I'm looking to make a fighter that consists of a bunch of disparate parts, yet still makes for a good character concept or mechanical build (preferably both). I tried something similar before with Revin Bitter (a fighter/shadowdancer), but many people felt that it wouldn't be able to contribute well enough in an adventuring party.
The disparate parts I wish to include are as follows:
- Eldritch Heritage line of feats
- Horizon Walker class abilities
- Racial heritage (as well as other feats, items, or abilities to make selecting it worthwhile)
- Any other disparate part you may want to add for the personal challenge of doing so
Anyone care to accept the challenge of helping me put this puzzle together to make a cool, unusual character?
Any 0 HD race, 25-point buy, 18th-level or less, Paizo products only.
Perhaps the character could take Eldritch Heritage (abyssal) for the claws and strength and Racial Heritage (nagaji) and Spit Venom feats to emulate someone with Hydrodaemon blood in their veins?
His Horizon Walker levels could give him a swim speed, the ability to breathe underwater, and bypass alignment damage reduction or gain energy resistances that match those of the Hydrodaemon.
Like his Hydrodaemon ancestors, his feats would make him into something of a switch hitter build.
Anyone else have any other ideas?
I think cat folk racial heritage and rakshasa eldrich heritage could mix well.
Cant sleep and trying not to disturb the wife so books are off limits. Not having low light vision hurts the feat progression and aspect of the beast is a once only feat.
Human: racial heritage
1: cat folk exemplar claws
Fighter iron will
Fighter skill focus disguise
3 eldrich heritage rakshasa (silver tongue)
Fighter weapon focus claw
5 aspect of the beast low light
Fighter weapon spec claw
7 claw pounce
Fighter greater weapon focus claw
9 cat folk exemplar scent
fighter greater weapon spec
Horizon walker 11-18
11 improved eldrich heritage (either mind reader or hide aura)
Protean bloodline looks real fun too and the asimar racial heritage can get you wings and other benefits.
Edit: a monk needs to be built with the Sylph's wings of air feat.
A monk needs to be built with the Sylph's wings of air feat.
Sadly, that's not possible unless the monk is actually a Sylph, since you can only select humanoid races with Racial Heritage (Sylph and a few others are outsiders, not humanoids).
GeneticDrift wrote:A monk needs to be built with the Sylph's wings of air feat.Sadly, that's not possible unless the monk is actually a Sylph, since you can only select humanoid races with Racial Heritage (Sylph and a few others are outsiders, not humanoids).
I missed that, seeing how human they look and are usually born to human parents.
Here is my try at it :-)
This guy is never alone, his intelligent serpent familiar (not included) keeps him company, watches his (2 hours) sleep etc. He can use most magic items without problems and thus is pretty self-sufficient. He is very hard to bring down and knows a few tricks to get around.
Let me know what you think :-)
This is the story of Snarky Serpentfriend.
He was never ordinary, but always the kind of person who was able to withstand whatever life would throw at him through resilience, force of arms or his honeyed tongue with which he managed to get himself out of all situations that the other two things could not.
One day he just decided to "see the world" and "meet new people - or stuff", took his pet snake Sarilla - a curiously intelligent animal - with him. He went to the east and was never seen again in his village. Rumors speak of a wanderer who has been everywhere but never stayed long enough to be met twice by the same person...
Male Human Fighter (Unbreakable) 9 Horizon Walker 9
N Medium Humanoid (human)
Init +5; Senses darkvision; Perception +12
AC 44, touch 20, flat-footed 39 (+14 armor, +7 shield, +5 Dex, +3 natural, +5 deflection)
hp 220 (18d10+108)
Fort +22 (+4 vs. suffocation or hot or cold environments), Ref +16, Will +17; +2 vs. nauseated, sickened, or ingested poisons, +4 vs. poison
Defensive Abilities unflinching +2; Resist cold 10, fire 10, snakeskin (+3 ac, +4 save vs. poison, escape artis
Speed 40 ft.
Melee +5 Ghost touch Heavy Shield Bash +29/+24/+19/+14 (1d8+10/x2)
Ranged +1 Composite longbow (Str +5) +24/+19/+14/+9 (1d8+6/x3)
Special Attacks serpent's fang + poison (1 con) (9 rounds/day) (dc
Spell-Like Abilities Den of Vipers (2/day), Serpentfriend (At will)
Str 20, Dex 20, Con 22, Int 14, Wis 18, Cha 22
Base Atk +18; CMB +23; CMD 43 (52 vs. Grapple, 52 vs. Trip)
Feats Blind-Fight, Dazzling Display (Shield, Heavy), Deadly Aim -5/+10, Diehard, Eldritch Heritage, Endurance, Greater Eldritch Heritage (Den of Vipers), Heroic Defiance (1/day), Heroic Recovery (2/day), Improved Eldritch Heritage (Serpentfriend), Improved Eldritch Heritage (Snakeskin [+3 AC, +4 save vs. poison, Escape Artist]), Improved Shield Bash, Iron Will, Ironguts, Power Attack -5/+10, Racial Heritage (Dwarf), Shatter Defenses (Shield, Heavy), Skill Focus (Diplomacy), Weapon Focus (Shield, Heavy)
Traits Armor Expert, Dangerously Curious
Skills Acrobatics +21 (+25 jump), Bluff +6 (+10 vs. underground natives, +12 vs. plains natives), Climb +13, Diplomacy +37, Escape Artist +19, Intimidate +27, Knowledge (dungeoneering) +7 (+11 vs. underground natives, +13 vs. plains natives), Knowledge (engineering) +6 (+10 vs. underground natives, +12 vs. plains natives), Knowledge (geography) +13 (+15 while in cold terrain, +15 while in desert terrain, +15 while in plane of fire terrain, +19 while in plains terrain, +17 while in underground terrain, +19 while in urban terrain, +17 vs. underground natives, +19 vs. plains natives), Perception +12 (+14 while in cold terrain, +14 while in desert terrain, +14 while in plane of fire terrain, +18 while in plains terrain, +16 while in underground terrain, +18 while in urban terrain, +16 vs. underground natives, +18 vs. plains natives), Sense Motive +22 (+26 vs. underground natives, +28 vs. plains natives), Stealth +18 (+20 while in cold terrain, +20 while in desert terrain, +20 while in plane of fire terrain, +24 while in plains terrain, +22 while in underground terrain, +24 while in urban terrain), Survival +13 (+15 to find food for only yourself, +15 while in cold terrain, +15 while in desert terrain, +15 while in plane of fire terrain, +19 while in plains terrain, +17 while in underground terrain, +19 while in urban terrain, +17 vs. underground natives, +19 vs. plains natives), Swim +13 (+17 vs. exhaustion), Use Magic Device +28
SQ determination (1/day), favored terrains (cold +2, desert +2, plains +6, plane of fire +2, underground +4, urban +6), ghost touch, glamered, terrain dominances (plains +6, underground +4, urban), terrain masteries (cold, plains, plane of fire, underground)
Combat Gear Scroll of Restoration, Restoration, Wand of cure light wounds, Wand of Restoration, Lesser, Wand of Tongues; Other Gear +5 Determination, Glamered, Shadow, Slick, improve, +5 Bashing Mithral Heavy steel shield, +1 Composite longbow (Str +5), Arrows (80), Blunt arrows (40), Belt of physical perfection +6, Cloak of resistance +5, Efficient quiver (empty), Handy haversack (empty), Headband of mental superiority +4Use Magic Device,, Helm of comprehend languages and read magic, Ioun stone (clear spindle), Ring of protection +5, Ring of sustenance, Winged boots (3/day), 2472 GP
Armor Expert -1 Armor check penalty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Shield, Heavy) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Den of Vipers (2/day) (Sp) Creeping doom that inflicts CON damage and entangles anyone other than you sharing a space with them.
Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Cold +2) (Ex) +2 to rolls vs Favored Terrain (Cold).
Favored Terrain (Desert +2) (Ex) +2 to rolls vs Favored Terrain (Desert).
Favored Terrain (Plains +6) (Ex) +6 to rolls vs Favored Terrain (Plains).
Favored Terrain (Plane of Fire +2) (Ex) +2 to rolls vs Favored Terrain (Plane of Fire).
Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
Favored Terrain (Urban +6) (Ex) +6 to rolls vs Favored Terrain (Urban).
Ghost touch Full damage against incorporeal creatures.
Glamered Assumes appearance of normal clothes on command.
Heroic Defiance (1/day) 1/day, delay the onset of a harmful affliction or condition until the end of your next turn.
Heroic Recovery (2/day) 1/day, attempt an extra Fort save against a harmful condition or affliction.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ironguts +2 save vs. sickened, nauseated or ingested poison. +2 Survival to find food for yourself.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Racial Heritage (Dwarf) You count as another race for the purpose of prerequisites.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Serpent's Fang + Poison (1 CON) (9 rounds/day) (DC 25) (Ex) Bite attack deals 1d4 damage + Poison (Bite-injury; DC 25; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save)
Serpentfriend (At will) (Ex) Speak with Animals (reptilian) at will.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Snakeskin (+3 AC, +4 save vs. poison, Escape Artist) (Ex) You gain +3 natural AC, +4 save vs. poison, +4 Escape Artist.
Terrain Dominance (Plains +6) +10 base speed. Treat favored terrain bonus as favored enemy bonus vs. native creatures.
Terrain Dominance (Underground +4) Darkvision 60'. Treat favored terrain bonus as favored enemy bonus vs. native creatures.
Terrain Mastery (Cold) (4 rds) Cold Resistance 10. Grant allies bonuses within this terrain.
Terrain Mastery (Plains) (4 rds) Movement speed is not reduced for medium armor or loads. Grant allies bonuses within this terrain.
Terrain Mastery (Plane of Fire) (4 rds) Fire Resistance 10. Grant allies bonuses within this terrain.
Terrain Mastery (Underground) (4 rds) Blind-Fight feat. Grant allies bonuses within this terrain.
Terrain Mastery (Urban) (4 rds) +4 Diplomacy. Grant allies bonuses within this terrain.
Unflinching +2 (Ex) +2 Will save vs. mind-affecting effects
---< Mechanics >---
4 CON, 8 CON, 12 CHA, 16 CHA
feats (order not optimal, you might want to rearrange):
01 endurance + die hard
01 racial heritage (dwarf)
01 skill focus ( diplomacy )
02 power attack
03 eldritch heritage (celestial)
04 weapon focus (spiked heavy shield)
06 improved shield bash
07 deadly aim
08 dazzling display (spiked heavy shield)
09 shatter defenses
11 improved eldritch heritage (serpentfriend)
13 improved eldritch heritage (snakeskin)
15 iron will
17 greater eldritch heritage (den of vipers)
Thank you for the ideas everyone. I'll be sure to consider them in the future.
For now though, this is what I've come up with:
He is a master of several combat maneuvers, has an impressive array of skills, makes for an excellent scout and sneak thief, can create HUGE swaths of overgrowth so thick everyone except him has their movement speed reduced to 5 feet, and has a number of useful spell-like and item abilities.
His attacks, damage, and AC are lower than I'd like, however, putting him into the role of support fighter. Anyone have any advice for improving upon them?