Crisischild
|
| 1 person marked this as a favorite. |
Hi Rizzen - here's Lapyd with my submission. Furio is a slayer, ready to work for hire. He's a mix of rogue and ranger, bringing things like trapfinding and ranger combat styles. He's a half-orc two-weapon fighting with an orc double axe.
I've theorycrafted such a build before. You get my worthless stamp of approval.
| karlprosek |
Working on a human archaeologist bard to replace your dedicated rogue.
Human (Dimdweller)
Str 11
Dex 16 = 15+1 lvl 8
Con 14
Int 15
Wis 12
Cha 18 = 15+2 Hu+1 lvl 4
Traits:
Vagabond Child (DD class skill, +1 bonus)
Fate's Favored (+1 to luck bonuses)
Feats:
Hu: Point Blank Shot
1: Rapid Shot
3: Precise Shot
5: Deadly Aim
7: Lingering Performance
Items:
Eyes of the Eagle (+5 Perception bonus) 2.5k
Falcon's Aim Bracers (1/day Aspect of the Falcon: +3 Perception, +1 on ranged attacks, bow crit range 19-20/x3) 4k
Shadow Mithral Shirt +1 5850 (1100+3750+1000, +5 to Stealth)
MW Thieves Tools (+2 to DD) 200
Trapspringer Gloves (+5 to DD, +1+1 luck bonus on saves vs traps) 4k
+1 Seeking Shortbow 8330
A. Skills 56 = 8 x(6 +2 Int)
Bluff
Disable Device +26 = 8 +3 Dex +3 CS +4 class +1 trait +5+2 items
Intimidate +7[+9] = +4 Cha +3 CS [+2 in darkness/dim light]
Kn: Arcana 1 +2 Int +4 class (may Take 10 on checks)
Kn: Dungeoneering 1 +2 Int +4 class (may Take 10 on checks)
Kn: Local 1 +2 Int +4 class (may Take 10 on checks)
Kn: Nature 1 +2 Int +4 class (may Take 10 on checks)
Kn: Planes 1 +2 Int +4 class (may Take 10 on checks)
Kn: Religion 1 +2 Int +4 class (may Take 10 on checks)
Perception +21[+23] = 8 +1 Wis +3 CS +4 class +5 item [+2 in darkness/dim light]
Stealth +19[+21] = 8 +3 Dex +3 CS +5 item [+2 in darkness/dim light]
B. Skills 16 = 8 x2
Kn: Engineering 1 +2 Int +4 class (may Take 10 on checks)
Kn: Geography 1 +2 Int +4 class (may Take 10 on checks)
Kn: History 1 +2 Int +4 class (may Take 10 on checks)
Kn: Nobility 1 +2 Int +4 class (may Take 10 on checks)
BAB +6/+1
Melee +6/+1
Ranged +9/+4
Fort +4 = +2 +2 Con
Ref +9 = +6 +3 Dex
Will +7 = +6 +1 Wis
+1 Seeking Shortbow +10/+5 (1d6+1, x3) negates all Miss chances such as concealment, no penalty for shooting into melee
-Point Blank: +11/+6 (1d6+2, x3)
-Deadly Aim: +8/+3 (1d6+1+4, x3)
-PB+DA: +9/+4 (1d6+2+4, x3)
-Falcon's Aim 1/day: +1 atk/dmg, 19-20 x3
Archaeologist's Luck +2+1 luck bonus (+1 from trait) 8/day (4 +4 Cha)
Clever Explorer +1/2 lvl on DD and Perception, can disable devices in half time, can Take 10 on DD even when distracted, and can disarm magical traps
Uncanny Dodge (no flat-footed, keeps Dex bonus vs invisible enemies)
Trap Sense +2 on Ref saves/AC vs traps
Rogue Talent
Evasion no damage on successful Ref saves that normally do half damage
Question, would you use the dev's comment here that they would make Archaeologist's Luck work as level+Cha/day as a homebrew adjustment for your game?
| trawets71 |
stats: 4d6 ⇒ (5, 2, 3, 2) = 12 10
stats: 4d6 ⇒ (3, 4, 4, 6) = 17 14
stats: 4d6 ⇒ (6, 4, 2, 6) = 18 16
stats: 4d6 ⇒ (2, 5, 5, 2) = 14 12
stats: 4d6 ⇒ (5, 1, 4, 6) = 16 15
stats: 4d6 ⇒ (6, 6, 4, 1) = 17 14
1 reroll: 2d6 ⇒ (3, 2) = 5
I am think of submitting a sylph arcane trickster. If I remember correctly sylph is one of the Forgotten Realms Plane touched races.
| Albion, The Eye |
Albion, The Eye wrote:Yrs, i am allowing hybriddI was going to submit a Swashigator but are hybrid classes allowed?
I only see Core + Alchemist, cavalier, inquisitor allowed.
Aha! In that case....
4d6 ⇒ (3, 1, 4, 3) = 11 10
4d6 ⇒ (2, 6, 5, 3) = 16 14
4d6 ⇒ (5, 6, 5, 5) = 21 16
4d6 ⇒ (6, 1, 5, 4) = 16 17
4d6 ⇒ (2, 6, 3, 6) = 17 15
4d6 ⇒ (3, 5, 5, 6) = 19 16
2d6 ⇒ (2, 6) = 8
Here is a skeleton of Polux! He is Str based, but I think he has the toolbox to perform as a part infiltrator/scout/trapper, part melee scrapper/bruiser, part crazy alchemist/concoction brewer. And with Infusion he can even share them :P Crunch is not yet fully complete, but it should give an idea I think.
Polux
Male half-orc brawler 2/investigator 6
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19 (+7 armor, +1 deflection, +4 Dex, +1 natural)
hp 98 (8 HD; 6d8+2d10+30)
Fort +11, Ref +15, Will +10; +4 bonus vs. poison
Defensive Abilities sacred tattoo[APG], trap sense +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 silver morningstar +12/+7 (1d8+6) or
. . mwk cold iron longspear +12/+7 (1d8+7/×3) or
. . unarmed strike +11/+6 (1d6+5) or
. . unarmed strike flurry of blows +9/+9/+4 (1d6+5)
Ranged +1 adaptive orc hornbow +11/+6 (2d6+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks brawler's flurry, martial flexibility 4/day, studied combat (+3, 5 rounds), studied strike +2d6
Investigator Extracts Prepared (CL 6th; concentration +11)
. . 2nd—alchemical allocation[APG], blur, invisibility, see invisibility
. . 1st—cure light wounds, endure elements, heightened awareness[ACG], long arm[ACG], monkey fish[ACG], shield
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 16, Int 20, Wis 14, Cha 10
Base Atk +6; CMB +11; CMD 26
Feats Combat Reflexes, Endurance, Extra Inspiration[ACG], Extra Investigator Talent[ACG], Furious Focus[APG], Improved Unarmed Strike, Power Attack
Traits armor expert, fate's favored, student of philosophy
Skills Acrobatics +15, Appraise +9, Bluff +11 (+16 to lie (as a result of using Int instead of Cha)), Climb +9, Craft (alchemy) +14 (+20 to create alchemical items), Diplomacy +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +16 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +20, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +13, Perception +13, Sense Motive +13 (+11 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +16, Stealth +15, Swim +9, Use Magic Device +11
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Infernal, Orc, Sakvroth, Undercommon
SQ alchemy (alchemy crafting +6), brawler's cunning, inspiration (11/day), investigator talents (infusion, mutagen[UM], quick study[ACG]), keen recollection, martial training, mutagen (+4/-2, +2 natural armor, 60 minutes), orc blood, poison lore, pride, swift alchemy, trapfinding +3
Combat Gear wand of shield (50 charges); Other Gear +1 mithral agile breastplate[APG], +1 adaptive orc hornbow (+2 Str), +1 silver morningstar, mwk cold iron longspear, amulet of natural armor +1, belt of physical might +2 (Str, Dex), headband of aerial agility (int +2)[UE], ring of protection +1, ring of resistance +1, investigator starting formula book, masterwork thieves' tools
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 11/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Quick Study (Ex) Use studied combat as a swift action.
Sacred Tattoo +1 to all saves.
Studied Combat (+3, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
| stormraven |
I get there are class restrictions - largely core classes but not their unchained variants, etc. Does that impact what books we can draw feats from... or are any Paizo-official feats still allowed?
Stat 1: 4d6 - 3 ⇒ (5, 3, 4, 6) - 3 = 15
Stat 2: 4d6 - 3 ⇒ (5, 6, 4, 3) - 3 = 15
Stat 3: 4d6 - 1 ⇒ (1, 6, 4, 4) - 1 = 14
Stat 4: 4d6 - 1 ⇒ (1, 2, 3, 4) - 1 = 9
Stat 5: 4d6 - 1 ⇒ (1, 5, 2, 5) - 1 = 12
Stat 6: 4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15
Rerolls: 3d6 ⇒ (2, 2, 1) = 5
Reroll of Reroll: 1d6 ⇒ 1 seriously?
Reroll: 1d6 ⇒ 3
Adjusted Stats
Stat 1: 5 + 3 + 4 + 6 - 3 = 15
Stat 2: 5 + 6 + 4 + 3 - 3 = 15
Stat 3: 2 + 6 + 4 + 4 - 2 = 14
Stat 4: 2 + 2 + 3 + 4 - 2 = 9
Stat 5: 3 + 5 + 2 + 5 - 2 = 13
Stat 6: 4 + 6 + 5 + 2 - 2 = 15
| karlprosek |
Any paizo feat is allowed. Same with any 3.0/3.5 FR feats
Oh, nice! So is Darkstalker (i.e.- Stealth works against blindsense, scent, tremorsense, etc.) is on the table? I will definitely take that if it's available.
| karlprosek |
This guy is mostly done, just pending that question and a few last items.
Human (Dimdweller)
Str 11
Dex 18 = 15+1 lvl 8+2 belt
Con 14
Int 15
Wis 12
Cha 18 = 15+2 Hu+1 lvl 4
Traits:
Vagabond Child (DD class skill, +1 bonus)
Fate's Favored (+1 to luck bonuses)
Feats:
Hu: Point Blank Shot
1: Rapid Shot
3: Precise Shot
5: Deadly Aim
7: Lingering Performance (will swap for Darkstalker if allowed)
Items (34k gp):
Eyes of the Eagle (+5 Perception bonus) 2.5k
Falcon's Aim Bracers (1/day Aspect of the Falcon: +3 Perception, +1 on ranged attacks, bow crit range 19-20/x3) 4k
Shadow Mithral Shirt +1 5850 (1100+3750+1000, +5 to Stealth)
MW Thieves Tools (+2 to DD) 200
Trapspringer Gloves (+5 to DD, +1+1 luck bonus on saves vs traps) 4k
+1 Seeking Shortbow 8330
Handy Haversack 2k
Belt of Incredible Dexterity 4k
Ring of Protection +1 2k
==32,800
A. Skills 56 = 8 x(6 +2 Int)
Acrobatics +15 = 8 +4 Dex +3 CS
Bluff +10 = 3 +4 Dex +3 CS
Disable Device +27 = 8 +4 Dex +3 CS +4 class +1 trait +5+2 items
Intimidate +7[+9] = 0 +4 Cha +3 CS [+2 in darkness/dim light]
Kn: Arcana +13 = 4 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Dungeoneering +13 = 4 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Local +13 = 4 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Nature +11 = 2 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Planes +11 = 2 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Religion +11 = 2 +2 Int +3 CS +4 class (may Take 10 on checks)
Perception +21[+23] = 8 +1 Wis +3 CS +4 class +5 item [+2 in darkness/dim light]
Stealth +20[+22] = 8 +4 Dex +3 CS +5 item [+2 in darkness/dim light]
UMD +10 = 3 +4 Cha +3 CS
B. Skills 16 = 8 x2
Kn: Engineering +10 = 1 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Geography +10 = 1 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: History +10 = 1 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Nobility +10 = 1 +2 Int +3 CS +4 class (may Take 10 on checks)
Linguistics 4 +2 Int +3 CS
Languages
(Common)
Abyssal
Draconic
Goblin
Undercommon
BAB +6/+1
Melee +6/+1
Ranged +10/+5
Fort +4 = +2 +2 Con
Ref +10 = +6 +4 Dex
Will +7 = +6 +1 Wis
AC: 20 +5 armor +4 Dex +1 ring
+1 Seeking Shortbow +11/+6 (1d6+1, x3) negates all Miss chances such as concealment, no penalty for shooting into melee
-Point Blank: +12/+7 (1d6+2, x3)
-Deadly Aim: +9/+4 (1d6+1+4, x3)
-PB+DA: +10/+5 (1d6+2+4, x3)
-Falcon's Aim 1/day: +1 atk/dmg, 19-20 x3
Archaeologist's Luck +2+1 luck bonus (+1 from trait) 12/day (1/lvl +4 Cha)
Clever Explorer +1/2 lvl on DD and Perception, can disable devices in half time, can Take 10 on DD even when distracted, and can disarm magical traps
Uncanny Dodge (no flat-footed, keeps Dex bonus vs invisible enemies)
Trap Sense +2 on Ref saves/AC vs traps
Rogue Talent
Evasion no damage on successful Ref saves that normally do half damage