Help a new dad out?


Advice


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I have a 6 month old, and mom/kiddo are going to be out of town for a saturday here soon. It's a free day for me, and the first chance I'll have to game in a loong time. Our GM is running a one-shot for Level 12 PCs, but building a PC of that level requires attention that I can't get my brain to provide right now around the needs for work, childcare, and sweet sweet sleep.

Anyone want to help me build a PC? Creation "rules" for this game are:

Level 12
18 point buy for beginnig stats (before level increase)
Don't worry too much about gear, unless it's integral to the design of the PC
The other party members have decided that they will be an Unchained Rogue, a cleric of Cayden Cailean, and probably a draconic bloodrager (we'll see).
Max HP + Average per level

If you think you've got a fun idea, I'd be appreciative if you'd post some crunch to work with (feats, class abilities, etc) along with final BAB and Save bonuses. I was initially thinking of a strength-based falcata using Bladebound Kensai Magus, but that'll probably be over-tough to run without a lot of getting used to it.

Thanks, community! Y'all are the best.

Sovereign Court

If you want fun and not overly complicated, what about a ranger? At level 12 you've got a lot of fun stuff at your fingertips:

* A fighting style with the L2, L6 and L10 feats available. This is a chance to try one of those weird fighting styles nobody normally has the patience to build up to.
* BAB +11 feat
* Access to the Instant Enemy spell. Just make sure that you've got your primary FE set to +6 and the second and third one set to something quite obscure because you can only use the spell on something that's not already favored.
* Lots of skill points so you won't have to feel like a one-trick pony.


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Gooooooooooooooo, DADS~!

(I don't have time right now, but I'd be happy to look at this when I do... but, uh, as a father of two, I'm short on the "time" department myself...)


How about you guide us a little here please.
Do you want melee?
Ranged?
Magic? Lots or just a little? arcane, divine, psychic, doesn't matter?
Shapeshifting?
Pet?
no armor, light armor or heavy armor?
good at skills or not so important?
Buffing/support others or selfish?

Answer these and we can give you interesting classes that match.

Teamcomp wise you're missing a solid arcane caster. So any arcane caster class that gets at least 6th level casting would probably fit best for the other three. But any class could work fine with them.

The Exchange

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If you want to fit in with the party, the obvious choices are sorcerer or wizard. Wizard is the better overall choice (knowledge skills and moderate diplomacy), though if you want fresh a psychic could play the role well also. Here are a few of my PFS characters. They could use minor tweaks for home play (18 point buy, level 12), but it's a good start:

Fehzid Al-Rahsheen
Male human (Keleshite) wizard 15
N Medium humanoid (human)
Init +15; Senses darkvision 60 ft.; Perception +28
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Defense
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AC 21, touch 16, flat-footed 17 (+2 armor, +1 deflection, +4 Dex, +1 luck, +1 natural, +2 shield)
hp 152 (15d6+90)
Fort +13, Ref +13, Will +13
DR 5/lethal
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Offense
--------------------
Speed 30 ft., fly 40 ft. (average); shift
Melee +1 dueling dagger +6/+1 (1d4-1/19-20) or
. . dagger +5/+0 (1d4-2/19-20)
Arcane School Spell-Like Abilities (CL 15th; concentration +25)
. . At will—dimensional steps (450 feet/day)
Wizard Spells Prepared (CL 15th; concentration +25)
. . 8th—maze, maze, polymorph any object (DC 28)
. . 7th—dazing selective fireball (DC 23), quickened haste, summon monster VII, waves of exhaustion
. . 6th—contingency, greater dispel magic (2), getaway[APG], persistent quickened widened glitterdust (2, DC 24)
. . 5th—quickened selective widened glitterdust (DC 24), overland flight, quickened shield, persistent slow (DC 23), teleport, quickened vanish[APG] (DC 21), wall of force
. . 4th—dimension door, persistent selective widened glitterdust (3, DC 24), resilient sphere (DC 24), telekinetic charge[UC] (2)
. . 3rd—ablative barrier[UC], fireball (2, DC 23), fly (2), haste, slow (DC 23)
. . 2nd—darkvision, false life, quickened glitterdust (3, DC 24), mirror image (2), web (DC 23)
. . 1st—crafter's fortune[APG] (DC 21), enlarge person (DC 21), feather fall, mage armor, magic missile, protection from evil, shield, touch of the sea[APG] (DC 21)
. . 0 (at will)—dancing lights, detect magic, prestidigitation
. . Opposition Schools Divination, Enchantment
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Statistics
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Str 7, Dex 18, Con 18, Int 30, Wis 11, Cha 7
Base Atk +7; CMB +5 (+7 disarm); CMD 21 (23 vs. disarm)
Feats Additional Traits, Alertness, Combat Casting, Dazing Spell[APG], Improved Familiar, Improved Initiative, Persistent Spell[APG], Quicken Spell, Selective Spell[APG], Spell Focus (conjuration), Spell Penetration, Spell Perfection[APG], Toughness, Widen Spell
Traits eastern mysteries, eyes and ears of the city, magical lineage, reactionary
Skills Appraise +15, Bluff -2 (+0 to Feint), Craft (alchemy) +28, Diplomacy +13, Fly +18, Knowledge (arcana) +28, Knowledge (dungeoneering) +23, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (nobility) +15, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +28, Perception +28, Sense Motive +2, Spellcraft +28, Use Magic Device +13
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Elven, Hallit, Ignan, Infernal, Jistka, Kelish, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Takritanin, Terran, Thassilonian, Tien, Varisian
SQ arcane bond (rexmmiliphus, devil, imp), summoner's charm (7 rounds)
Combat Gear extend metamagic rod (lesser), jingasa of the fortunate soldier[UE], pearl of power (1st level), potion of cure light wounds (2), quicken metamagic rod (lesser), selective metamagic rod (lesser)[APG], silent metamagic rod (lesser), snapleaf[UE], unfettered shirt[UE], wand of infernal healing (4 charges); Other Gear +1 mithral light steel shield, +1 dueling dagger, dagger, amulet of natural armor +1, belt of physical might +4 (Dex, Con), cloak of resistance +4, cracked dusty rose prism ioun stone, dazing metamagic rod (lesser)[APG], efficient quiver, eyes of the eagle, handy haversack, headband of vast intelligence +6, ring of protection +1, bedroll, courtier's outfit (2), flint and steel, ink, inkpen, jewelry[UE], paper (5), spell component pouch, spellbook (2), sunrod (2), trail rations (3), waterskin (2), 55,730 gp
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Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (90 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Flight (40 feet, Average) You can fly!
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (35 feet, 13/day) (Sp) Short-range teleport
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Glitterdust) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.

Fehzid Ibn Fehzid
Male human (Keleshite) sorcerer 12
N Medium humanoid (human)
Init +16; Senses Perception +8
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 natural)
hp 98 (12d6+48)
Fort +10, Ref +9, Will +12
DR 5/lethal
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Offense
--------------------
Speed 30 ft., fly 40 ft. (average)
Melee dagger +4/-1 (1d4-2/19-20)
Sorcerer Spells Known (CL 12th; concentration +21)
. . 6th (4/day)—cold ice strike[UM] (DC 27), greater dispel magic, true seeing
. . 5th (7/day)—baleful polymorph (DC 24), overland flight, wall of force
. . 4th (8/day)—confusion (DC 23), dimension door, enervation, telekinetic charge[UC], wall of ice (DC 25)
. . 3rd (8/day)—ablative barrier[UC], dispel magic, fireball (DC 24), fly, haste, slow (DC 22)
. . 2nd (8/day)—glitterdust (DC 21), invisibility, mirror image, resist energy, scorching ray, see invisibility, web (DC 21)
. . 1st (9/day)—ear-piercing scream[UM] (DC 22), feather fall, grease, identify, mage armor, magic missile, protection from evil
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 19), mage hand, mending, message, prestidigitation, read magic, spark[APG] (DC 21)
. . Bloodline Arcane
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Statistics
--------------------
Str 7, Dex 14, Con 16, Int 12, Wis 12, Cha 28
Base Atk +6; CMB +4; CMD 17
Feats Alertness, Dazing Spell[APG], Empower Spell, Eschew Materials, Improved Familiar, Improved Initiative, Noble Scion Of War[ISWG], Persistent Spell[APG], Piercing Spell[UM], Toughness
Traits extremely fashionable, magical lineage, reactionary
Skills Appraise +6, Bluff +14, Diplomacy +22, Fly +8, Intimidate +30, Knowledge (arcana) +5, Knowledge (planes) +7, Linguistics +7, Perception +8, Sense Motive +3, Spellcraft +16, Use Magic Device +24
Languages Ancient Osiriani, Auran, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Kelish
SQ arcane bond (xerphetheles, devil, imp), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (4/day), new arcana, school power (evocation)
Combat Gear extend metamagic rod (lesser), silent metamagic rod (lesser), acid, alchemist's fire; Other Gear dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +3, cracked dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of alluring charisma +6, ring of protection +1, robe of arcane heritage[APG], jewelry[UE], mask[UE], noble's outfit, pathfinder's kit[UE], signet ring, 1,581 gp
--------------------
Special Abilities
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Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Flight (40 feet, Average) You can fly!
Metamagic Adept (4/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
New Arcana - level (4) (Ex) Add 1 spell to your list of spells known
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
School Power (Evocation) (Ex) Add +2 to the DC of spells from the Evocation school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

Sa'ed Al-Rahsheen
Male human (Keleshite) psychic 12 (Pathfinder RPG Occult Adventures 60)
N Medium humanoid (human)
Init +9; Senses Perception +17
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Defense
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Wis)
hp 104 (12d6+54)
Fort +11, Ref +11, Will +14
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Offense
--------------------
Speed 30 ft.
Special Attacks phrenic amplifications (mimic metamagic[OA], mimic metamagic[OA], relentless casting[OA], space-rending spell[OA]), phrenic pool (10 points), physical push (+2, 2/day)
Psychic Spell-Like Abilities (CL 12th; concentration +22)
. . 1/day—detect thoughts (DC 9), telepathic bond
Psychic Spells Known (CL 12th; concentration +22)
. . 6th (5/day)—disintegrate (DC 26), transformation
. . 5th (7/day)—greater command (DC 27), echolocation[UM], overland flight, waves of fatigue
. . 4th (8/day)—confusion (DC 26), dimension door, freedom of movement, mental barrier III[OA], telekinetic charge[UC]
. . 3rd (8/day)—ablative barrier[UC], dispel magic, fly, haste, heroism, mind thrust III[OA] (DC 23), slow (DC 23)
. . 2nd (9/day)—bear's endurance, false life, mental barrier I[OA], mirror image, oppressive boredom[UM] (DC 24), see invisibility
. . 1st (9/day)—ear-piercing scream[UM] (DC 21), enlarge person (DC 21), expeditious retreat, feather step[APG] (DC 21), liberating command[UC], mage armor, murderous command[UM] (DC 23)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 20), mage hand, mending, message, prestidigitation, read magic, stabilize
. . Psychic Discipline Self-perfection
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 16, Int 30, Wis 14, Cha 7
Base Atk +6; CMB +4; CMD 19
Feats Expanded Phrenic Pool[OA], Greater Spell Focus (enchantment), Improved Initiative, Persistent Spell[APG], Spell Focus (enchantment), Spell Penetration, Toughness
Traits magical lineage, reactionary
Skills Craft (alchemy) +25, Diplomacy +13, Escape Artist +15, Fly +14, Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +14, Perception +17, Sense Motive +6, Spellcraft +25
Languages Abyssal, Ancient Osiriani, Auran, Azlanti, Celestial, Common, Ignan, Infernal, Jistka, Kelish, Takritanin, Terran, Thassilonian
SQ bodily purge (6d8), detect thoughts, telepathic bond
Other Gear belt of physical might +2 (Dex, Con), cloak of resistance +4, handy haversack, headband of vast intelligence +6, backpack, bedroll, belt pouch, flint and steel, prismatic crystal[OA], torch (10), trail rations (5), waterskin, 43,965 gp
--------------------
Special Abilities
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Bodily Purge (6d8/day) (Su) You have a pool of dice you can use to heal yourself or remove afflcitions.
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Mimic Metamagic (Ectoplasmic Spell, Intensified Spell) (Ex) Spend points from your pool to apply selected metamagics.
Mimic Metamagic (Extend Spell, Persistent Spell) (Ex) Spend points from your pool to apply selected metamagics.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phrenic Pool (10/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Physical Push +2 (2/day) (Su) Add Wis bonus to a Str, Dex, or Con ability or skill check. Recover 1 pool if you succeed.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Space-rending Spell (Su) Spend pool up to linked spell level to teleport 10 ft/point.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.

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Ascalaphus wrote:
If you want fun and not overly complicated, what about a ranger? (And more helpful things).

Thanks, Ascalaphus. In the last campaign he ran (Legacy of Fire) I played a Ranger, but this is a good and easy idea. Thanks!


Chess Pwn wrote:
How about you guide us a little here please. (Helpful questions follow).

Thanks, Chess Pwn. I'm ok with going full arcane. The challenge with Wizard is always an overwhelming number of spell options, but I'd be willing to take a crack at it. I'm more of a support style player - the others'll be looking to make quirky characters that aren't optimized, so a wizard that's going to be able to help support them would be good. Thanks!


Demoyn wrote:
If you want to fit in with the party, the obvious choices are sorcerer or wizard. Wizard is the better overall choice (knowledge skills and moderate diplomacy), though if you want fresh a psychic could play the role well also. Here are a few of my PFS characters. (Delightful information follows.)

Perfect! Thanks, Demoyn, I htink that I can scale back either character 3 levels, and adjust to our particular starting information. I appreciate the heavy lifting. :)


What about a save-or-suck sorcerer?


MeanMutton wrote:
What about a save-or-suck sorcerer?

Fun idea, but less my play style. Also, there's no guarantee that the Bloodrager won't just switch to sorcerer (that player has done Sorcerers before and enjoyed them)

RPG Superstar 2012 Top 32

How about a bard? Skills, spells, lots of support built in. And it looks like you'll be able to buff the rest (they all seem like attack rollers as opposed to spell chuckers).

And it's always nice to have someone who can heal the healer.

And since they're spontaneous 6/9 casters, you won't have tons of spells to pick from. And you probably won't be stepping on any of the other casters' toes, either.

Alternatively, check out the inquisitor. There is a spell that lets you share all your bonus Teamwork feats, and you can use judgments to tank yourself up if needed. And again, spontaneous 6/9 caster with unique spell list. You can even use just judgments in fights, and save your spells for exploring and social interactions, not combat spells, if you're worried about looking up spells during fights.

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