18, Knowledge (religion) +18, Knowledge (other) +6, Perception +14, Perform (sing) +17, Perform (wind) +17, Sense Motive +17, Spellcraft +15, Stealth +8
    Languages Common, Elven, Halfling
    SQ bardic knowledge, bardic performance 24 rounds/day (move action) (countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness), lore master 1/day, oracle's curse (clouded vision, lame (this ability does not change with levels)), revelations (life link, misfortune), versatile performance (sing, wind), well-versed
    Combat Gear +1 heavy crossbow (20 bolts), +1 keen rapier, vial of antitoxin (2), flask of alchemist's fire (3), scroll of delay pain (2) (Ultimate Magic), scroll of delay poison (2), scroll of displacement, scroll of tongues, wand of cure light wounds (50 charges), wand of feather step (50 charges); Other Gear +2 mithral breastplate, belt of incredible dexterity +4, cloak of resistance +3, handy haversack, healer's kit, masterwork flute, ring of protection +2, silk rope (50 feet), soul soup (4) (Advanced Player's Guide), stone salve, 433 gp

    Shin's use in the party is to make every other party member more awesome. He grants bonuses, rerolls, and treatments for debilitating effects to all allies.

    • His bard levels grant his allies a variety of bonuses. Bardic performance should last long enough for most parties and his variety of skills and access to random knowledge should prove useful in many games.
    • Pretty much all his spells enhance other party members in some way. Arcane concordance improves the spells of his allies, good hope and haste grant wonderful bonuses, gallant inspiration and saving finale correct the failed rolls of other party members with immediate bonuses and rerolls.
    • His has the Butterfly's Sting feat which will cause his critical hits to deal normal damage instead in trade for making the next ally to hit the target a critical hit. With his keen rapier that should happen a good deal of the time.
    • Lucky Halfing is only once per day but lets Shins reroll an ally's low saving throw using his own bonus.
    • One oracle ability that he has gained is life link which lets him slowly transfer an ally's damage to himself.
    • Possibly one of the largest boons for the party is the reason he took on the dual-cursed oracle for the misfortune revelation ability. It lets him force a reroll of any d20 roll a creature makes within 30 feet once per creature per day. It isn't limited to enemy creatures though, so it just can easily be used to force one poor roll from each ally to be rerolled once per day.

    Liberty's Edge

    Blazej wrote:

    Here is a variation on one of my current characters. A 10 level character, mostly bard.

    ** spoiler omitted **...

    I think since you only have one level of Oracle, your vision is only 30 feet, which is a major limitation. Particularly combined with 15 feet of movement.


    ciretose wrote:
    Blazej wrote:

    Here is a variation on one of my current characters. A 10 level character, mostly bard.

    ** spoiler omitted **...

    I think since you only have one level of Oracle, your vision is only 30 feet, which is a major limitation. Particularly combined with 15 feet of movement.

    Oracle curse level is set as: Oracle level + 1/2 your non-Oracle levels. 1 + 4 (1/2 of 9) = 5, which is when it goes up to 60 feet.


    Dumb Paladin wrote:
    ciretose wrote:
    Blazej wrote:

    Here is a variation on one of my current characters. A 10 level character, mostly bard.

    ** spoiler omitted **...

    I think since you only have one level of Oracle, your vision is only 30 feet, which is a major limitation. Particularly combined with 15 feet of movement.
    Oracle curse level is set as: Oracle level + 1/2 your non-Oracle levels. 1 + 4 (1/2 of 9) = 5, which is when it goes up to 60 feet.

    Yep. That is what I built on. In addition he has expeditious retreat and haste to help with the lame curse for a short time. Beyond that the actions he takes are directed toward allies which should be nearby (or at least within 60 feet) for most of every battle to be hit with various buffs.

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