Barmy in Sigil: A Planescape Campaign

Game Master Divinitus


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So, here is my xill, crunch mostly complete, although now we're allowing combat stamina, I'll have to add that in as well.

GM, do fighters get combat stamina for free (as suggested in Unchained), or should I pick up the feat?

Fluff is very much in the beginning stages, but does get the just of the character across. GM, considering my concept, I'll probably remove Implant from my xill abilities.


I never said 'too much damage' I 'that's a lot of extra damage'.

There's no such thing as too much damage.


Alright, here is the character of Fury of the Tempest.

Introduction:
The city was in chaos.

The council had been kidnapped, held hostage by a group of cultists who were demanding access to the vault. Tensions were running high, negotiations were breaking down. The head of the city had been dragged outside the house that the cultists were holded up in. The axe-head of head-cultist barred against his neck, as the head-cultist screamed that he was going to kill him if he didn’t receive instructions as to how to open the vault RIGHT NOW.

“Hey, are you a betting man?”

The question was so sudden and out of nowhere that the screaming cultist fell silent in sheer shock. Standing before him was a rather ordinary looking man, brown hair and blue eyes. A shield strapped to his back and a rapier stuck though his belt. Despite the situation, he was entirely at ease with a friendly smile on his face.

“That man you got there is a personal friend of mine, so I’ll rather not have you chopping his head off. Instead, how about a little bet?” Dipping a hand into his pocket, the man pulled out a gold coin and presented it to the confused cultist. “If this coin lands on head.” A swift flick of his fingers swirled the coin round. “Or tails. I’ll personally escort you all and open the vault for you. However, if the coin lands on its edge, you let everyone go and submit yourself to the guard.”

“What type of bet is that?” The cultist growled, not trusting this bet for one single second. A shrug was his reply, as the man said.

“A bet where you have all the cards in your hand and I have none. A desperate bet of a man who has no other choices.” The cultist narrowed his eyes, considering the man before him for a few moments, before grinning.

“Fine. And don’t even think about trying to use magic to fix it. My dark lord Orcus has given me the powers to see magic whenever it is used!” Another shrug, that casual, friendly smile never leaving the man’s face.

“Very well. Before I flip the coin however. I would like you to swear that if the coin lands on its edge, you and your fellow cultists shall release the council members of this city unharmed and under no spells, psionic powers or similar effects, and you will then submit yourself to the city guard to be trailed for your crimes and never try to escape, directly or indirectly.”

“That’s rather specific.” The cutlist growled, not liking just how well worded the swear was... but he saw a loophole all the same, and with a sinister smile said. “Very well, I swear on the dark lord of Orcus that if the coin lands of its edge, we shall do exactly as you say.”

“Well then, let's not keep everyone waiting shall we?” The man said with a smile, and flicked the coin up into the air.

Everyone’s eyes were on the coin. Watching it as it slowly flipped round in the air. Again and again it swished round. Slowly going upwards, before gravity grabbed it and pulled it down in a lazy arc. Round and round is spun, hitting the ground with a clink before bouncing up into the air for one final twist, coming down to land...

On its edge.

Everyone, but the newcomer and the head of the city looked at the coin in shock. The guard couldn’t believe it. The council couldn’t believe it. The cultists couldn’t believe it. This ridiculous bet, this idea that there was even the slightest chance of the coin landing on its edge... just came to true.

“Well, would you look at that.” The man said so casually, as if he had completely expected this result from the coin flip. “Landed on the edge. Suppose that means you best follow through with that oath of yours. Really would not be a good idea to break an oath to Orcus... as I’m sure you know.”

The head cultist glowed at this man. Sure he had been tricked. That the man had rigged the coin somehow so it would land on its edge! But he was right... an oath was an oath... yet, an oath with a loophole. Taking his axe away from the city head’s neck, he nodded in agreement... before shoving the city head to the ground.

“Aye, so I did. But the head of the city is not part of the council, so he pays in blood!” The head cultist road, bringing his axe up, grinning in victory. He might not have gotten what he wanted, but he will still throw this city into chaos!

CRUNCH

“You should not have done that my friend.” The man said, slowly shaking his head as he tutted in disappointment, whilst the head cultist looked in horror at the beast that had appeared out of nowhere, and had swallowed his arm, axe and all. “You would of been treated fairly and kindly by the guard. Now however, you have given up that right. Don’t worry though.” The man smiled kindly again... yet somehow it sent a trickle of fear down the cutlists spine. “You’ll make a nice meal for Trygg.”

With a heave of its mighty jaws, the tyrannosaurus flung the head cultist up into the air. Axe flying from his grip and he flailed around useless, scream in fear... screams that were cut off when he came back down to those waiting jaws.

The man pretty much ignored this however, instead he walked forwards. Scooping the coin up and slipping it back into his pouch, before helping the head of the city back up onto his feet as he shook his head in amusement.

“You really are a crazy man, Arcantos the Fortuitous.”

Design Philosophy:
The main tenant that Arcantos is based on is Teamwork. His two main classes, the Warlord and the Ambush Hunter Ranger both use teamwork significantly. Gaining bonuses when flanking and empowering their allies though maneuvers and class features. However, teamwork alone isn’t enough for a seasoned adventurer, as one can never know when they might be separated from their friends and companions. In instances like this, Arcantos falls back on his luck.

His luck is shown not just in being Fortune Blessed and Fate’s Favored. But the Inspiration ability of the Investigator as well. Adding that little lick of extra luck to try and throw things more in their favour. It also shows in Arcantos’ main fighting style. Using a combination of Weapon Trick: Feint and Bash, Improved Feint Partner and Paired Opportunists. Arcantos can turn a successful Feint into a deadly 4 attack combination, with a trip attempt that could leave to another two attacks. This is on top of the Skill-Replacing Counters he uses, swapping a sure AC check to a more uncertain skill-check in order to stop a blow from landing.

Class Breakdown:
Ambush Hunter Ranger: The foundations of the build, providing me my animal companion in order to play off with my teamwork feats. Whilst the Hunter Tactics class feature would of easily let me share the class features, I decided that the Martial Companion class feature, as well as the Ambush Tactics class features made up for it, and I can replicate Hunter Tactics with the Horsemaster's Saddle.
Vanguard Commander Warlord: The shield abilities of the VC synergize with the Feint and Bash Weapon Trick, whilst the Tactical Flanker works well with the Ambush Tactics. Finally, Tactical Presences, Warleader and Golden Lion allows me to aid and empower my allies beyond simply my animal companion.
Investigator: The Investigator came in after I found the Fortune Blessed Template and decided to use it for the character. Not only does the Inspiration ability work very well with the luck flavour, but it gives me that skill-focus in order to avoid over-focusing on teamwork, as well as Studied Combat giving me that little bit more accuracy and damage.

That being said, I do have a question. The Seize the Moment feat requires Improved Critical (and is the only feat which requires it as far as I can tell...), but the Fortune-Blessed template has Augmented Criticals, which basically gives me Improved Critical for every attack. Going forwards, if I desire to pick up Seize the Moment, would I need to pick up Improved Critical first, or would Augmented Criticals cover it?


Well, here's Ixion, my faerie dragon inveigler sorcerer/unrogue/aetherkineticist

Ixion:

Ixion
Faerie dragon inveigler telekineticist 13/rogue (unchained) 11/shadowdancer 2/sorcerer 11 (cl 14)
CN Tiny dragon
Hero Points 3
Init +13; Senses darkvision 90 ft., low-light vision, arcane sight; Perception +32
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Defense
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AC 34, touch 25, flat-footed 24 (+4 armor, +3 deflection, +9 Dex, +1 dodge, +2 natural, +3 shield, +2 size)
hp 208 (13d8+181)
Fort +19, Ref +21, Will +16 (+9 vs. charm and compulsion)
Defensive Abilities danger sense +3, improved evasion, improved uncanny dodge; Immune paralysis, sleep; SR 13 (24)
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +22 (1d3+13)
Melee Kinetic whip (TK) +22 (7d6+24); reach
Melee Kinetic whip (Lightning) +22 touch (7d6+13); reach
Ranged Telekinetic blast +22 (7d6+15)
Ranged Electric blast +22 touch (7d6+4)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon, charming falsehood, kinetic blast, metakinesis (empower, maximize, quicken), sneak attack (unchained) +7d6
Spell-Like Abilities (CL 3rd; concentration +18)
. . 3/day—greater invisibility (self only)
Bloodline Spell-Like Abilities (CL 14th; concentration +29)
. . At will—fleeting glance (15 rounds/day)
. . 16/day—laughing touch
Sorcerer Spells Known (CL 14th; concentration +29)
. . 7th (5/day)—phase door, greater teleport
. . 6th (7/day)—mislead (DC 29), permanent image (DC 29), true seeing
. . 5th (9/day)—dungeonsight, mind fog (DC 31), mind probe[OA] (DC 28), tree stride
. . 4th (9/day)—charm monster (DC 28), dimension door, enervation, poison (DC 27), solid fog
. . 3rd (9/day)—burdened thoughts (DC 29), clairaudience/clairvoyance, deep slumber (DC 29), dispel magic, pugwampi's grace (DC 29)
. . 2nd (9/day)—detect thoughts (DC 25), glitterdust (DC 25), hideous laughter (DC 28), lipstitch (DC 25), minor image (DC 25), sense vitals
. . 1st (10/day)—charm person (DC 25), entangle (DC 24), mage armor, obscuring mist, sow thought[ARG] (DC 27), windy escape[ARG]
. . 0 (at will)—arcane mark, dancing lights, detect magic, disrupt undead, drench[UM] (DC 23), ghost sound (DC 23), mending, penumbra[UM], sotto voce (DC 23)
. . Bloodline Fey
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, extreme range, foe throw (DC 25), kinetic blade, kinetic whip, snake
. . Blasts—aetheric boost (), electric blast (7d6+4 electricity), telekinetic blast (7d6+15)
. . Utility—basic aerokinesis, basic telekinesis, ride the blast, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, windsight
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Statistics
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Str 10, Dex 28, Con 26, Int 24, Wis 18, Cha 36
Base Atk +11; CMB +18 (+20 steal); CMD 32 (34 vs. steal, 36 vs. trip)
Feats Accomplished Sneak Attacker, Acrobatic, Combat Reflexes, Dampen Presence, Dodge, Far Shot, Flyby Attack, Hawkeye, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Steal[APG], Mobility, Persuasive, Point-Blank Shot, Precise Shot, Silent Spell, Skill Focus (Perception), Skill Focus (Stealth), Spell Focus (enchantment), Weapon Finesse
Traits focused mind, irrepressible
Skills Acrobatics +30 (+14 to jump), Appraise +11, Bluff +38, Climb +13, Diplomacy +42, Disable Device +29, Disguise +17, Escape Artist +26, Fly +29, Handle Animal +14, Heal +8, Intimidate +20, Knowledge (arcana) +24, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +24, Knowledge (religion) +24, Perception +32 (+36 on vision-based Perception checks), Perform (comedy) +20, Perform (dance) +20, Perform (oratory) +20, Perform (sing) +20, Sense Motive +31, Sleight of Hand +30, Spellcraft +24, Stealth +40, Survival +10, Swim +23, Use Magic Device +30
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Sphinx, Sylvan; telepathy 100 ft.
SQ burn (4 points/round, max 11), debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elemental overflow +4, expanded element (air), gather power, hero points, hidden enchantment, hide in plain sight, infusion specialization 3, internal buffer 2, rogue talents (combat swipe, fast stealth, improved evasion, skill mastery, stealthy sniper[APG]), supercharge, taken to the grave, trapfinding +5, truth be told, undetectable alignment, undetectable thoughts
Combat Gear ring of counterspells, wand of cure light wounds (3), Sharpstone sling bullets (100); Other Gear +3 mithral buckler, Permanent scroll of arcane sight, amulet of proof against detection and location, belt of physical might +4 (Dex, Con), crystal mask of discernment, eyes of the eagle, handy haversack, headband of alluring charisma +6, robe of arcane heritage[APG], sihedron ring, 7,424 gp, 5 sp
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Special Abilities
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Aetheric Boost (Sp) Level 6; Burn 2
Amulet of proof against detection and location Divination spells against you require a DC 23 caster level check.
Breath Weapon (DC 18) (Su) Every 1d4 rds, 5 ft cone staggers, sickens, imm to fear for 1d6 rds (Fort neg).
Burn 4/round (13 nonlethal/burn, 11/day) Burn HP to gain greater effects on your wild talents.
Charming Falsehood (1/day) (Su) Tell a lie that enchants a single creature hearing it.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crystal Mask of Discernment The wearer of a crystal mask of discernment can make Sense Motive checks with a +10 insight bonus.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (90 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Electric Blast (Sp) Level 6; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Far Shot Halve the range increment penalty for extended range.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fey Magic (At will) (Su) Reroll CL check to overcome spell resistance (take 2nd).
Fleeting Glance (15 rounds/day) (Sp) As a standard action, turn self invisible as greater invisibility.
Flight (60 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Focused Mind +2 to Concentration checks
Foe Throw (DC 25) Throw a creature if it fails its save.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hawkeye +4 to perception checks, +30' to range of precision/sneak attacks.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Enchantment (Su) Effects of charm and enchantment effects are harder to discern.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Steal You don't provoke attacks of opportunity when stealing.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip Form a kinetic blade with reach.
Laughing Touch (16/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
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 melee.
Ride the Blast (Sp) Travel along with your blast attack.
Ring of counterspells Counters this spell when it's cast on you. Dispel Magic
Robe of arcane heritage The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Rogue's Edge: Stealth Reduce sniping penalties by 10; halve fast movement penaltes
Rogue's Edge: Sense Motive If aware of opponents, roll sense motive with initiative DC 11+highest bluff, Increase initiative by 1 + 1 per 5 pts; After 1 minute of conversation, you can read a creature's surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature's Bluff check.
Silent Spell Cast a spell with no verbal components. +1 Level.
Skill Mastery (acro, bluff, diplo, dd, fly, perc, sm, ste, swim) Can always take 10 with rogue's edge skills plus int modifier more.
Snake Blast can bend around corners.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (13) You have Spell Resistance.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Supercharge (Su) Increase effectiveness of gather power by 1.
Swimming (30 feet) You have a Swim speed.
Taken to the Grave (Su) Speak with dead upon inveigler corpse tells only lies.
Telekinetic Blast (Sp) Level 6; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Truth be Told (Su) Magic that discerns the truth only works if inveigler wishes it.
Undetectable Alignment (Su) Alignment appears as what the inveigler wishes.
Undetectable Thoughts (Su) An inveigler's thoughts only reveal what it wishes to reveal.
Windsight (Su) You can see through mist and fog (including fog cloud and similar magic).
Woodland Stride (Ex) Move through undergrowth at normal speed.

Comments and suggestions welcome.


My crunch is all completed bellow the fluff. If anyone wants to look over it in my profile for mistakes, tons of book keeping in a Tri character.

Also noticing that Aether Kineticist is showing up as a very popular partial build.


I picked it because I figured it made sense for the character - though I'm flavoring it as technology and being able to emit fields of force. XD


@Philo: Just curious, but how did you manage to get 14th level casting as a 11th level sorcerer?


Faerie Dragons come pre-packaged with 3 Sorcerer levels.


Hmmmm... lot of powerful builds here, not sure how I compare honestly. On the one hand, I can turn a successful Feint - which will be 42+1d6 - into two attack of opportunities from me, and two from my T-Rex, and +43 and +39 attack, doing 1d4/1d6+20 & 2d6+32 damage. On a successful hit, my Maelstorm Shield lets me make a free trip attempt, of which I have a +37 to do so. If I manage to do my trip, I create an extra AoO for me and my T-Rex.

All that I can do as a move action. Which isn't including any of my Stances, Extracts, Potions or Studied Combat. The fact I'm going to be on a mount means I don't need to move and I'll still have my own standard action to use for strikes and such.

CR 15-16 monsters seem to have a Sense Motive of around +20-27 on average, with CR 17-18 ranging from +25-+32. Depending on my 1d6 roll, I have a higher than 50% chance for most of them. Which to me seems like its pretty good odds...

So... how do I compare on the damage front? I mean, I pretty much built my character around that combination. If I can't really compare to others, then I'll likely have to rebuild my character from scratch...


Hmmm....It makes my 46 AC look pretty poor by comparison. If an enemy can reach that level of AB, then 46AC is a bit low. Even with a mutagen and enhancement increase from my arcane pool, only 11+ is needed to hit. I can turtle up with combat expertise (giving me another +10AC), which might be the route to take.

But then. this is a specialized build, so maybe such AB's are unusual.


I'm scared to do something really strong, but at the same time I feel like if I stick entirely to themes there's no way I'll be able to handle the game. I had a Shadowcaster Shadow Illusionist Wizard/Swashbuckler/UC Rogue in the works but honestly my best tricks are storing extra spells in my shadow and using Shadow Conjuration and Shadow Evocation spells for crazy levels of flexibility and flank buddies. Still, every attack I can pull off deals 1d10+30 because I figured a bastard sword would be fun to finesse. I'm thinking maybe instead I could do something with dimensional dervish/savant and a rogue. Maybe Sorc/UC Rogue/Fighter with two-weapon fighting?


Gavmania wrote:

Hmmm....It makes my 46 AC look pretty poor by comparison. If an enemy can reach that level of AB, then 46AC is a bit low. Even with a mutagen and enhancement increase from my arcane pool, only 11+ is needed to hit. I can turtle up with combat expertise (giving me another +10AC), which might be the route to take.

But then. this is a specialized build, so maybe such AB's are unusual.

GM That Barmy Cutter wrote:
PCs will eventually face things like, for example, a Corrupter Pseudonatural Paragon Sylvanshee Ninja19/Dimensional Warrior19/Fighter19 with 7 mythic ranks (Roughly equating to a CR around 40, with 7 mythic ranks,),

46 AC is probably low for a dedicated tank, though if you are trying to avoid melee it might be fine. I think no matter how high AC we build we can expect to get hit. Keeping up with AB is in general going to be hard, AC in pathfinder is normally quite expensive. For a build with high AB going with opportune riposte and parry is probably decent, but not everyone have that option. To get really high AC, you need to find ways to stack different massive bonuses. Templates can help a lot. An animal lord based off the huge hetkoshu crocodile gets +23 NA for example. Even my quickling template is giving me +8 AC(+8 dex, +4 dodge) off 4 levels, though that isn't the primary reason I am taking it of course. Templates can boost various ability scores by a lot. It's already possible to get Dex, int(kensai or duelist), wis (monk and sacred fist?) and Cha (enlightened paladin) to AC in regular pathfinder. I know 3pp makes some ways to get such things easier, it's possible to get con as well, though I don know about str. Adding the same bonus twice, for example dervish defender and Kensai, sadly doesn't work (at least by FAQ in regular pathfinder, the GM might overrule that).

A lot of things will be looking to bypass AC though, so it's probably not worth investing all your resources into.


So I would like to throw my hat into the ring :)
I do have 2 projects to do first, and its christmas so I don't know how much time I'll have, and Trisalt 14th lvl characters are complex as it is. So... I don't know how likely it is that i get this guy finished but I am going to throw down my dot now so I don't miss my chance :)

Here's my thought. I want to build my guy up with the Malefactor third party class as its core.
You had mentioned how we would be known by those that know of you, and then I thought of this cool idea. Not many know of me, but those that do seem to avoid me like the plague. They say bad things happen when I'm around, they say I'm bad luck or, if they are being particularly nasty, they say that everything I touch is cursed :(
I'm just misunderstood! It's not THAT uncommon for every bolt in the suspension bridge to break at the same moment. It could happen to anybody!
No, please don't run away, you are safe around me, I promise! Wait!
...Wait, is that a dire bear coming out of the woods towards us? What are the odds of that?

The idea is that he is a cursed halfling. A black cat crossed the path of a vindictive witch who lost a bet with fate on a full moon, February the 13th kind of bad luck. The cat drowned in the well too, just for good measure :/
It would also give you ample excuse to throw whatever at us or have something with incredibly low odds. Bad luck happens? Blame Bill. Unlikely encounter? Bill cursed it. Anything bad happens, it was Bills fault!

Bill would be forced into a life of solitude, or at least distance from those around him. Bill wants nothing more then to be near friends and family, but the last time he had friends near, well, he was the only one who survived the explosion when that earthquake hit the wizards tower. His family? A dire bear and a werecrocodile decided to duke it out in their family camper.
Bill would generally have to keep a few feet away from allies, lest they get affected, but Bill would also want to stay within melee of his enemies. Any allied casters would MUCH prefer to target Bill with a fireball if he had any enemies close by. (I better have evasion :/

Mechanically he will be a halfling Malefactor on one side but I am still deciding on the others.
Since Malefactor is such a wisdom focused class one idea is to be a bad touch cleric with some nasty auras around him.
Or to be a Monk, since he has to be in melee range as a small halfling and survive.
Another idea is to go as a Hexcrafter Mangus, with the idea of cursing EVERYTHING he touches :)
Another idea would be to dip into oracle with the haunted curse (flavour mostly).
I also think that there were some luck based or curse based templates? Will have to look for them :)
I might also go Aegis so that I can build up a durable body, which I would sorely need to stay toe to toe with Big Nasties.

Any other ideas that I might be able to look at that have to do with bad luck or curses?


Well there's the Halfling Jinx Feat, of course.

And the Luckbringer class.


There is misfortune and evil eye hexes. I believe those are available to both shamans and witches and a bunch of different archtypes that pick up hexes (hexcrafter magus, spirit summoner, eldritch godling). Then there is chaos/madness domains. Harbringer or maybe just the cursed razor discipline and others that grant the cursed condition are also quite heavy on the curse/bad luck stuff. Dual Cursed Oracle gets misfortune revelation, but that's probably the only really curse focused thing about the class, it's an immediate action which sadly are usually only available once per round.

As for escaping friendly fire, my character will try to add on selective whenever necessary or simply do multi targeted stuff instead of area. I won't be trusting any allies to make beat my DCs, they are after all going to be tuned toward penetrating the saves of mythic high level enemies. If you do want to make extra sure you avoid stuff, improved evasion is probably the way to go though.


Any way to get a Pugwampi's Unluck Aura?


There's both a fortune blessed and fortune spurned template on the PFSRD.


... Damnit, wish I didn't know about the Luckbringer class.

I went Investigator mainly for the buffs to skills and everything. But considering I have the Fortune-Blessed Template and Fate's Favoured trait, and my character IS called the Fortitus...

I can't really avoid taking the Luckbringer class honestly. The Investigator class is just filler honestly, and the Luckbringer fits his fluff SO. SO much more. Not to mention several of the abilities really suits my character. Opportunist, Fortune's Favor and ESPECIALLY Divergent Fate (and least in regards to the coin-flip in his into)


I'm actually considering swapping out most of Soulknife for Time Thief myself. The Riven Hourglass stuff made me really want to make my guy a full-on time controller.

But then again, I don't want to do any more fiddling, since I'm pretty content with the current image in my head of how he fights and such. And I need 2 levels for Focused Offense anyway.

Eh, yeah, I'm pretty content with being able to knife hand people and steal their lifespan.


My character actually started out very much based on time with riven hourglass and quickling, though I knew I wanted to make a caster. I found time elemental, but sadly that doesn't work with quickling. It would probably be awesome with an initiator based on extraordinary maneuvers though. Summoning 1d4 copies of yourself is kinda awesome. It's also 3pp and the rules get a bit wonky when you add class levels to it. My character have moved in a very different direction afterwards though.


@Rynjin - Don't you need an hourglass with sand or something like that too .P?


I do have one...a metaphysical one. =)


So, I have 9 levels and I am unsure what to do with them. Not looking to take templates as I will already have one.

Looking to maybe increase my general melee ability and armor and whatnot. Not sure what I should do, I don't haunt threads about OP builds and stuff. I was thinking maybe Aegis, or Fighter (one of the archetypes like Unbreakable or something).

The general plan is to do Artificer all up one side, Dread Necromancer all up another side. The third side will be 2 levels of evil Paladin (i am not too proud to dip for CHA to saves) and 3 levels will be taken by the Iron Lich template.

For thought, I plan to be a medium- or heavy-armor wearing type, possibly with a shield or tower shield, most likely going to use a slam attack for a weapon.

Any thoughts? Would levels in Warder be too much for that build?


Expanding your options is rarely something you'll regret. Consider branching into something you can't do now, but COULD do competently if you invested some levels in it.

I'm just... kind of having flashbacks at the moment.

I've applied to quite a few Tristalts games that went exactly nowhere - that's part of why I run my own. OTL

That said, maybe I should pump out another idea or two, just because making characters is fun. XD


oyzar wrote:

@Monkeygod: Similar point as above, what is too much damage? There will likely be encounters where we will face several enemies well above our own stats/CR. You need a lot of damage to get through all the HP in a reasonable time. Also a relevant question, enemies at this level can easily have improved uncanny dodge, all round vision, blindsight and trueseeing, how do you plan to sneak against such abilities? Those are all available at much lower level than we will be.

Unless I'm missing something, there's no defense against being feinted against via awesome bluffing.


...Awesome Sense Motive-ing? XD You'd have to buff the heck out of it, but...


Tenro wrote:

So, I have 9 levels and I am unsure what to do with them. Not looking to take templates as I will already have one.

Looking to maybe increase my general melee ability and armor and whatnot. Not sure what I should do, I don't haunt threads about OP builds and stuff. I was thinking maybe Aegis, or Fighter (one of the archetypes like Unbreakable or something).

The general plan is to do Artificer all up one side, Dread Necromancer all up another side. The third side will be 2 levels of evil Paladin (i am not too proud to dip for CHA to saves) and 3 levels will be taken by the Iron Lich template.

For thought, I plan to be a medium- or heavy-armor wearing type, possibly with a shield or tower shield, most likely going to use a slam attack for a weapon.

Any thoughts? Would levels in Warder be too much for that build?

Why not more Paladin?


Tenro wrote:

So, I have 9 levels and I am unsure what to do with them. Not looking to take templates as I will already have one.

Looking to maybe increase my general melee ability and armor and whatnot. Not sure what I should do, I don't haunt threads about OP builds and stuff. I was thinking maybe Aegis, or Fighter (one of the archetypes like Unbreakable or something).

The general plan is to do Artificer all up one side, Dread Necromancer all up another side. The third side will be 2 levels of evil Paladin (i am not too proud to dip for CHA to saves) and 3 levels will be taken by the Iron Lich template.

For thought, I plan to be a medium- or heavy-armor wearing type, possibly with a shield or tower shield, most likely going to use a slam attack for a weapon.

Any thoughts? Would levels in Warder be too much for that build?

How about Steelblood Bloodrager, with Mad Magic?

Even though it isn't optimal, you could even take the Undead bloodline, adding even more "metal undead" to the mix.

Would get you some full BAB, some rage, and a few useful abilities, along with arcane spells that you can cast just fine in full plate.


This isn't an application, but I thought it was a fun build. Bella the Sparkly Vampire.

Love the sparkles!:

Bella
Prismatic nymph vampire antipaladin 14/bard 14/gestalt 14
CE Medium undead (fey)
Hero Points 3
Init +18; Senses darkvision 100 ft., low-light vision, tremorsense 20 ft., mindsight 30 ft.; Perception +40
Aura blinding beauty (DC 30), aura of cowardice, aura of despair, aura of sin
--------------------
Defense
--------------------
AC 53, touch 45, flat-footed 38 (+2 armor, +20 deflection, +14 Dex, +1 dodge, +6 natural)
hp 448 (14d10+308); fast healing 5
Fort +69, Ref +65, Will +55; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. aversion objects
Defensive Abilities channel resistance +4, prismatic body; DR 10/cold iron, 10/magic, 10/silver; Immune prismatic immunities, undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
--------------------
Offense
--------------------
Speed 70 ft., swim 20 ft.
Melee unarmed strike +31/+26/+21 (1d3+18) or
. . slam +29 (1d4+22)
Ranged +1 adaptive composite longbow +29/+24/+19 (1d8+8/×3)
Special Attacks aura of sin, bardic performance 50 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 37], frightening tune [DC 37], inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion [DC 37]), blood drain, channel negative energy 13/day (DC 37, 7d6), children of the night, create spawn, dominate (DC 37), energy drain (2 levels, DC 37), smite good
Spell-Like Abilities (CL 8th; concentration +28)
. . At will—flare (DC 30)
. . 3/day—dancing lights
. . 2/day—color spray (DC 31)
. . 1/day—daylight, dimension door, hypnotic pattern (DC 32), rainbow pattern (DC 34), [searing light
Antipaladin Spell-Like Abilities (CL 14th; concentration +34)
. . At will—detect good
Bard Spells Known (CL 14th; concentration +34)
. . 5th (6/day)—mind fog (DC 36), mislead, resonating word[UM] (DC 35)
. . 4th (9/day)—dimension door, echolocation[UM], greater invisibility, modify memory (DC 35)
. . 3rd (9/day)—clairaudience/clairvoyance, dispel magic, fear (DC 33), see invisibility, triggered suggestion[ACG] (DC 34)
. . 2nd (10/day)—bladed dash, gallant inspiration[APG] (DC 32), glitterdust (DC 32), heroic fortune, pugwampi's grace (DC 33), swipe
. . 1st (10/day)—comprehend languages, ear-piercing scream[UM] (DC 31), feather fall, sow thought[ARG] (DC 32), unnatural lust[UM] (DC 32), windy escape[ARG]
. . 0 (at will)—dancing lights, ghost sound (DC 30), mage hand, message, open/close (DC 30), prestidigitation
Antipaladin Spells Prepared (CL 11th; concentration +31)
. . 4th—greater invisibility (2), poison (2, DC 34), slay living (2, DC 34)
. . 3rd—nondetection (2), vampiric touch (4)
. . 2nd—desecrate, sense vitals (3), silence (2, DC 32), undetectable alignment (DC 32)
. . 1st—murderous command[UM] (4, DC 32), protection from good (3), sentry skull[ARG]
Druid Spells Prepared (CL 7th; concentration +13)
. . 4th—phantom hunt (2)
. . 3rd—cloak of winds[APG] (2, DC 19), meld into stone
. . 2nd—greensight, lesser restoration, slipstream[APG] (2, DC 18), tree shape
. . 1st—cheetah's spirit (4), windy escape[ARG] (2)
. . 0 (at will)—create water, detect magic, guidance, mending
--------------------
Statistics
--------------------
Str 24, Dex 38, Con —, Int 22, Wis 22, Cha 50
Base Atk +14; CMB +28 (+30 disarm, +36 grapple, +30 steal); CMD 66 (68 vs. grapple)
Feats Agile Maneuvers, Alertness, Ancient Draconic, Aversion Tolerance, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Greater Grapple, Harmonic Spell[ISWG], Improved Gaseous Form, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Planar Traveler, Spell Focus (enchantment), Toughness, Weapon Finesse
Traits planar savant, quain martial artist
Skills Acrobatics +37 (+53 to jump), Appraise +10, Bluff +37, Climb +15, Diplomacy +37, Escape Artist +25, Handle Animal +31, Heal +14, Intimidate +30, Knowledge (arcana) +25, Knowledge (dungeoneering) +19, Knowledge (engineering) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +24, Knowledge (nobility) +17, Knowledge (planes) +39, Knowledge (psionics) +17, Knowledge (religion) +25, Perception +40, Perform (dance) +37, Perform (percussion instruments) +30, Perform (sing) +37, Perform (string instruments) +37, Sense Motive +37, Sleight of Hand +18, Spellcraft +19, Stealth +39 (+31 while lit), Survival +15 (+17 outside your home plane), Swim +23, Use Magic Device +29; Racial Modifiers +8 Bluff, +8 Climb, +8 Perception, +8 Sense Motive, +8 Stealth, -8 Stealth while lit
Languages Abyssal, Common, Draconic, Shae, Sphinx, Sylvan, Treant
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, bardic knowledge +7, change shape (dire bat or wolf, beast shape II), channel negative energy, cruelties (cruelty [cursed], cruelty [dazed], cruelty [fatigued], cruelty [paralyzed]), fiendish boon (fiendish boon [weapon]), gaseous form, hero points, inspiration, jack-of-all-trades, lore master 2/day, shadowless, spider climb, stunning glance, swarm form, touch of corruption, unearthly grace, unholy resilience, versatile performances (dance, percussion, sing, string), wild empathy +26
Other Gear +1 brawling silken ceremonial armor[UC], +1 adaptive composite longbow, +1 agile bodywrap of mighty strikes[UE], belt of incredible dexterity +6, circlet of mindsight[UE], efficient quiver, eyes of the eagle, gauntlets of twisting vines, golembane scarab, headband of alluring charisma +6, ring of eloquence[ACG], ring of sustenance, sleeves of many garments[UE], smuggler's collapsible robe[UE], winged boots, 4,420 gp
--------------------
Special Abilities
--------------------
+1 agile bodywrap of mighty strikes 3/round
Agile Maneuvers Use DEX instead of STR for CMB
Antipaladin Channel Negative Energy 7d6 (13/day, DC 37) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Sin (Su) Your weapons, and attacks against enemies within 10' of you are considered evil-aligned for the purpose of overcoming damage reduction.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Aversion Tolerance Make immediate save vs. objects that harm vampires instead of waiting 1 round.
Bardic Knowledge +7 (Ex) Add +7 to all knowledge skill checks.
Bardic Performance (swift action, 50 rounds/day) Your performances can create magical effects.
Blinding Beauty (DC 30) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Circlet of mindsight Gain blindsight 30 ft vs. intelligent foes susceptible to mind-affecting effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (15 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Cursed, DC 37) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse.
Cruelty (Dazed, DC 37) (1 rd) (Su) When you use your Touch of Corruption ability, you may also make your target dazed for 1r.
Cruelty (Fatigued, DC 37) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.
Cruelty (Paralyzed, DC 37) (1 rd) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (100 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Dominate (DC 37) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 37) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +4, 3/day) (14 minutes) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Gauntlets of twisting vines (1/day) When successfully pin target, vines can move and tie up target.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Harmonic Spell Casting spells extends duration of bardic performance
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Prismatic Effects Immune to light, pattern, and prismatic effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Gaseous Form (Mind Fog) Assume gaseous form, or enhance existing gaseous form.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Planar Traveler Always arrive at intended destination when planar travelling. Can glimpse other side of portals.
Prismatic Body (Su) A prismatic's body glows with a light equivalent to that of a candle, illuminating a 5-foot radius around itself. Each round, this light takes on a different hue, determined at random.
Prismatic Immunity Gains random immunity each round.
Ring of eloquence (Common, Gith, Celestial, Infernal) Speak and understand attuned languages. If deafened reduce spell failure chance by 10%.
Ring of sustenance Immune to hunger and thirst
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Sleeves of many garments Transform current clothes into any non-magical new form.
Smite Good (5/day) (Su) +20 to hit, +14 to damage, +20 deflection bonus to AC when used.
Smuggler's collapsible robe Transport wearer and gear into pocket dimension for up to 24 hrs.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Stunning Glance (DC 30) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Swarm Form (Su) Change into a swarm.
Swimming (20 feet) You have a Swim speed.
Touch of Corruption (7d6, 27/day) (Su) You can inflict 7d6 damage, 27/day
Tremorsense (29 feet) Sense creatures and objects in contact with ground or water.
Undead Traits Undead have many immunities.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Versatile Performance (Dance) +37 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Percussion Instruments) +30 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Versatile Performance (Singing) +37 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Versatile Performance (String Instruments) +37 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Wild Empathy +26 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.


@Rednal: yeah that was the idea of me going with some melee in there, otherwise the best i have is 3/4s BAB

@Rynjin: Smite is lame, the Cruelties aren't very enticing, and I will already have Channel Negative Energy

@BigRig107: hmm, I wouldn't have thought of that, but it does seem interesting. The Steelblood archetype fits well, though Rage isn't quite what i had in mind. I wouldn't go overboard on the undead-ness by taking the Undead bloodline, the Black Blood or Arcane bloodlines would fit my theme. From what I can tell, Bloodrage doesn't prohibit spellcasting, so i would probably flavor it more like "extreme righteous indignation" rather than "frothy rage". I will look into that more deeply, thanks for the suggestion.


Bloodrage wrote:
While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Barbarian has the same clause, which is why the Moment of Clarity rage power exists.

Mad Magic, however, allows you to cast any spells you know in a bloodrage.

As for fitting your theme, you know your character better than I do.
I was running off of the Iron Lich thing, though, which is why I suggested it.

And rage doesn't even have to be that frothy rage you mention, so you're set there.


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Just realized I managed to stack four separate archetypes onto Inquisitor (Infiltrator, Preacher, Sanctified Slayer, and Sin Eater).
I have basically completely mangled the original base, and created an entirely different monster.

Thank Asmodeus for archetypes!


Awesome. I thought that it would call out that spells were a no-no instead of leaving it up to the clause "any ability that requires patience or concentration". For instance, I don't think Featherfall or any other Instantaneous spells would require patience or concentration. But, I can see the point being made for it, though I would imagine a class revolving around the very idea of raging and casting would allow for it innately.

I like the Arcane bloodline, as a big part of the Artificer levels were to combat enemy mage-types (so i have something to do when Necromancy won't help), so that could add to that.


"To cast a spell, you must concentrate." It's part of the magic rules, in the 'cast a spell' section (the part one usually skims to get to the good stuff :P)

But yeah, since magic is such a big part of the world, it feels like they could actually just spelled it out.

Oh and merry christmas everyone (that cares)! : )


Alka'ahtor, High Inquisitor of Asmodeus, reporting in as completed for Bigrig107.

Any advice on build would be appreciated, especially choice of spells and feats.

Character Discussion:
I kind of built Alka'ahtor as a stealthy, hit-and-run tactic fighter, wjat with Vital Strike leading to a 6d6 sting. If necessary, however, he is not afraid to wade into battle, using full attacks or Vital Strikes with his natural attacks until a fair amount of enemies are poisoned, and then use flurry of blows for the higher damage numbers.

His inquisitor an d druid spell lists are built to cover a variety of roles, I believe, with some blasting ability (flame strike, wall of fire, fire snake, fire storm), plus a lot of buffing (duh, inquisitor), and some condition removal.
His Burden of Sin ability will be invaluable in condition removal, as he can take conditions from those who might be suffering from them in order to use Heal, Break Enchantment, or someone else's magic to take care of the problem.

Out of combat, self-healing isn't an issue, as he will use his Eat Sin ability to heal himself fairly quickly.

I think my defenses might be a little below average, and my unbuffed to-hit isn't quite as high as I'd like them to be, but I have every intention of never entering battle unbuffed.

Greater Teleport and Invisibility at-will help with choosing your own battles, I do believe.
Not that I'm going to run and leave the party behind if they can;t escape easily, mind you. Just may take a few rounds of spells to be able to get at full efficiency.

The inquisitor, especially with Quicken Spell and Studied Target, needs so many swift actions.

Anyway, I'm rambling. Haven't gotten the full backstory together and up yet, but all the crunch (I believe) is there.

Be sure to question pretty much everything, and let me know what you think!


At a glance, you might be interested in the Feral Combat Training feat which would let you flurry with your sting - if you were looking to poison someone alot : )

Sadly, since it is form dependent, wild shape will probably screw it over.

On the topic of poisoning people, Path of War has what I would consider the single most useful thing for that - the Poisoner's Stance. Stances are basically exactly like Styles but tied to their Manoeuvre system.

Poisoner's Stance wrote:

Discipline: Steel Serpent (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

One of the first lessons of Steel Serpent disciples is the knowledge of mundane poisons and how to use them with expertise. While in this stance, the disciple gains the poison use class feature (the disciple no longer risks accidentally poisoning himself when attempting to apply poison to a weapon) and gains a +1 DC per two initiator levels as a competence bonus (maximum +10) to the saving throw DC's of any poison (mundane, magical, sting maneuver or prana maneuver) he applies through the use of this stance.

The stance can be accessed either trough a dip in any of the Path of War classes (look at the Stalker - I think it would synergize with what you have! Of course, it would take precious slots ... its on pfsrd d20) or trough the Martial Training feats, of which you would require I and II to get a stance. But that costs precious feats :P

Also - which spells are you planning on Quickening? Divine Favour seems most tempting, but it wouldn't stack with Divine Power.

Just my thoughts, but I must say, he/it looks nice : )


So, I'm a little torn currently.

Currently, my saves are Fort: 16. Ref: 31. Will: 22. Whilst the Reflex is more than high enough, I'm afraid about my fortitude save. I could dip 2 level in Paladin, in order to add my +7 charisma to Fort and Will, which will boost them to 23 and 29, which are much more solid saves.

Only issue is, the only track which I can currently do is the one with my templates, where I'm swapping out my Investigator levels for Luckbringer. If I go for Paladin + Luckbringer, I'll only have 9 levels of Luckbringer, which means I'll miss out on their Highly improbable class feature, as well as the upgrade to the Critically Lucky Improbable ability, which will suit me a lot.

However. I think it might be possible to drop my Fey Template and push my Fortune-blessed template over to the Ranger track. That single LA will still let me count as level 14 for an animal companion thanks to Boon Companion. And it will free me up to take Paladin 2, Luckbringer 12 with my final track.

Except... I will loose a lot to do so -2 Str, +4 Dex, +2 Int & Cha. DR 10/Cold Iron. SR 11+ECL. Camouflage 1d4 round 140foot teleportation, Good Flight, +4 vs Mind-Affecting and a lot of SLA's. I'm not sure it will be worth it. Especially the lose of ability scores, that really hurts my AC, accuracy and damage...

What do people think I should do? Should I just suck up the low Fort save as a weakness of my character, and resolve in later on?

Monkeygod wrote:
Unless I'm missing something, there's no defense against being feinted against via awesome bluffing.

PREACH IT BROTHER!

Not to mention Sneak-Attack works with flanking as well as FF.


@Fury:Genrally martial classes scale much worse than casters. What would you lose if you simply took two levels (or more) out of the ranger track?


@Lessah- I completely forgot that exists! I might have to look into that, now. It seems too cool to pass up. However, what two feats would you give up for it? I need Weapon Focus (sting) first, so it's two. Can't give up Skill Focus (Bluff) or Stealthy, as they're Druid bonus feats. Edit: I'm thinking I could give up Planar Wildshape and Ability Focus for the two I need. I'll just have to make liberal use of Pernocious Poison.

As for Quicken, it's pretty much on a "what do I need basis". Remember, I have that Staff of the Master, which lets me apply metamagic on the fly without consuming a higher level slot by using charges from the staff.

While I appreciate the gesture, I don't think I can take much away from what I have so far, so levels in a PoW class, or another feat, isn't really feasible.


On the previous "How high is too high AC" topic, I currently have a 45 "resting" AC (the only buff up is a max augmented Inertial Armor). I can boost that by 5 with Thicken Skin. Is 49 AC (most of the time) "enough"? I was thinking about skipping out on a Ring of Deflection and other standard AC boosters entirely.

I suppose the real question is "What is the average AC of this group?".


You have outstanding Touch AC and to me that is more important than normal AC.


Unbuffed, my AC sits at 37, but I can easily reach 44 without too much trouble through Shield of Faith and Barkskin.

My main defenses, however, will be my relatively high HP, as well as all of the
Mirror Images I have prepared (I think three? One normal, one extended, and one quickened and extended), plus the at-will and quickened Invisibility and my inquisitor darkness spells (dark vision plus see in darkness means Deeper Darkness is fun!)

I don't really plan on attempting to bump my AC any higher, and actually may pass on the Ring of Protection +2 I already have (since Shield of Faith covers that).

@oyzar, I think he was talking to Rynjin, who most likely has a much higher touch AC then me, as much of mine relies on natural armor.


@AC - I'm at 49 too which I *think* will be enough not to eat every attack, but the 'boss' creatures will probably hit more often then not.

Getting higher then what most of us are resting at now would require very specific builds - and as mentioned earlier - picking templates just for that. So I think it would be fine.

If we go back and look at the 'sample parties' Divinitus had, I don't think that many of those characters had an AC at this level ... So I think we will be fine at around 40-50.

Besides I know that there are plenty of submissions floating around that boosts their party's AC quite a bit! (With Warder's Mark, Dark Allure Claim and Aegis all triggered Jhaelwyn would provide an effective +18 AC. And I know that at least one more character provided something similar with Bodyguard instead!)

@Poison - Just remember that each additional hit by the same poison raises the DC by +2 (I think it was +2 at least?). So you will probably be fine without those PoW things anyway : )


I'm actually pretty happy with where Alka'ahtor is right now, without any templates.
He has resources for days, and plenty of small, stacking bonuses that mean he will eventually be able to wreck face once he gets all his buffs up and running, while still being combat capable without any of them.

@Poison- that actually only happens if they fail the first one, actually. But with being able to flurry with the sting, they'll eventually fail one of the saves. And since it's just Strength damage, I don't feel as if it's too overpowered. I mean, it could be Con damage.


Kotar Soja wrote:
You have outstanding Touch AC and to me that is more important than normal AC.

True. Plus, Riven Hourglass is THE Counter Discipline (which I love).

Divinitus, how liberal do you allow re-fluffing? I kinda wanted to refluff Veiled Moon Maneuvers as being time based as well. "Teleport" by stopping time and moving to my new location. Step on frozen air molecules or something.


@Poison - Yah, that might be true. I must confess that I worked by (flawed) memory :P

@Mastery - Hmm. That was a really smart move, I admit!

@Refluffing - Yeah. I'd like to switch some things around as well - I'm thinking having the 'white hair' actually be a halo of blades. Just cheesy enough for Herald of War : )


Rynjin wrote:
Kotar Soja wrote:
You have outstanding Touch AC and to me that is more important than normal AC.

True. Plus, Riven Hourglass is THE Counter Discipline (which I love).

Divinitus, how liberal do you allow re-fluffing? I kinda wanted to refluff Veiled Moon Maneuvers as being time based as well. "Teleport" by stopping time and moving to my new location. Step on frozen air molecules or something.

Riven Hourglass' counters give you extra actions, which is good at finishing the fight faster, but it doesn't actually help you counter what the enemy is doing. They also can't be used with extended defense. I'm considering picking up Elemental Flux for Redirecting Flux for example (and maybe some others). For a warder that could often be a better counter than for example Beat the Clock. I do love the discipline though.


Well, I have Elemental Flux as well (and Broken Blade and Primal Fury from Pathwalker Psychic Warrior), and some scattered Veiled Moon maneuvers.

Still, yeah you're right. I do have Snake Style for any AC targeting attacks, but I was considering swapping that out for something else anyway.

Maybe Advanced Study, Extra Readied Maneuver, and Extra Granted Maneuver for Phantom Penumbra.

I admit I hate the Granted Maneuvers class feature. It's a needless introduction of randomization into something you're supposed to have control over (for no discernible purpose balance-wise I can tell), but the class as a whole is solid.


AC 34 with mage armor, but hard to see and temp hp to absorb damage.

What about saves? 19/21(ie)/16 (25 vs charm/compulsion)

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