Mostly looking at maybe a Duergar(If I can talk him into it, otherwise human and boring) vitalist, an archer(Tiefling) warpriest, maybe a (Tiefling?)kensai magus, maybe an (Elf/Tiefling/Ratfolk) alchemist(grenadier). I usually go backwards with my characters, build it then come up with a story for all the stuffs, then I don't go too overboard with background stuff and forget things. I am sort of disappointed honestly in the campaign traits, strangely railroady and specific.
Looking at doing a bow focused stalker from DSP, they have a beta on a new(bow focused) discipline and it is available to stalkers(about 1/3-1/2 way down) for swapping out a discipline, are you okay with that?
Slyness wrote:
I think it said in the original post that natural armor is fine for all, and the lizardman specifically says it can upgrade its bite.
I believe this is a completed submission, let me know if I am missing something blatant.
Yvaarik Svark:
Yvaarik Svark Lizardfolk Sorcerer (crossblooded Orc and Gold Draconic) 1 Dervish Dancer Warder 1 Wizard(Shapechange) 1 Medium 5' Space 5' Reach Hero Points 1 Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8 -------------------- Defense -------------------- AC 23, touch 19, flat-footed 19 (+4 Dex) hp 20 (1d12+4+3+1) Fort +6, Ref +4, Will +4 Weaknesses light sensitivity -------------------- Offense -------------------- Speed 30 ft. land 30 ft. swim Melee Bite +7 (1d4+7) or . . Claws +7 (1d4+7) x2 . . Tailslap +7(1d8+7) . . Gore +8(1d6+8) Melee Power Attack Bite +6 (1d4+9) or . . Claws +6 (1d4+9) x2 . . Tailslap +6(1d8+9) . . Gore +7(1d6+10) Special Attacks battleshaping (2, 1d4, 8 rounds/day) Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6) . . 1st (5/day)—shield . . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation . . Bloodline Draconic, Orc Wizard Spells Prepared (CL 1st; concentration +6) . . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor . . 0 (at will)—dancing lights, mage hand, message . . Opposition Schools Abjuration, Enchantment -------------------- Statistics -------------------- Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20 Base Atk +1; CMB +7; CMD 21 Skills Bluff +9, Intimidate +9, Knowledge Arcana +9, Knowledge Nature +9, Knowledge Religion +9, Knowledge Martial +9, Linguistics +9, Perception +6, Survival +6, Use Magic Device +9 Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1) Other Gear Amulet -------------------- Special Abilities -------------------- Abjuration You must spend 2 slots to cast spells from the Abjuration school. Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells. Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage Darkvision (60 feet) You can see in the dark (black and white vision only). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Light Sensitivity (Ex) Dazzled as long as remain in bright light. Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus. Shapechange Associated School: Transmutation Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. 1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round. 1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy. 1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage 1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels 1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round 1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands Spent points for Svark:
Lizardman 9 Advanced Charisma 4rp Advanced Intelligence 4rp Advanced Strength 4rp Natural Attack Tail 1rp Slapping Tail 3rp Improved Bite 1rp Improved Natural Armor +2 3rp Low-Light Vision 1rp =30pts Familiar:
-------------------- Swoop Rhamphorhynchus N Tiny magical beast (animal) Init +3; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size) hp 5 (1d8) Fort +2, Ref +7, Will +4 -------------------- Offense -------------------- Speed 10 ft., fly 40 ft. (good) Melee bite +0 (1d3-2) Space 2½ ft.; Reach 2.5 ft. Special Attacks sudden swoop -------------------- Statistics -------------------- Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11 Base Atk +0; CMB +1; CMD 9 Feats Lightning Reflexes Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6 Languages Common (can't speak) SQ improved evasion -------------------- Special Abilities -------------------- Flight (40 feet, Good) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop. Backstory: Yvaarik was born to the swamps that are common to his people. Showing initially aptitude in sorcerer arts he was trained as a battle shaman of his tribe. He never had the physique of many of the warriors, many would consider him weak for his people. Training was long and difficult at times, mastering the force of personality to control spell and channel his emotions into spells. He learned to protect his self during battle with spells and would use his natural weapons in combat, hoping to learn more destructive spells in the future to become a more effective member of his tribe. He was often picked on by other larger lizardmen during raids for his lack of evocation magic. Yvaarik while slim was about as tall as a lizardman became coming in at around seven feet tall, but was quite thin, little did he know that would change. One day out on a long raid from their main village Yvaarik was out with six other warriors, the usual harassment was taking place for not having real combat ability, when they stumbled upon a base for ogres. Obviously a village of ogres were out of the range of seven lizardmen, so they decided to stealthily take some items and leave without a trace. The sneaky individuals of the group went into the camp looking for useful or valuable items when they we quickly flushed out by the ogres, everyone in the group scrambled and it was everyone for themselves. Running for his life, because lets face it one blow from an ogre club would quickly end his career, Yvaarik found himself encircled in a bright sunlight ring. He then found himself being lifted off the ground uncontrollably, higher and higher, then everything went white. Waking up in a white chamber Yvaarik found himself face to face with a divine being. Being from a primitive tribe Yvaarik immediately began groveling at the feat of the being, which he took great amusement in, telling Yvaarik to return to his feat and to not worship him. He told Yvaarik his name was Gombrian Goodwin and that he was going to train him to be the best possible version of himself, to which Yvaarik quickly agreed. Archmage Goodwin told him that he was one of the first subjects for such an experiment and it began with receiving an amulet that would one day bring power. Long days of studying arcane arts and perfecting his natural weapon use lead him to become enormous and very intelligent for a lizardman, it probably had something to do with some magical tampering from the Archmage as well. One day waking up for his training Jovar, who was the Archmages Homunculous, was waiting for him to tell him that master Goodwin was taken and that he was being charged to help find him with some of the other subjects.
Sorry forgot to include this, it will be all compiled on final submission just getting everything down on 'paper' at this point.
Spent points for Svark: Lizardman 9 Advanced Charisma 4rp Advanced Intelligence 4rp Advanced Strength 4rp Natural Attack Tail 1rp Slapping Tail 3rp Improved Bite 1rp Improved Natural Armor +2 3rp Low-Light Vision 1rp =30pts
This is the crunch, still working on the background, let me know if you have any questions. Theme is a shape changer natural attacking specialist.
Yvaarik Svark:
Yvaarik Svark Lizardfolk Sorcerer (crossblooded Orc and Gold Draconic) 1 Dervish Dancer Warder 1 Wizard(Shapechange) 1 Medium 5' Space 5' Reach Hero Points 1 Init +12; Senses darkvision 60 ft.; Low-Light Vision; Perception +8 -------------------- Defense -------------------- AC 23, touch 19, flat-footed 19 (+4 Dex) hp 20 (1d12+4+3+1) Fort +6, Ref +4, Will +4 Weaknesses light sensitivity -------------------- Offense -------------------- Speed 30 ft. land 30 ft. swim Melee Bite +7 (1d4+7) or . . Claws +7 (1d4+7) x2 . . Tailslap +7(1d8+7) . . Gore +8(1d6+8) Melee Power Attack Bite +6 (1d4+9) or . . Claws +6 (1d4+9) x2 . . Tailslap +6(1d8+9) . . Gore +7(1d6+10) Special Attacks battleshaping (2, 1d4, 8 rounds/day) Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6) . . 1st (5/day)—shield . . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation . . Bloodline Draconic, Orc Wizard Spells Prepared (CL 1st; concentration +6) . . 1st—color spray (DC 16), enlarge person (DC 16), enlarge person (DC 16), mage armor . . 0 (at will)—dancing lights, mage hand, message . . Opposition Schools Abjuration, Enchantment -------------------- Statistics -------------------- Str 22, Dex 18, Con 17+1, Int 20, Wis 14, Cha 20 Base Atk +1; CMB +7; CMD 21 Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Two-Weapon Fighting, Combat Reflexes (Int), (5) Spell Focus(Evocation), Varisian Tattoo (Evocation), Power Attack, Weapon Group Adaptation (Natural), Improved Initiative Languages Common, Lizardfolk, Celestial, Abyssal, Demonic, Draconic SQ arcane bond (swoop, rhamphorhynchus), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, physical enhancement (+1) Other Gear 150 gp -------------------- Special Abilities -------------------- Abjuration You must spend 2 slots to cast spells from the Abjuration school. Battleshaping +0 (8/day) (Su) Temporarily gain natural attacks Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells. Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage Darkvision (60 feet) You can see in the dark (black and white vision only). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Light Sensitivity (Ex) Dazzled as long as remain in bright light. Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus. Shapechange Associated School: Transmutation Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. 1 Encouraging Roar (Readied, 1/Encounter Boost) (Ex) All allies within 30' get +2 morale bonus to attack and damage for 1 round. 1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy. 1 Pommel Bash (Not Readied, 1/Encounter) (Ex) Make an unarmed attack versus an opponents flat-footed AC and deal an extra +1d6 damage 1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels 1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round 1 Swift Claws (Readied, 1/Encounter)(Ex) Make one attack roll and make two attacks Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO Two-Weapon Defense Add Intelligence to AC when wearing Light or no armor and wielding weapons in both hands Familiar: -------------------- Swoop Rhamphorhynchus N Tiny magical beast (animal) Init +3; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size) hp 5 (1d8) Fort +2, Ref +7, Will +4 -------------------- Offense -------------------- Speed 10 ft., fly 40 ft. (good) Melee bite +0 (1d3-2) Space 2½ ft.; Reach 2.5 ft. Special Attacks sudden swoop -------------------- Statistics -------------------- Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11 Base Atk +0; CMB +1; CMD 9 Feats Lightning Reflexes Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6 Languages Common (can't speak) SQ improved evasion -------------------- Special Abilities -------------------- Flight (40 feet, Good) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
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