PrC Power (Inactive)

Game Master Azure_Zero

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Arcane trickster
Alignment: Any nonlawful.
Skills: Disable Device 2 ranks, Escape Artist 2 ranks, Knowledge (arcana) 2 ranks.
Spells: Ability to cast mage hand and at least one arcane spell of 1st level or higher.
Special: Sneak attack +1d6.


So, Rog 1, Wiz 1, AT 4. Sounds like a good time!


Since some folks would want both a 1200+gp weapon and armour, I do have a compromise for those that want that.
The weapon can be over the Limit as Normal, but the armour overall must still be below 1200gp and can also have any listed below with the costs paid as normal;


  • Buoyant (light armor)+1,000 gp
  • Cushioned +1,000 gp
  • Buoyant (medium/heavy armor)+2,000 gp
  • Fitting +2,000 gp
  • Poison-Resistant +2,250 gp
  • Glamered +2,700 gp
  • Aquadynamic +3,750 gp
  • Shadow +3,750 gp
  • Slick +3,750 gp


Belabras - Yaz Erfryr

The Emerald Duke - Grey Maiden Idea
Teiidae - FireGiant Idea
Dαedαlus - Dragon Disciple Idea
DM Trawets -Radiant Servant Of Pelor Idea
Ellioti - Mystic Theurge Idea
A highly regarded expert - Arcane trickster idea

YoricksRequiem - Interest
Ouachitonian - Interest
Nikolaus de'Shade - Interest
yiannisph - interest

Silver Crusade

dotting, Would you allow the chernasado warden PrC?


rorek55 wrote:
dotting, Would you allow the chernasado warden PrC?

Sorry that is a No, Please try to stick to sources in OP.


For Stalwart Defender I take it the BAB required minimum is what will be lowered... it was min +7, so would that make it a +3 or a +2 for your streamlined variation here?

Either way works for me (I was planning on going 3 fighter 3 SD anyway so I would get the armor training buff) but as others might be toying with ideas for the class I figured that it might be helpful for me to ask outloud, as it were.


The Emerald Duke wrote:

For Stalwart Defender I take it the BAB required minimum is what will be lowered... it was min +7, so would that make it a +3 or a +2 for your streamlined variation here?

Either way works for me (I was planning on going 3 fighter 3 SD anyway so I would get the armor training buff) but as others might be toying with ideas for the class I figured that it might be helpful for me to ask outloud, as it were.

Taking a Second PrC Has the Second PrC using Full original requirements.

Silver Crusade

thats fine, just figured I'd ask, since its a not well known PrC. thanks for the quick response.


The Emerald Duke wrote:
Ellioti wrote:
This could potentially get out of hand. I'm looking at you, Mammoth Rider.
Pretty sure that Mammoth Rider was on the no-go list.

It says where? It's from the APG...

@AZ,can you link us to a game that you've successfully run to the end? I'd like to know what I am getting into

So why is Ultimate Combat allowed, but Ultimate Magic is not?


Ellioti wrote:
The Emerald Duke wrote:
Ellioti wrote:
This could potentially get out of hand. I'm looking at you, Mammoth Rider.
Pretty sure that Mammoth Rider was on the no-go list.

It says where? It's from the APG...

@AZ,can you link us to a game that you've successfully run to the end? I'd like to know what I am getting into

Was in the initial recruitment thread to gauge interest. Link to it.... here. (The question on the specific class was asked about a post above the linked answer.)


Ellioti wrote:
The Emerald Duke wrote:
Ellioti wrote:
This could potentially get out of hand. I'm looking at you, Mammoth Rider.
Pretty sure that Mammoth Rider was on the no-go list.

It says where? It's from the APG...

@AZ,can you link us to a game that you've successfully run to the end? I'd like to know what I am getting into

So why is Ultimate Combat allowed, but Ultimate Magic is not?

Mammoth Rider is Paths of Prestige book, and a Hugh Animal won't fit into 10ft wide spaces easily.

A completed Run (Oddly it was also a experimental game) I've only had a few completed module games, but that is common with most games on these boards.

UM feats and magic items are fine, but everything else in the book is off the table.
UC a bit more open then UM, in that 1 and a half classes alternate are open along archetypes.


DM Azure_Zero wrote:
YoricksRequiem - Interest

Hammering out the last details but I'm statting up a Nymph / Barbarian / Sanguine Angel, which is not a combination that I ever thought I'd consider.

Scarab Sages

APG only traits here


Character updated, full sheet in profile. Ability scores fixed, traits only from APG.

I'll add to the backstory as we get more characters.


I’ve pretty well decided on a duelist, but I’m still bashing out the details. One of which is this: is anyone else having trouble spending all the gold? I resorted to pummeling UMD and buying a bunch of L1 wands (CLW and the like) but that feels wholly unsatisfying. Also, it may be a few days before I’m actually finished, got a busy couple of work days upcoming.

Scarab Sages

I'm probably going to pick up a bunch of potions. It certainly makes for a low magic, but more rounded set of equipment.

Silver Crusade

I'm considering two prestige classes. Race would depend on entry requirements :-).

1) Enlightened Fist (from Complete Arcane)
2) Master of Many Forms (From Complete Adventurer)

Are there going to be any practical alignment/worship etc restrictions coming from working for the mercenary group?


This is a dot...I will come back later to read through and make a submission.


Okay figured what I'm gonna play: unbreakable fighter, Stalwart defender and firegiant.


Currently building a Cleric of Gorum 2 / Horizon Walker 4. But I have a hard time spending that money. There aren't that much <1200 gp items. I bought a mw weapon and armor and a headband of wisdom.
unless someone has good ideas I'll spend everything on potions...

First Draft of Grimm the Gorumite:

Grimm

Male Human cleric 2 / horizon walker 4
CG Medium humanoid (human)
Init +2, Senses Perception +14
Aura aura of chaos,
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DEFENSE
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AC 20, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex, )
hp 49 ((2d8)+(4d10)+12)
Fort +8, Ref +4, Will +10, +2 trait bonus on all saving throws against charm and compulsion effects
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OFFENSE
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Speed 20 ft.
Melee masterwork greatsword (cold iron) +11 (2d6+1/19-20)
Melee masterwork greatsword (cold iron) +9 (2d6+7/19-20)
[power attack (two-handed)]
Special Attacks Channel Positive Energy (1d6, DC 11, 3/day), Touch of Chaos (8/day),
Terrain Dominance Spell-Like Abilities dimension door (7/day)

Prepared Spells
Cleric (CL 2nd; concentration +7)
1st-bless, entropic shield, fallback strategy, magic weapon*, protection from evil
0th-detect magic, guidance, light, read magic
*:Domain spell
Deity Gorum; Domains Chaos, War (Tactics Subdomain)
=================================================
TACTICS
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Temporary Effects shield of faith
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STATISTICS
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Str 13, Dex 14, Con 14, Int 10, Wis 20, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Blind-Fight, Channel Smite, Dimensional Agility, Guided Hand, Power Attack
Skills Appraise +4, Climb +3, Craft (Weapons) +4, Diplomacy +4, Handle Animal +4, Heal +9, Knowledge (Arcana) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Nature) +4, Knowledge (Nobility) +4, Knowledge (Planes) +9, Knowledge (Religion) +4, Linguistics +4, Lore (Great Battles) +10, Perception +14, Profession (Soldier) +9, Sense Motive +14, Spellcraft +4, Stealth +9, Survival +10, Swim +3
Traits Armor Expert, Birthmark
Languages Celestial, Common
Consumables Wand of Cure Light Wounds (50 charges), Wand of Shield of Faith (50 charges), potion of barkskin +2 (2), potion of bull's strength, potion of cure moderate wounds, potion of enlarge person, potion of resist energy 10 (fire), potion of jump, potion of heroism, potion of fly, scroll (protection from law), scroll (protection from evil), scroll (remove fear), scroll (obscuring mist), scroll (identify) (2), scroll (hide from undead), scroll (entropic shield), scroll (endure elements) (3), scroll (comprehend languages) (2), scroll (ant haul)
Other Gear headband of inspired wisdom +2, masterwork cold iron greatsword, assisting gloves, sleeves of many garments, cloak of resistance +1, masterwork breastplate, boots of the cat, masterwork backpack, traveler's any-tool, pearl of power (1st level), scroll case, 2619 gp
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SPECIAL ABILITIES
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Traits
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Cleric
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this ability 3 times per day.
Seize the Initiative (Su) Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability 8 times per day.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 8 times per day.
Horizon Walker
Favored Terrain (Astral Plane) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked on the Astral Plane You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills on the Astral Plane. Likewise, you get a +2 bonus on initiative checks when on this plane. If you desire, you leave no trail on this plane and cannot be tracked.
Favored Terrain (Underground) (Ex) You gain a +6 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +6 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Urban) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Terrain Dominance (Ex) At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy. Each terrain dominance grants additional abilities, detailed below. When the horizon walker gains a new terrain dominance he may, if he prefers, instead pick an additional terrain mastery.
Terrain Dominance (Astral Plane) (Ex) The horizon walker gains a +1 competence bonus on attack and damage rolls against outsiders. He gains dimension door as a spell-like ability a number of times per day equal to 3 + the character's Wisdom modifier (caster level equal to the character's level).
Terrain Mastery (Ex) At 2nd level, a horizon walker selects a favored terrain to master. When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the horizon walker's Wisdom modifier (minimum 1). The character masters one additional terrain at 4th, 6th, and 8th levels. Mastery of each terrain has additional benefits, outlined below; these benefits apply to the horizon walker at all times whether or not he is in the relevant terrain.
Terrain Mastery (Astral Plane) (Ex) The horizon walker's fly speed increases by +30 feet on planes with no gravity or subjective gravity.
Terrain Mastery (Underground) (Ex) The horizon walker gains Blind-Fight as a bonus feat.


Teiidae wrote:
Okay figured what I'm gonna play: unbreakable fighter, Stalwart defender and firegiant.

Good choices. I considered Unbreakable/Stalwart Defender myself, though I was looking half-orc, haven’t really checked into the monster classes too deeply. If I had gone add, though, I think I’d have ended up using the Phalanx Soldier archetype, so that I could one-hand a polearm and carry a big Shield too. Sadly Phalanx Soldier and Unbreakable aren’t compatible.


Ouachitonian wrote:
Good choices. I considered Unbreakable/Stalwart Defender myself, though I was looking half-orc, haven’t really checked into the monster classes too deeply. If I had gone add, though, I think I’d have ended up using the Phalanx Soldier archetype, so that I could one-hand a polearm and carry a big Shield too. Sadly Phalanx Soldier and Unbreakable aren’t compatible.

Thanks, to be honest I found it hard to get a good class and Prestige class combo. I was thinking hellknight at one point. Phalanx and unbreakable would be wicked.

Sovereign Court

This sounds like a great fit for one of my PFS characters, an eldritch knight who was a mercenary before joining the Pathfinder Society. What would the requirements be for that PrC?

Silver Crusade

pauljathome wrote:

I'm considering two prestige classes. Race would depend on entry requirements :-).

1) Enlightened Fist (from Complete Arcane)
2) Master of Many Forms (From Complete Adventurer)

Are there going to be any practical alignment/worship etc restrictions coming from working for the mercenary group?

To make your life a little easier, I'd definitely take the Enlightened Fist over the Master of Many Forms if both were legal. So, if Enlightened Fist is a go we're golden :-)


Working on my submission... site keeps eating my changes though.

That said, here is the skeleton for it so far (crunch somewhat in place):

Valessa Bareth, Human Fighter/Stalwart Defender


YoricksRequiem wrote:
DM Azure_Zero wrote:
YoricksRequiem - Interest
Hammering out the last details but I'm statting up a Nymph / Barbarian / Sanguine Angel, which is not a combination that I ever thought I'd consider.

The Nymph Barbarian Part is interesting...

Could of used Rage Mage as the PrC.....

The Beta was known for being a bit Overpowered for certain races, and didn't get time to post up a few new notes about them...

Though Given a Nymph's nature certain Nymph Racial features will have armour restrictions on use.

Unearthly Grace and stunning Glance: Light armoured or Unarmoured to use (stunning glance no blocking of the face).
Druid Spells: Light or non-metal Medium and Heavy armours.


Teiidae wrote:
Okay figured what I'm gonna play: unbreakable fighter, Stalwart defender and firegiant.

Since your taking a Monster Class you can skip the Core/base classes...

Oh I see the Giant mosnter Class was missing it's Profs...
Using the Hill Giant's
All Giants get Light and Medium Armour, no shields, and All simple weapons.

and Forgot to put up the updated PrC for it...

Stalwart defender
Base Attack Bonus: +2.
Feats: Dodge, Endurance.
Special: Proficiency with light and medium armor.

So you could technically go Fire Giant 3/Stalwart defender 3


GM Granta wrote:
This sounds like a great fit for one of my PFS characters, an eldritch knight who was a mercenary before joining the Pathfinder Society. What would the requirements be for that PrC?

Eldritch Knight

Weapon Proficiency: Must be proficient with all martial weapons.
Spells: Able to cast 1st-level arcane spells.


pauljathome wrote:
pauljathome wrote:

I'm considering two prestige classes. Race would depend on entry requirements :-).

1) Enlightened Fist (from Complete Arcane)
2) Master of Many Forms (From Complete Adventurer)

Are there going to be any practical alignment/worship etc restrictions coming from working for the mercenary group?

To make your life a little easier, I'd definitely take the Enlightened Fist over the Master of Many Forms if both were legal. So, if Enlightened Fist is a go we're golden :-)

Enlightened Fist is good to go,

For Shape changing the Succubus and one or both the angels Monster classes have Shape Change as a racial feature.

And if you use the Spell casting variant of the Monster class I'd count it as an Arcane spell list for Enlightened Fist requirements.

Enlightened Fist:
Skills: Know(Arcana) 2, Spellcraft 2
Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist
Special: 1st level arcane spells.


The Emerald Duke wrote:

Working on my submission... site keeps eating my changes though.

That said, here is the skeleton for it so far (crunch somewhat in place):

Valessa Bareth, Human Fighter/Stalwart Defender

That is the reason I use Notepad++ for making characters instead of the website. It remembers what you did even if you accidentally closed it.


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Seeing as the Gold Caps are Putting on quite the Squeeze, I'll update them some.

No Item above 8000gp, only two items above 3000gp.

armour can exceed the 8000gp or 3000gp cap, once with one of the features below:
Buoyant (light armor)+1,000 gp
Cushioned +1,000 gp
Buoyant (medium/heavy armor)+2,000 gp
Fitting +2,000 gp
Poison-Resistant +2,250 gp
Glamered +2,700 gp
Aquadynamic +3,750 gp
Shadow +3,750 gp
Slick +3,750 gp

Silver Crusade

Sorry, kept looking and now have some more questions :-(.

Various monster races (eg, Erinyes, Succubi, Satyr) have an alternate rule where they can swap out their spell like abilities for spells. Would this be legal (obviously, it opens up lots of prestige classes if it IS legal)?

Am I correct in assuming that the Redeemed Succubus and Erinyes just take the Redeemed feat at level 1?


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No they don't, you just change the Evil Subtype to the Good subtype and flip the DR's alignment and any Evil spells to their good versions.

As feat space is valuable and don't want those trying something to loose a valuable feat spot for a rare chance to play a monster.


Below is not required, but something to help build up the character's fluff.

Helpful Question file for Building a character's Background and Personality.

For those that chose monster classes something to help build the character's background and persona is to ask;
How did the character Act before and after the Cursed Operation?
How did the Character Look before and after the Cursed Operation?
How did their relationships with other members of The Wild Wolves change after the Cursed Operation?

For those that did not take Monster Classes ask this;
How did their relationships/behavior to the Cursed members of The Wild Wolves change after the Cursed Operation?


DM Azure_Zero wrote:

The Beta was known for being a bit Overpowered for certain races, and didn't get time to post up a few new notes about them...

Though Given a Nymph's nature certain Nymph Racial features will have armour restrictions on use.

Unearthly Grace and stunning Glance: Light armoured or Unarmoured to use (stunning glance no blocking of the face).
Druid Spells: Light or non-metal Medium and Heavy armours.

That sounds totally reasonable, though further complicates my decision about which armor to wear. Since Sanguine Angel requires me to get Heavy Armor Prof anyway, I was going to use it, but wearing light armour with unearthly grace feels more thematic. I'll have to do some playing around with it...


If the PrC is too much of a pain there are other good Combat PrCs, including some found in the old 3.5 books like the Ghost faced Killer.
That one don't require a Core or base class to be taken...

Heck I'm making my own submission following the same rules as everyone else....
A Succubus(Redeemed) 4 / Ghost-Faced Killer 2 as I don't mind identical or near identical designs, as two can cause more confusion for the enemy then one in this case.


Belabras - Yaz Erfryr
The Emerald Duke - Valessa

Ellioti - Cleric of Gorum 2 / Horizon Walker 4

Teiidae - FireGiant Idea
Dαedαlus - Dragon Disciple Idea
DM Trawets -Radiant Servant Of Pelor Idea

A highly regarded expert - Arcane trickster idea
YoricksRequiem - Nymph / Barbarian Idea
GM Granta - Eldritch knight Idea

Ouachitonian - Interest
Nikolaus de'Shade - Interest
yiannisph - interest
rorek55 - Interest
pauljathome - Interest
Nairb the Grey - Interest


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Radiant Servant Of Pelor Class Updates
Skills points/Level increased to 4
Extra Greater Turning -> Extra Domain (Sun)
Turn Undead -> Channel Energy (Stacks with Cleric)
Using PF PrC Save values at each level, Not Original.

FrostRager Class Updates
Skills points/Level increased to 4
Add Rage at level 1 (stacks with PF Barbarian Rage for finding daily rnd limit)
Using PF PrC Save values at each level, Not Original.


Note; No Crafting Feats, as Mercs tend to buy their gear and either pay for repairs or repair it themself.
Rankings in crafts are fine as that could show your skill at repairing.


DM Azure_Zero wrote:
Note; No Crafting Feats, as Mercs tend to buy their gear and either pay for repairs or repair it themself.

Does that include the Field Repair feat from UC? If so will have to pick a new 5th level feat...

Reasoning:

I picked this both for its practical benefits (namely not having to lug my tools around to make repairs while on missions) and for flavor ones. In my mind she had to spend years on the road after the fall of Queen Ileosa without a real home. I will go more into those details in her backstory, which I am working on as we speak, but to me the feat fits that journey as she wouldn't have been able to just go back to her home blacksmith to fix damage to her armor, or even always have access to the best crafting materials and tools while on the road.

If you rule no to it I will find something else, no worries. Just figured I should ask.


Field repair is Fine as it is for Repairs

Silver Crusade

Right, I definitely have most of the character concept. I thought I'd pass it by to make sure its acceptable and I also have a few questions.

Mechanically, it is a L3 Succubus (Reedemed)/ L3 Master of Many Forms.

The character is going to originally be from Osirion and was originally a male Cleric of Bastet (gender changed with the Curse). She is very aware that she still has SOME divine abilities (spells) but has lost others (domains), She HOPES that his abilities are still coming from Bastet but she is uncomfortable and is afraid that she has been corrupted.

Taking the spell casting option for the Succubus.

Questions :

For the Master of Many Forms I'm presuming that I take 1 off the saves and that the change shape ability qualifies me for the class (as you indicated above). Otherwise, abilities and feat requirements remain.

I'm also assuming I use the obvious Pathfinder spells (beast shape, giant form, alter shape, etc) for my wild shape.

Do I actually get the ability to wild shape into animals? Arguably not since I came in via Change shape.

I'd like to do the following if you're ok with it (it is almost completely flavour and not particularly mechanically advantageous). No big deal if it isn't allowed but I thought that I'd try

1) His original race was Catfolk
2) He has the Adherent of Ancient Osirion Trait
3) He can use the tekko-Kagi with at least claws in Succubus form. Ideally when he uses change shape to become a Catfolk and in other humanoid forms that have claws.


Master of Many Forms is in the No Pile

1) Catfolk don't exist, use a core race for starting race.
2) Adherent of Ancient Osirion is not in APG
3) I rule it's either claws or a weapon for attacks


My original idea, Zero the sorcerer/oracle/mystic theurge:
Zero
Male Human oracle 1 / sorcerer 1 / mystic theurge 4
NG Medium humanoid (human)
Init +7, Senses water sight, Perception +6
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DEFENSE
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AC 20, touch 15, flat-footed 17 (+3 armor, +2 deflection, +3 Dex, +2 shield, )
hp 41 ((1d8)+(1d6)+(4d6)+13)
Fort +5, Ref +5, Will +7

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OFFENSE
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Speed 30 ft.
Melee silver dagger, masterwork +3 (1d4-1/19-20)
Ranged silver dagger, masterwork (thrown) +6 (1d4-1/19-20)
Special Attacks Elemental Ray 8/day (1d6 cold), Freezing Spell,

Oracle Spells Known (CL 5th; concentration +10)
2nd(5/day)-resist energy(DC 17), sound burst(DC 17)
1st(8/day)-bless, liberating command(DC 16), obscuring mist, protection from evil(DC 16), cure light wounds(DC 16)
0th(at will)-create water, detect magic, detect poison, guidance(DC 15), mending(DC 15), purify food and drink(DC 15)

Sorcerer Spells Known (CL 5th; concentration +10)
2nd(5/day)-darkvision(DC 17), flaming sphere(DC 18)
1st(8/day)-burning hands(DC 17), grease(DC 16), touch of the sea(DC 16), vanish(DC 16)
0th(at will)-ghost sound(DC 15), mage hand, message, prestidigitation(DC 15), ray of frost, read magic(DC )

=================================================
TACTICS
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Temporary Effects ant haul, shield of faith,
=================================================
STATISTICS
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Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 21,
Base Atk +2; CMB +2; CMD 17
Feats Elemental Focus (Cold), Eschew Materials, Extra Revelation, Improved Initiative, Magical Lineage, Rime Spell
Skills Acrobatics +7, Appraise +4, Bluff +9, Diplomacy +9, Heal +4, Intimidate +9, Knowledge (Arcana) +4, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +6, Sense Motive +4, Spellcraft +4, Survival +1, Swim +4,
Traits Magical Lineage (Fireball), Resilient,
Languages Aquan, Common, Tongues,
SQ bloodline arcana (change energy damage spells to cold), bonus feat, cantrips, combined spells, elemental bloodline, orisons, skilled, spells, tongues, tongues ~ aquan, water sight, waves mysteries, weapon and armor proficiency,
Combat Gear Wand of Cure Light Wounds (50 charges), Wand (Ant Haul/Cleric/1st) (50 charges), Wand of Shield of Faith (50 charges), scroll (comprehend languages), scroll (cure moderate wounds), scroll (delay poison), scroll (endure elements), scroll (glitterdust), scroll (remove fear), scroll (feather fall), scroll (erase), scroll (enlarge person),
Other Gear headband of alluring charisma +2, outfit (traveler's), leather +1 (darkleaf cloth), cloak of resistance +1, belt of incredible dexterity +2, buckler +1 (mithral), backpack, masterwork, oracle's kit, silver dagger, masterwork, scroll case, 3.0 gp
=================================================
SPECIAL ABILITIES
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Elemental Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's type to cold.

Combined Spells (Su) You can prepare and cast spells from one of your spellcasting classes using the available slots from any of your other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. You can prepare spells up to level 0 from one of your spellcasting classes using the slots one level higher of the other spellcasting class. The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast.

Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 cold points of damage. You can use this ability 8 times per day.

Freezing Spell (Su) Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.

Water Sight (Su) You can see through fog and mist without penalty as long as there is enough light to allow you to see normal. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scry spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for 1 rounds per day, but these rounds do not need to be consecutive.

Waves Mysteries You draw upon the divine mystery of Waves to grant your spells and powers.

I'm still looking at all the options your experiment opens up...


Just remember Encumbrance Rules are in effect, so a 10 STR could hurt and Bags of Holding or the Handy Haversack would be a good thing to buy.


Ellioti wrote:

.....

I'm still looking at all the options your experiment opens up...

It opens a LOT of possibilities even with a small list of options.


My own Submission

Silver Crusade

DM Azure_Zero wrote:

Master of Many Forms is in the No Pile

Fair enough. I misinterpreted your comment above.

Any problems with Erinyes (redeemed) taking spells instead of spell like ability and going for the Hinterlander Prestige class?

Flavour similar to above (ex - cleric). May or may not end up taking a level of Zen Archer Monk (dithering :-)).


The Hinterlander PrC I'll allow, with no problems if you take the Spellcasting Variant of Erinyes (redeemed).

The Zen archer is a No since I do know some broken builds have been made with it.

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