Zeitgeist Homebrewed Final Boss Smackdown

Game Master Alice in Blunderland


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Let's just clear something up by saying this is not a campaign... it is a single fight with PCs against an enemy that I have made for the Zeitgeist AP, a 'final form' for the main villain.

I will pick a melee fighter, a caster, a dirty fighter, a healer, and an 'other' PC class. I want the big five pillars of tabletop roleplaying present for this.

Recruitment will be open for one week. No point in writing a novella for a background for a single fight, ya know?

THERE ARE MAJOR SPOILERS IN THIS FIGHT FOR BOTH THE VILLAIN OF ZEITGEIST AND FOR THE STORYLINE ITSELF SO IF YOU EVER INTEND TO PLAY THE ZEITGEIST AP, PARTICULARLY MY OWN, DO NOT APPLY FOR THIS GAME! IN FACT, DO NOT EVEN READ THE 'SITUATION' SPOILER BELOW!

Material
Paizo-only

Race
Rather than list every race allowed, let me just list those that are banned: Android, Gathlain, Ghoran, Grippli, Kasatha, Lashunta, Merfolk, Monkey Goblin, Shabti, Triaxian, Wyrwood, and Wyveren.

Starting Level
Twenty.

Class
Any.

Hit Points
Maximum per level.

Ability Scores
Twenty-five point build, plus each time you gain ability score points from leveling up, it is two instead of one.

Traits
Two, no drawbacks.

Skill Points
Two extra background skill points per level.

Wealth
962,000 GP.

The Situation *HEAVY ZEITGEIST SPOILERS*:
This is a shoddily condensed version of the situation and only contains information to put things into context. It is still spoiler-heavy.

The villain of the Zeitgeist AP cast a ritual of immense power that was to rearrange the cosmic order in a way that made the world a utopia. His goals may have been heroic but his methods to achieve his utopia were anything but and so the PCs disrupted his ritual, but only partially.

Although they did not know it immediately, disrupting the ritual threw the multiverse into disarray. Planes were destroyed. The fundamental laws of nature were threw into disarray. The Fey Titans were released from their ancient prisons. The sun disappeared from the sky and was replaced by a star-filled void that grew ever larger in the sky. This was the Gyre of Worlds, reality's way of recycling realities that had grown too unstable to exist any longer. The Gyre had already ground most of the multiverse into bits of planar dust.

The PCs searched for a way to fix the world and journeyed through the Land of the Fey before deciding to visit the Gyre itself. They had to cross through what was once the Plane of Mirrors and unknowingly split themselves in two reflections. One group of them wandered the Gyre to find Keystones to use in a recasting of the ritual to recreate and realign reality to halt the coming apocalypse. The other group of them were transported back to their own world.

But their nemesis was not just mucking about while they went about their own business. Enraged beyond all measure that the world refused the utopia that he envisioned, he began to draw on the altered reality of the multiverse and bent it to his will, fusing the minds of millions of people into horrific hiveminds that he would use to draw from in order to become a living god, an immortal ruler that would create a paradise on earth by stripping every living soul of free will.

The PCs in the Gyre learn of what transpired on their home plane and use a planar touchstone to synch up their minds which frees their other halves and some of the people that they strongly linked to emotionally. The PCs in the Gyre send their other halves the planar 'keys' needed to fix the multiverse and save it from certain doom then head to confront the embodiment of death itself in the Gyre as it threatens to destroy the last fragment of the Plane of Time to erase history and return all things to oblivion.

Meanwhile, the PCs at home begin freeing people from their mind control while heading to the Axis Seal to perform the ritual. Their enemy, Nicodemus, and his colossal construct have already begun their own version of the ritual. What transpires is a slugfest of epic proportions with the PCs fighting his colossus from the deck of a zeppelin while he assaults them with powerful magic.

The PCs triumph over Borne the colossus and Nicodemus' spiritual flesh is wounded. It is at this time that he begins to invoke the Ritual of Apotheosis, a forbidden ritual that allows a mortal to draw on the faith of others to become a god... and is likely to succeed because of the millions of souls enslaved to his will.

Now... this is where the game begins.

Special Rules:
Black Hole Sun: Any spell with the light descriptor is 1 level higher, and no spell can produce light for more than 5 minutes. (Magic can produce fire, which emits light; only magical light is affected). All existing magical light
effects such as continual flame end. In the new sunless world, light is no longer a cantrip, and even high-level heroes might need to rely on torches or lanterns for illumination.

Blood of Ostea: All creatures immediately stabilize when rendered below 0 hit points. Creatures do not die when they reach a negative hit point score equal to their Constitution. To slay a creature, one must perform a coup de grace on it.
All creatures reduced to 0 or below immediate heal up to 1 hit point after 1 minute unless they are killed first. Creatures regain all hit points after eight hours of consecutive rest.
Death is Death: Slain deva no longer reincarnate.

Reign of the Rational: All creatures gain a +5 circumstance bonus on
Diplomacy check if they use rational appeals rather than emotional ones.
All creatures take a –5 penalty to Intimidate and Sense Motive checks.

Impossibly Distant: Planar travel works to any of the new worlds in orbit, but all other planes are out of range. The Dreaming and the Bleak Gate are inaccessible. The Gyre can be reached from various areas in the world, but travel is perilous, and one-way. Summoning spells work normally, though.

Teleportation and Communication. Gold no longer blocks teleportation. However it is not possible to teleport to a location unless you can either see it or you have traveled to it before. Any travel before the Ob’s ritual does not count, and scrying is insufficient, so it won’t be possible to teleport around the
world for a while, until the PCs travel the traditional way first.
Similarly, magical communication cannot contact any creature unless you can either see it or have interacted with it since the Ob’s ritual.
You cannot teleport to a spot that is owned or otherwise controlled by someone who has chosen to bar teleporting intruders.
What constitutes ownership tends to follow social consensus. Streets and forests are public unless signs are prominently posted or fences (or even token lines of rope) are set up. The owner of an area can make exceptions for specific creatures or groups of creatures. This restriction only bars teleporting into an area, not out of an area or within an area.

Fourmyle Jaunting. Every creature is able to jaunt—to teleport within line of sight as an innate spell-like ability. As a standard action once per day, a character can teleport anywhere he has line of sight to. He cannot teleport to a spot he could not reach normally (e.g., you have to be able to walk or climb there, so no teleporting through a barred cage). He also cannot teleport if he’s
being held.
A character with the feat Mobility or Run (or who otherwise focuses on fast movement) can instead use this ability once every five minutes.

Three Miles is so Last Age: Spells that restore life to the dead are no longer limited by the body having to travel less than three miles from where it died.
However, spirits of the dead are visible in mirrors, standing near their bodies.
After a few days, these spirits wander off and might be glimpsed occasionally in reflections.

Wings of Liberty: Magical flight is now possible. Spells such as fly, levitation, and overland flight now have their normal duration, and their spell level is reduced by 1.


Arrgh! I'm playing Zeitgeist in real life so I'm forcing myself to ignore the spoilers here. Best of luck and I'm going to hide this thread now!

p.s. Zeitgeist is so incredibly awesome!


So I have a few options I would love to try out and which ever you feel would be best for your test is what I would pick and stat up. And I have a few questions.

By a dirty fighter do you mean taking the feats dirty trick?
Is a minion build allowed? Like a necromancer, construct crafter, or someone big into summons.
Roughly how much prep time would this PC be getting for the fight?
Is leadership an option?

A fighter or rouge that has gone into shadow dancer. I would prefer a trip build for this sneaky guy. But I could go for just about any of the grapples or dirty tricks. I may dip into a caster for some buffs or just go 10 and 10. This build would defiantly be all about stealth and have some ranged and melee abilities

Sorcerer that has gone into Dragon Disciple. So a melee Sorcerer. Big on the boom and I can be cool with any of the elements since I like them all.

I have a deep love for Alchemists and the crazy damage they can do. They have some wonderful buffs and touch damage with their bombs.

A kensi magus that has gone into duelist. So some nova damage and very dex based.

I have always wanted to see what a Paladin could do so a straight 20th level paladin would be a blast. So I get some really respectable damage and some healing abilities.


I know that i already know the answer but I have to ask.
Could I use psionics? I would really like to create a Psion Egoist, a creature who constantly changes form as it fights Nicodemus, a dragon this round, a demon the next. I think it would be really cool :)
But I defenently understand if the answer is no.

Instead, I will try and see if I can emulate it with something like a wizard.

Also, hope no one sees the Controller Wizard. That capstone ability of making your spells have a garanteed 1-round effect can be realy nasty with some of those enchantment spells :p

Edit: more questions!
1: caster levels above 20? Shouldnt be a problem but also...
2: class abilities boosted above 20? (Ex: Monks robe)
3: skill unlocks? This is a fun level for them :)
4: alignment restrictions?
5: conbining items?
6: crafting items?
7: in-game crafting (such as the alchemists Instant Alchemy)?
8: free crafting feats, like the wizards scribe scroll?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Sounds like my kind of deal.

I'll be in my bunk,, working on a melee fighter.


Posting heavy interest. I have several ideas, but I'll wait to see the answers to the earlier questions before I start building.


Dirty fighter= something like a rogue, ninja, ect.

Minion builds are allowed. I cannot guarantee that the boss will not decimate minions though.

PCs will have three rounds of prep time while the boss monologues and finishes the Rite of Apotheosis. He is invincible during the ritual and has full HP after the Rite regardless.

Leadership is an option but, again, cannot guarantee that they will not be decimated in the first few turns.

CL can be buffed to over 20 as usual.

Same with class abilities where applicable.

No skill unlocks unless you get it through a class.

No alignment restrictions.

Items can be combined with the normal rules for doing so.

Up to 1/2 your wealth can be in crafted goods.

In-game crafting is possible but unlikely. Remember, this is a boss fight, nothing more.

Crafting feats gained through class function as normal.

@Cam Jones
I normally stay away from third party stuff when doing playtesting but I like psionics. You have permission to use it.


Interested!

Thinking Magus (Staff Magus/Myrmidarch) focusing on Two-Weapon Fighting with the staff, and using thrown weapons to deliver ranged spellstrikes if necessary.

Would that be acceptable? What role would he fill? "Other"?


That could go under melee or other. I would need more info before deciding where it would be placed.


Sure, sure. Should have a better idea at the build up soon.


If I were thinking of submitting a ranger type, what would be some suggested favored enemies? and favored terrain?


Because we're playtesting like a real campaign happened, I cannot clarify on the optimal choice for favored enemy. Favored terrain is urban as the campaign is steampunk and generally stays within the walls of cities. Most common favored enemies were human, construct, and later, outsider.


Oh wow! Great :)
Then i am going to create a Psion with the Transmorgrifist Dicipline who prestiges into a Metamorph (10/10).
Despite being a psion (wizard equivelent), he will be filling up the Melee Fighter slot as he is more likely to fight as a dragon or such, but he does have a full casting list for backup utility and buffs.

The Big Cheeze::
we are level 20 characters. We all have cheese. I might as well tell you some of my stinkiest cheese up front.
o: I am going to cast True Metamorphosis once at CL 23 (Overchannel) with a permenant duration. This will give me 5 class C options to chose from.
I can then change those options as many times as I want as either a swift action or a move action. If this ever gets dispelled, I can set it back up as a swift action for lots of PP. (he has fighter levels of theoretical endurance :P)

Using this, i can change from a kitten to a dragon in moments, and then to a tentacled horror the next. Or an elemental.

I also have acces to Fission which could mean 2 dragons flying around.


So that is what i know i can do right now. Figured i should give you a preview of what i intend to do considering that this is supposed to be a playtest and all :)

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

work so far(revised):

Albright Kensington
Male human fighter (mobile fighter) 20 (Pathfinder RPG Advanced Player's Guide 105)
CG Medium humanoid (human)
Init +16; Senses all-around vision; Perception +29
--------------------
Defense
--------------------
AC 44, touch 23, flat-footed 37 (+16 armor, +5 deflection, +6 Dex, +1 dodge, +1 insight, +5 natural)
hp 320 (20d10+120); regeneration 1
Fort +21, Ref +18, Will +18; +4 resistance vs. fatigue and exhaustion, +5 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility, fortification 75%; DR 9/—; Immune bleed
--------------------
Offense
--------------------
Speed 50 ft.
Melee +5 speed adamantine kukri +38/+38/+33/+28/+23 (1d4+21/15-20) AND +3 ghost touch sharding adamantine kukri +36/+31/+26 (1d4+19/15-20) (+4 to attack and damage after moving at least 5' in a round.)
AoO(Arms of the Marilith +1 kukri +34(1d4+17/15-20)
Ranged +1 adaptive endless ammunition composite longbow +29/+24/+19/+14 (1d8+13/×3)
Special Attacks fleet footed, leaping attack, rapid attack, whirlwind blitz
--------------------
Statistics
--------------------
Str 34, Dex 25, Con 20, Int 17, Wis 14, Cha 8
Base Atk +20; CMB +33; CMD 56
Feats Advanced Armor Training, Advanced Armor Training, Alertness, Armor Focus, Blind-fight, Critical Versatility[ARG], Dodge, Double Slice, Greater Penetrating Strike, Greater Two-weapon Fighting, Greater Weapon Focus (kukri), Greater Weapon Specialization (kukri), Improved Critical (kukri), Improved Initiative, Improved Two-weapon Fighting, Iron Will, Penetrating Strike, Power Attack, Secured Armor, Swift Iron Style, Two-weapon Fighting, Two-weapon Rend, Weapon Focus (kukri), Weapon Specialization (kukri)
Traits fate's favored, reactionary
Skills Acrobatics +30 (+38 to jump), Appraise +6, Bluff +2, Climb +24, Craft (mapmaking) +17, Diplomacy +2, Disguise +2, Escape Artist +30, Fly +10, Handle Animal +15, Heal +5, Intimidate +25, Knowledge (dungeoneering) +19, Knowledge (engineering) +19, Knowledge (geography) +16, Perception +29, Ride +15, Sense Motive +7, Stealth +12, Survival +10, Swim +24, Use Magic Device +22
Languages Abyssal, Celestial, Common, Infernal
SQ armor mastery, armor training 2
Combat Gear potion of darkvision, potion of displacement, potion of fly (2), potion of heroism, potion of invisibility, potion of lesser restoration, potion of pass without trace, potion of remove blindness/deafness, potion of shield of faith +3, wand of faerie fire (50 charges), wand of feather step (50 charges), wand of mirror image, wand of protection from evil (50 charges), wand of shield of faith (50 charges); Other Gear +5 burdenless comfort moderate fortification adamantine lamellar (steel) armor[UC], +1 adaptive endless ammunition composite longbow, +1 kukri, +1 kukri, +1 kukri, +1 kukri, +3 ghost touch sharding adamantine kukri, +5 speed adamantine kukri, amber spindle ioun stone, dark blue rhomboid ioun stone, dusty rose prism ioun stone, incandescent blue sphere ioun stone, pale green prism ioun stone, western star ioun stone, amulet of natural armor +5, arachnid goggles[UE], arms of the marilith, belt of physical perfection +6, boots of striding and springing, bracers of might[MA], cracked amber spindle ioun stone (ref), cracked amber spindle ioun stone (will), cracked amber spindle ioun stone (will), cracked amber spindle ioun stone (will), cracked amber spindle ioun stone (will), handy haversack, headband of vast intelligence +4, manual of gainful exercise +4, ring of protection +5, ring of regeneration, stone of good luck (luckstone), wayfinder, tireless, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 193 gp


Hmm. Just a few too many melee-focused characters here, perhaps I might switch to a Kineticist. Would that be solidly in the "Other" role?


@Cam Jones
Not really any different than what full arcane caster can do at that level to be honest, so no skin off your back for that build!

@Reckless
I was wondering where your post disappeared to! I knew I wasn't crazy. Well... not THAT crazy at least :P

@bigrig107
Kineticist can qualify for a role or two as well. Just make it and we will see what it goes in.


What gods would we use for this setting, exactly?

Having trouble deciding between what I actually want to play, so don't mark me down for any particular role just yet.


Don't worry about gods.

Options are open with domains and stuff determined by deity choice are fair game.

Just don't pick Law and Chaos together, nor Good and Evil together.


I did not like where my ranger was going, so instead, here is Thomas Vinland, Cleric/Holy Vindicator. He is still a work in progress. I still have about 70k to spend on scrolls and other minor magic items, and I may change one of my domains to the travel domain.

Thomas Vinland:

Thomas Vinland
Male aasimar cleric of Desna 16/holy vindicator 4 (Pathfinder RPG Advanced Player's Guide 263, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +29
Aura freedom's call (30 ft., 16 rounds/day)
--------------------
Defense
--------------------
AC 56, touch 27, flat-footed 53 (+14 armor, +5 deflection, +3 Dex, +5 natural, +10 sacred, +9 shield)
hp 223 (20 HD; 16d8+4d10+116)
Fort +22, Ref +14, Will +28; +2 trait bonus vs. charm and compulson
Defensive Abilities fortification 75%, vindicator's shield; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 60 ft. (good)
Melee scepter of heaven +19/+14/+9/+4 (1d8+5 plus 2d6 vs. evil outsiders)
Special Attacks channel positive energy 8/day (DC 25, 10d6)
Spell-Like Abilities (CL 20th; concentration +25)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 19th; concentration +30)
. . 14/day—bit of luck
Cleric Spells Prepared (CL 22nd; concentration +33)
. . 9th—energy drain (DC 30), freedom[D], mass heal, miracle, summon monster IX
. . 8th—quickened blessing of fervor[APG] (DC 25), quickened cure critical wounds, moment of prescience[D], nine lives[ARG], greater spell immunity
. . 7th—quickened channel vigor, quickened cure serious wounds, destruction (DC 28), quickened dispel magic, ethereal jaunt, holy word (DC 28), spell turning[D]
. . 6th—banishment (DC 27), greater dispel magic[D], find the path, harm (DC 27), heal, quickened silence (DC 23), source severance
. . 5th—angelic aspect, break enchantment[D], flame strike (DC 26), holy ice[UM], hunter’s blessing, communal spell immunity[UC], spell resistance
. . 4th—air walk, anti-incorporeal shell[ACG], blessing of fervor[APG] (DC 25), freedom of movement[D], holy smite (2, DC 25), restoration
. . 3rd—chain of perdition[UC], channel vigor, dispel magic, invisibility purge (2), prayer, remove curse[D], searing light
. . 2nd—find traps (2), grace[APG] (2), communal protection from evil[UC], remove paralysis[D], shield other, silence (DC 23)
. . 1st—ant haul[APG] (2, DC 22), ray of sickening[UM] (DC 22), shield of faith, stone shield[ARG] (3), true strike[D]
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domains Liberation, Luck
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 21, Int 18, Wis 32, Cha 20
Base Atk +16; CMB +19; CMD 47
Feats Alignment Channel, Combat Casting, Improved Initiative, Quick Channel[UM], Quick Draw, Quicken Spell, Reactive Healing[ACG], Scribe Scroll, Selective Channeling, Tower Shield Proficiency
Traits birthmark, magical knack
Skills Acrobatics -8 (-12 to jump), Appraise +12, Climb +1, Diplomacy +20, Fly +23, Handle Animal +7, Heal +18, Intimidate +9, Knowledge (history) +17, Knowledge (nobility) +16, Knowledge (religion) +23, Linguistics +12, Perception +29, Sense Motive +16, Sleight of Hand +1, Spellcraft +17, Swim +15, Use Magic Device +25; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Auran, Celestial, Celestial, Common, Dwarven, Elven, Giant, Infernal, Polyglot, Sylvan, Undercommon
SQ divine wrath, faith healing, good fortune (2/day), liberation (16 rounds/day), living steel, stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage
Combat Gear bracelet of second chances[UE], crown of heaven[UE], orb of golden heaven[UE], quick runner's shirt[UE], rod of cancellation, scroll of wooden phalanx, wand of cure critical wounds, wand of restoration; Other Gear +5 comfort determination heavy fortification mithral full plate, +5 arrow deflection living steel tower shield, scepter of heaven[UE], amulet of natural armor +5, bag of holding ii, belt of physical perfection +4, blood reservoir of physical prowess[UE], cloak of resistance +5, eyes of the eagle, glove of storing, headband of mental superiority +6, pyxes of redirected focus[UE], ring of curing[UE], ring of protection +5, winged boots, golden holy symbol of Desna[UE], holy text[UE], spell component pouch, weapon cord[APG], wooden holy symbol of Desna, 69,926 gp, 4 sp
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Bit of Luck (14/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 10d6 (8/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Faith Healing (empower) (Su) Cure wounds spells you cast on yourself are Empowered.
Flight (60 feet, Good) You can fly!
Fortification 75% You have a chance to negate critical hits on attacks.
Freedom's Call (30 ft., 16 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
Good Fortune (2/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Liberation (16 rounds/day) (Su) Act as if you had freedom of movement for 16 rounds/day.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Quick Channel Channel energy faster by expending more uses
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reactive Healing When dmg would reduce you to 0 or fewer hit points, expend channel or lay on hands as imm act to heal yourself.
Sacred Stigmata: AC +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to AC.
Sacred Stigmata: Attack Rolls +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to attack.
Sacred Stigmata: Caster Level Checks +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to CL checks.
Sacred Stigmata: Saving Throws +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to saves.
Sacred Stigmata: Weapon Damage +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to weapon damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Vindicator's Sacred Shield +10 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.


Ya its not one of the uber builds!
And I found out I can emulate it well enough with a Sorcerer using Shapechange or simply using a druid with the quick Wild shape feat.
Still, this is closer to home so I will try to build that first :)


I do have to ask about Leadership, you mentioned you are ok with it, and they will probably die, but I have to ask: What would be the construction requirements for a cohort as far as point buy, skills, traits, ect?

Would i need to arm them with my gold or do they get some of their own?


Are you of the opinion that Mad Magic allows Kineticists to use their blasts and such (which are SLAs) in a Bloodrage?

EDIT: and how do you feel about VMC?


Mark_Twain007
Cohorts get the standard NPC ability score array plus bonuses for leveling.

Cohorts have to be armed with your gold.

bigrig107
There was an errata somewhere about Mad Magic working with (Su) abilities as well... I think. I'm going with RAI and saying yes.

VMC is Variant Multiclassing, right? If so, yeah, it's cool with me.


Updated character sheet. I took the plunge and went with a cohort. We will see how long he lasts. I also have 25,000 gold left, which is actually in the form of diamond dust, for when shit gets really bad.

Thomas Vinland and Cardinal Serell:

Thomas Vinland
Male aasimar cleric of Desna 16/holy vindicator 4 (Pathfinder RPG Advanced Player's Guide 263, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +29
Aura freedom's call (30 ft., 16 rounds/day)
--------------------
Defense
--------------------
AC 53, touch 28, flat-footed 50 (+14 armor, +5 deflection, +3 Dex, +5 natural, +10 sacred, +6 shield)
hp 223 (20 HD; 16d8+4d10+116)
Fort +22, Ref +14, Will +28; +2 vs. death, energy drain, negative energy, or necromancy spells, +2 trait bonus vs. charm and compulson
Defensive Abilities fortification 75%, vindicator's shield; Resist negative energy 5
--------------------
Offense
--------------------
Speed 50 ft. (40 ft. in armor), fly 60 ft. (good)
Melee mwk starknife +20/+15/+10/+5 (1d4+3/×3) or
. . scepter of heaven +21/+16/+11/+6 (1d8+5 plus 2d6 vs. evil outsiders)
Special Attacks channel positive energy 8/day (DC 25, 10d6)
Spell-Like Abilities (CL 20th; concentration +25)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 19th; concentration +30)
. . At will—dimensional hop (160 feet/day)
Cleric Spells Prepared (CL 22nd; concentration +33)
. . 9th—energy drain (DC 30), freedom[D], mass heal, miracle, summon monster IX
. . 8th—quickened blessing of fervor[APG] (DC 25), quickened cure critical wounds, holy aura, mind blank[D], greater spell immunity
. . 7th—quickened channel vigor, quickened cure serious wounds, destruction (DC 28), quickened dispel magic, ethereal jaunt, holy word (DC 28), greater teleport[D]
. . 6th—banishment (DC 27), greater dispel magic[D], find the path, harm (DC 27), heal, quickened silence (DC 23), source severance
. . 5th—angelic aspect, break enchantment[D], flame strike (DC 26), holy ice[UM], hunter’s blessing, communal spell immunity[UC], spell resistance
. . 4th—air walk, anti-incorporeal shell[ACG], blessing of fervor[APG] (DC 25), dimension door[D], holy smite (2, DC 25), restoration
. . 3rd—chain of perdition[UC], channel vigor, dispel magic, fly[D], invisibility purge (2), prayer, searing light
. . 2nd—find traps (2), grace[APG] (2), communal protection from evil[UC], remove paralysis[D], shield other, silence (DC 23)
. . 1st—ant haul[APG] (3, DC 22), longstrider[D], shield of faith, stone shield[ARG] (3)
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domains Liberation, Travel
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 21, Int 18, Wis 32, Cha 20
Base Atk +16; CMB +19; CMD 47
Feats Alignment Channel, Channel Ray, Combat Casting, Craft Wand, Improved Initiative, Leadership, Quick Channel[UM], Quicken Spell, Scribe Scroll, Selective Channeling
Traits birthmark, magical knack
Skills Acrobatics +3 (+7 to jump), Appraise +12, Climb +9, Diplomacy +20, Fly +31, Handle Animal +7, Heal +17, Intimidate +9, Knowledge (history) +17, Knowledge (nobility) +16, Knowledge (religion) +21, Linguistics +12, Perception +29, Sense Motive +16, Sleight of Hand +9, Spellcraft +17, Swim +23, Use Magic Device +25; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Auran, Celestial, Celestial, Common, Dwarven, Elven, Giant, Infernal, Polyglot, Sylvan, Undercommon
SQ agile feet (14/day), deathless spirit, divine wrath, faith healing, liberation (16 rounds/day), living steel, stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage
Combat Gear bracelet of second chances[UE], crown of heaven[UE], orb of golden heaven[UE], potion of fly (2), potion of haste, quick runner's shirt[UE], scroll of guardian of faith (CL 18th), scroll of king's castle, scroll of nine lives, scroll of see invisibility, scroll of wooden phalanx, wand of cure critical wounds, wand of restoration; Other Gear +5 comfort determination heavy fortification mithral full plate, +5 arrow deflection living steel light steel quickdraw shield[APG], mwk light wooden quickdraw shield[APG], scepter of heaven[UE], mwk starknife, amulet of natural armor +5, bag of holding ii, belt of physical perfection +4, blood reservoir of physical prowess[UE], cloak of resistance +5, eyes of the eagle, headband of mental superiority +6, pyxes of redirected focus[UE], ring of curing[UE], ring of protection +5, winged boots, canteen[UE], canteen[UE], flint and steel, golden holy symbol of Desna[UE], holy text[UE], masterwork backpack[APG], scroll case, shield sconce[UE], spell component pouch, torch (20), trail rations (30), weapon cord[APG], wooden holy symbol of Desna, 26,000 gp, 8 sp, 6 cp
--------------------
Special Abilities
--------------------
Agile Feet (14/day) (Su) For 1 rd, you ignore difficult terrain.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Channel Ray (300 feet) You many channel energy as a ray. Ranged touch to hit unwilling targets. +2 DC.
Cleric Channel Positive Energy 10d6 (8/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Dimensional Hop (32 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Faith Healing (empower) (Su) Cure wounds spells you cast on yourself are Empowered.
Flight (60 feet, Good) You can fly!
Fortification 75% You have a chance to negate critical hits on attacks.
Freedom's Call (30 ft., 16 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
Leadership (score 25: 17th; 135/13/7/4/2/2) You attract loyal companions and devoted followers.
Liberation (16 rounds/day) (Su) Act as if you had freedom of movement for 16 rounds/day.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Quick Channel Channel energy faster by expending more uses
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sacred Stigmata: AC +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to AC.
Sacred Stigmata: Attack Rolls +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to attack.
Sacred Stigmata: Caster Level Checks +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to CL checks.
Sacred Stigmata: Saving Throws +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to saves.
Sacred Stigmata: Weapon Damage +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to weapon damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Vindicator's Sacred Shield +10 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.

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

ZCardinal Serell
XP 76,800
Male azata-blooded aasimar (musetouched) bard (songhealer) 15/paladin (divine hunter) 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 62, Pathfinder RPG Ultimate Magic 27)
LG Medium outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 30, touch 21, flat-footed 26 (+6 armor, +7 deflection, +4 Dex, +3 shield)
hp 173 (17 HD; 15d8+2d10+83)
Fort +22, Ref +24, Will +22; +2 vs. [evil], +2 vs. death, energy drain, negative energy, or necromancy spells, +4 morale bonus vs. charm and fear, +4 vs. bardic performance, language-dependent, and sonic
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (average)
Melee +1 starknife +26/+21/+16 (1d4+8/×3)
Ranged +1 adaptive composite longbow +29/+24/+19 (1d8+8/×3)
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 24], healing performance, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 24]), smite evil 1/day (+7 attack and AC, +2 damage)
Spell-Like Abilities (CL 17th; concentration +24)
. . 1/day—glitterdust (DC 19)
Paladin Spell-Like Abilities (CL 2nd; concentration +9)
. . At will—detect evil
Bard (Songhealer) Spells Known (CL 15th; concentration +22)
. . 5th (4/day)—greater bladed dash, greater dispel magic, shadowbard[UM], stunning finale[APG] (DC 22)
. . 4th (5/day)—break enchantment, heroic finale[APG] (DC 21), greater invisibility, virtuoso performance[UM]
. . 3rd (7/day)—haste, invisibility sphere, mad monkeys[UM], reviving finale[APG] (DC 20), see invisibility
. . 2nd (7/day)—blistering invective[UC] (DC 19), cure moderate wounds, delay pain[UM] (DC 19), invisibility, mirror image, silence (DC 19)
. . 1st (7/day)—call weapon, darting duplicate (DC 18), ear-piercing scream[UM] (DC 18), expeditious retreat, feather fall, saving finale[APG] (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, mending, open/close (DC 17), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 16, Int 12, Wis 8, Cha 24
Base Atk +13; CMB +25; CMD 35
Feats Additional Traits, Alertness, Angel Wings[ARG], Angelic Blood[ARG], Eldritch Heritage[UM], Improved Initiative, Lingering Performance[APG], Precise Shot, Skill Focus (Knowledge [arcana]), Spellsong[UM], Toughness
Traits reactionary, thrill-seeker
Skills Acrobatics +9, Appraise +10, Bluff +11, Climb +5, Diplomacy +18, Disable Device +2, Fly +14, Heal +3, Intimidate +17, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +14, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +14, Knowledge (religion) +16, Linguistics +5, Perception +16, Perform (dance) +13, Perform (sing) +28, Perform (string instruments) +17, Ride +7, Sense Motive +5, Sleight of Hand +7, Spellcraft +14, Stealth +7, Survival +0, Swim +1, Use Magic Device +19; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing), +2 Perform (string instruments)
Languages Celestial, Common, Elven, Sylvan
SQ bardic knowledge +7, deathless spirit, enhance healing, jack-of-all-trades, lay on hands 8/day (1d6), living steel, lore master 2/day
Combat Gear cold iron arrows (20), cold iron blunt arrows[APG] (20), necklace of fireballs vii, potion of shield of faith +5, scroll of king's castle, wand of cure light wounds, wand of magic missile, tanglefoot bag (4), weapon blanch (adamantine)[APG] (3); Other Gear +2 chain shirt, +2 living steel buckler, +1 adaptive composite longbow, +1 starknife, belt of physical perfection +2, blood reservoir of physical prowess[UE], cloak of resistance +4, efficient quiver, headband of alluring charisma +4, familiar satchel[UE], masterwork backpack[APG], 540 gp
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bardic Knowledge +7 (Ex) Add +7 to all knowledge skill checks.
Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Enhance Healing (7/day) (Su) Cause spell completion/trigger healing to function at bard CL.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flight (30 feet, Average) You can fly!
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lay on Hands (1d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +7 to hit, +2 to damage, +7 deflection bonus to AC when used.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spellsong Combine spellcasting and bardic performance

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

Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+3 Dex, +1 dodge, +11 natural, +2 size)
hp 86 (1d8)
Fort +8, Ref +12, Will +12
Immune mind-affecting effects; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +18 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 13, Wis 10, Cha 2
Base Atk +13; CMB +14; CMD 21 (33 vs. trip)
Feats Dodge, Weapon Finesse
[b]Skills
Acrobatics +9, Appraise +7, Bluff -3, Climb +12, Diplomacy +2, Disable Device +2, Fly +18, Heal +1, Intimidate +3, Linguistics +2, Perception +17, Ride +4, Sense Motive +1, Sleight of Hand +4, Spellcraft +11, Stealth +19, Survival +1, Swim +7, Use Magic Device +5; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Spell Resistance (20) You have Spell Resistance.


Anyone else making progress?


I've at least narrowed down the build I'm going for.

Hobgoblin Kineticist (Fire/Air/Earth) 20.
Should give me plenty of options for single target or area damage from fire, as well as mobility and speed from air, with the defenses (namely DR 17/adamantine) and battlefield control of earth.

Working on the build now!

Silver Crusade

Hmmm...Let me see, Diviner wizard sounds tasty here


What, exactly, are the rules for building cohorts?
I know you said we had to equip them ourselves, but what about hit points? Ability scores?
And what about monster cohorts?


Alice, I am thinking of putting up a submission, but I'm curious as to how optimized you want the characters to be. I can make competent characters, but rarely do I make fully optimal ones. I don't have a lot a patience for combing through forums to find heavily min/maxed builds.

So, would you accept an "average" character?


I have no problems with an average character.

The AP is built to handle a combination of skill and power levels and this boss fight that I made is no different.

Monster cohorts are acceptable. In fact, there are already some 'monstrous' races allowed in society. This AP exists in an enlightened age where race is not so much an issue as social class

Building cohorts: maximum HP every level, standard NPC ability scores plus level bonuses, two traits, alignment does not need to match.


I'd like to submit Mital Purmar, an Ifrit Wishcrafter, for consideration.

Stat Block:

Mital Purmar
Female ifrit sorcerer (wishcrafter) 20 (Pathfinder RPG Advanced Race Guide 128, Pathfinder RPG Bestiary 2 160)
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 insight)
hp 160 (20d6+40); sacrificial boon
Fort +12, Ref +14, Will +17; +2 vs. mind-affecting spells, spell-like abilites, and supernatural abilities
DR 10/adamantine; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 20th; concentration +36)
. . 1/day—efreeti magic[ARG]
Sorcerer (Wishcrafter) Spells Known (CL 20th; concentration +36)
. . 9th (8/day)—shades, transmute blood to acid[UM] (DC 35), weird (DC 35)
. . 8th (8/day)—polymorph any object (DC 34), scintillating pattern, greater shadow evocation (DC 34)
. . 7th (8/day)—grasping hand, greater polymorph, greater shadow conjuration
. . 6th (9/day)—flesh to stone (DC 32), forceful hand, programmed image (DC 32)
. . 5th (9/day)—baleful polymorph (DC 33), interposing hand, polymorph, shadow evocation (DC 31)
. . 4th (9/day)—phantasmal killer (DC 30), rainbow pattern (DC 30), resilient sphere (DC 28), shadow conjuration
. . 3rd (9/day)—dispel magic, displacement, fly, major image (DC 29)
. . 2nd (10/day)—blur, cushioning bands[UM] (DC 26), fleshcurdle (DC 28), mirror image, umbral weapon
. . 1st (10/day)—color spray (DC 27), enlarge person (DC 27), expeditious retreat, magic missile, shadow weapon[UM] (DC 27)
. . 0 (at will)—breeze[UM], dancing lights, detect magic, flare (DC 24), ghost sound (DC 26), mage hand, message, read magic, resistance
. . Bloodline Martyred
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 14, Wis 11, Cha 39
Base Atk +10; CMB +10; CMD 25
Feats Eschew Materials, Extend Spell, Greater Spell Focus (illusion), Greater Spell Focus (transmutation), Persistent Spell[APG], Reach Spell[APG], Spell Focus (illusion), Spell Focus (transmutation), Spell Penetration, Spell Perfection[APG], Toughness
Traits focused mind, reactionary
Skills Artistry (literature) +15, Bluff +37, Diplomacy +34, Knowledge (planes) +22, Linguistics +12, Perform (dance) +34, Spellcraft +25, Stealth +23
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Gnoll, Ignan, Infernal, Orc, Protean, Sylvan, Terran
SQ eternal martyr, expanded wishcraft, expanded wishcraft, expanded wishcraft, expanded wishcraft, expanded wishcraft, expanded wishcraft, expanded wishcraft, expanded wishcraft, expanded wishcraft, gift of blood, heart's desire, perfect wishcraft, rallying cry, sacrificial exchange, twisted wish, wishbound arcana
Combat Gear boots of teleportation, mind sentinel medallion[UE], potion of cure serious wounds, quicken metamagic rod (greater), wand of dispel magic (CL 7th, 50 charges), wand of fireball (cl 10), wand of hold monster (CL 20th, 50 charges), wand of stoneskin (CL 15th, 50 charges); Other Gear armband of the golden serpent, belt of stoneskin[ARG], cloak of resistance +5, drinking horn of the panacea[ACG], falcon crown, headband of alluring charisma +6, ring of freedom of movement, ring of spell turning, robe of scintillating colors, spell lattice (disintigrate) (6th)[ACG], star of vision, tome of leadership and influence +5- already read and factored into abilities, backpack, 247 gp, 9 sp
--------------------
Special Abilities
--------------------
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks. (From belt of stoneskin)
Darkvision (60 feet) You can see in the dark (black and white only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Eternal Martyr (Su) Material components to bring you back to life cost half as much as normal and you can't be turned into an undead.
Expanded Wishcraft (Arcane Lock) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Bear's Endurance, Mass) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Limited Wish) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Mending) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Protection from Energy) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Protection from Evil) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Protection from Spells) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Remove Curse) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Expanded Wishcraft (Teleport) Add selected spell to your spell list, but it can only be cast with wishbound arcana.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Gift of Blood (2/day) (Su) At 9th level, as a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary h
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Heart's Desire (14/day, DC 34) (Su) Target must state a desire out loud, allowing you to use wishbound arcana to grant it.
Martyred Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.
Perfect Wishcraft (1/day) (Su) You may cast any sorcerer/wizard spell 1/day, subject to wishbound arcana limits.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Rallying Cry +5 (1/day) (Su) Allies within 100' gain +5 to hit, skills, and saves for 10 round(s).
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Sacrificial Boon (17/day) (Su) Sacrifice 1 HP for +1 sacred bonus on the next damage roll, saving throw, or skill check you make.
Sacrificial Exchange (2/day) (Su) At 15th level, as a swift action once per day, you can take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer lev
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Baleful Polymorph) 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.
Twisted Wish (Su) Spells cast using target's wish gives -4 to save, and +5 to DC when dispelling that spell.
Wishbound Arcana (Su) Use expressed wishes of nearby creatures as verbal components of your spell.


I can build a plenty mean melee thrower. They can do melee attacks or throw without provoking. Wouldn't take me too long to whip such a build up. It will also do tanking plenty well.


Ok, basic thrower fighter at 20. This is twinked about as hard as possible (someone can probably do better as I probably don't know every magic item trick possible).

thrower:

Tosser
Human fighter 20
NG Medium humanoid (human)
Init +14; Senses darkvision 120 ft.; Perception +29
--------------------
Defense
--------------------
AC 56, touch 22, flat-footed 50 (+20 armor, +5 deflection, +5 Dex, +1 dodge, +1 insight, +5 natural, +9 shield)
hp 300 (20d10+100)
Fort +24, Ref +31, Will +23 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities evasion; DR 11/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 called impervious seeking adamantine starknife +44/+39/+34/+29 (1d4+26/×4)
Ranged +45/+40/+35/+30 (1d4+34)
Special Attacks weapon mastery (starknife), weapon trainings (trained throw, armed bravery, fighter's reflexes, thrown +6)
--------------------
Statistics
--------------------
Str 32, Dex 34, Con 20, Int 12, Wis 16, Cha 8
Base Atk +20; CMB +31; CMD 60 (80 vs. dirty trick, 64 vs. disarm, 80 vs. grapple, 64 vs. sunder)
Feats Advanced Armor Training, Advanced Armor Training, Armor Focus, Close-quarters Thrower[UC], Clustered Shots[UC], Dodge, Greater Shield Focus, Greater Weapon Focus (starknife), Greater Weapon Specialization (starknife), Improved Snap Shot[UC], Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ricochet Toss, Shield Focus, Snap Shot[UC], Startoss Comet, Startoss Shower, Startoss Style, Weapon Focus (starknife), Weapon Specialization (starknife)
Traits fate's favored, seeker
Skills Acrobatics +13, Appraise +3, Bluff +1, Climb +19, Diplomacy +1, Disguise +1, Escape Artist +13, Fly +13, Handle Animal +5, Heal +5, Intimidate +24, Knowledge (dungeoneering) +14, Knowledge (engineering) +8, Perception +29, Ride +17, Sense Motive +5, Stealth +13, Survival +28 (+32 competence to track while underground), Swim +19
Languages Common
SQ armor mastery, armor training 4
Combat Gear unfettered shirt[UE]; Other Gear +5 comfort impervious adamantine full plate, +5 impervious adamantine heavy steel shield, +5 called impervious seeking adamantine starknife, dusty rose prism ioun stone, amulet of natural armor +5, bead of newt prevention[UE] (2), belt of physical perfection +6, cloak of resistance +5, darklands goggles[UE], gloves of dueling[APG], headband of inspired wisdom +6, manual of gainful exercise +5, manual of quickness of action +5, ring of evasion, ring of protection +5, stone of good luck (luckstone), winged boots, 71,456 gp
--------------------
Special Abilities
--------------------
Armed Bravery (+7/+14) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Mastery (Ex) Gain DR while wearing armor or using a shield.
Armor Specialization +5 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Armored Juggernaut 11 (Ex) Gain DR based on armor worn, stacks with adamantine armor.
Close-Quarters Thrower (Starknife) Attacks with selected weapons do not provoke attacks of opportunity
Clustered Shots Total damage from full-round ranged attacks before applying DR
Damage Reduction (11/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Reflexes (Weapon Training [Thrown] +6) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Startoss Comet (Starknife) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Shower (Starknife) Startoss Comet: can continue attacking foes in 1 range inc.
Startoss Style +6 (Any Thrown Weapon, Starknife) Gain bonus dmg to thrown weapons.
Trained Throw (Weapon Training [Thrown] +6) (Ex) Thrown weapon atk using Dex mod, add double training bonus to damage.
Weapon Mastery (Starknife) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Weapon Training (Thrown) +6 (Ex) +6 Attack, Damage, CMB, CMD with Thrown weapons

The build is potent in offense, defense (AC and DR), and saving throws.


Awesome. Anyone else close to finishing?


I still have 70K to spend, but that won't be too tricky.


Yep!
Working on the final touches with gold spending, and then all that's left is putting everything up in a profile.


OK, here's the alias I will be using. Ignore the background as it isn't suitable or necessary in this case.


Alice are you still planning on running this, or is it dead?


Had some troubles with 'video_dxgkrnl_fatal_error' and the resulting blue screen-restart loops.

I use a fairly new video driver and neither I nor the computer repair tech could diagnose the problem, so we stripped Windows 10 and reinstalled my previous OS.

Fairly butthurt about the days I lost from WoW and the messageboards because of that.

Currently waiting to hear from a person or two who expressed interest. If no one else comes forward in a day or two, I will open gameplay up for those finished and add in NPCs for the spots not occupied.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Yay! a post!

Still lurkin aboot.


Sweet(The update not the PC problems). Did you do the Anniversary update? I did it on both my PCs. Went fine on the first, caused my second PC to freeze the first time I opened any program after bootup, and then eventually blue screen, had to do a refresh.

If spots aren't filled and you didn't want to have to NPC a party member, I'm guessing one of us could just make another character to fill the spot. I've got Her Lab which makes the creation process pretty easy, though with my cohort I already have 2 characters.

Whatever would make your testing easier.


OK, ready whenever.


Still working! Unfortunately, moving in to college caught me, and I kinda had to stop working.

When is the new deadline, exactly?


@bigrig107
As long as you can get something up in the next two or three days, I would say that you have a fair shot of getting in the game.


bigrig107
If I don't hear from you by midnight tonight (EST) then we're starting with those currently finished. I am ready to spin the meatcycle!


So, do you consider fear effects to automatically be mind-affecting effects? I'm considering throwing down with a rogue for this, but I need to dazzling display everything.

Technically, unlike in 3.5e there's nothing in the rules that specify that fear effects are automatically mind-affecting, and demoralize only states that it's a fear effect.

Very few things are automatically immune to fear effects, at least by virtue of subtypes. I think the only one that grants it expressively is the Kaiju subtype.

Plan is, Haley Starshine, Ninja 20.

Feats:
1 - Point Blank Shot
H - Precise Shot
2b - Weapon Focus: Shortbow
3 - Rapid Shot
5 - Stuff
7 - Stuff
8b - Dazzling Display
9 - Hero's Display
11 - Performing Combatant
13 - Manyshot
15 - Improved Precise Shot
17 - Stuff
19 - Stuff


Yeah, I couldn't get it together in time.

Go on and enjoy, guys!


Fear effects, at least in every ruling that I have ever seen, are mind-affecting effects. Something has to have a mind to be afraid, right? That's my ruling.


Hrmmph. It doesn't say so anywhere. The rule simply isn't there.

Oh well. That's that, then.

Good luck with the playtesting.

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