I have been looking at this thread of a while, and I still like the Mystic Thurge, so here is Fallon Mathis. Character Concept:
I have never seen a Mystic Thurge work in an actual game. The gestalt Boon makes this a valid opportunity. I want to play a character that is more than someone with access to arcane and divine, but tries to explore the balance between the two. A long story arc or AP provides enough time to delve into this issue. I also wanted to play a character that was going to be useful to the party with some crowd control and healing options, thereby freeing up skills, strikers and tanks to do their jobs. Background:
Being a half elf means never really fitting in. Being a gestalt means never being committed to a single choice. Fallon Mathis is one such individual. Torn between faith and tradition, child of a single parent and seemingly alone in the world, Fallon has only recently found success. Following his faith (and heart), he has finally found friendship, love and a purpose. While the mystery of his mother still exists, Fallon is happy for the first time. Ten-minute-background:
Essential Things
Goals
Secrets
People
Memories
Design Notes
A basic idea of where you're planning to go and how you will benefit the group.... Looking to play a character that "versitally supportive", from locking down the battlefield and preventing us from being out numbered to keeping everyone buffed and healthy. The goal is to play a mystic thurge, hoping in at after 3rd level and seeing how viable a class it really is. Crunch: Fallon Mathis Male half-elf cleric of Nethys 1/gestalt 1/conjurer 1 NG Medium humanoid (elf, human) Init +2; Senses low-light vision; Perception +10 Aura arcane beacon, deflection aura (2 ft.) ————— Defense ————— AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield) hp 8 (1d8) Fort +3, Ref +1, Will +6; +1 trait bonus vs. illusion effects, +2 vs. enchantments Immune sleep ————— Offense ————— Speed 30 ft. Melee heavy mace +0 (1d8) Ranged light crossbow +0 (1d8/19-20) Special Attacks channel positive energy 5/day (DC 12, 1d6) Arcane School Spell-Like Abilities (CL 1st; concentration +5) 7/day—acid dart (1d6 acid) Cleric Spells Prepared (CL 1st; concentration +4) 1st—bless, shieldD, summon monster I 0 (at will)— guidance, read magic , stabilize D Domain spell; Domains Magic (Arcane subdomain), Protection (Defense subdomain) Conjurer Spells Prepared (CL 1st; concentration +5) 1st—magic missile , summon monster I , summon monster I 0 (at will)— detect magic , read magic , resistance Opposition Schools Illusion, Transmutation ————— Statistics ————— Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 14 Base Atk +0; CMB +0; CMD 10 Feats Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (conjuration) Traits elven reflexes, pattern speaker Skills Diplomacy +6, Knowledge (arcana) +11, Knowledge (religion) +8, Linguistics +8, Perception +10, Spellcraft +8; Racial Modifiers +2 Perception Languages Ancient Osiriani, Common, Draconic, Elven, Infernal, Osiriani, Terran SQ arcane bond (khadae, skunk [sage]), elf blood, summoner's charm (1 round) Other Gear lamellar (leather) armor UC, buckler, blunted bolts (10), crossbow bolts (20), heavy mace, light crossbow, backpack, 33 gp ————— Special Abilities ————— Acid Dart (1d6 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft. Arcane Beacon (6/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast. Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Arcane) Cleric Domain (Defense) Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach. Illusion You must spend 2 slots to cast spells from the Illusion school. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20). Transmutation You must spend 2 slots to cast spells from the Transmutation school. |