Hi all. I did not intentionally close down the game without checking in with everyone. Some of you know life has been crazy on my end multiple deaths and illnesses in the family, then I lost my job. I start a new job this week so hopefully I will have the energy to get back to more pathfinder. I will give this another go and hopefully the new job will have a schedule that allows for a bit more energy from me here.
My PC will have served under Grognar (battle oracle dual cursed), my PC who completed Rise of the Runlord and his son is Erond Niroden (evangelist cleric of Erastil), help reform Sihedron and must live with that. The first draft of a quick character sketch. I'm going to flip around some of the obvious assumptions of the trait because that is more fun. In this case, the scion is the father rather than the more obvious son. He was a former low-ranking military officer who enlisted more because of a family tradition than any more noble reason. This took him away from his family for long stretches of time. In his mind, this resulted in his son becoming bookish and obsessed with Thassilonian archology. Though he gets along with his son, his son's immense magical power, responsibilities in the Pathfinder society, and fame make him the one who is now rarely around. Cats in the cradle and the silver spoon. Hector, nearly sixty, has spent the last ten years in Varisia learning Thassilonian and reading about the Runelords trying to understand his son better. After retiring from his post, he bought a small cabin just outside of Roderic’s Cove though he is in the city nearly every day for this thing or that. Or more likely to chat with people. Hector seems to live off the land and odd jobs primarily and lives a simple existence... Hector Niroden (Nature Fang Druid) with his Ron the firepelt cougar (Ron is short for Erond). I'm working on finalizing a charter sheet. Starting GP: 2d6 ⇒ (4, 6) = 10
Hi all. Looking forward to playing with you all. So folks are thinking of a ranger and an investigator so far. GM, 1 question. If an archetype from a second book has something from a book other than core is that ok? I'm thinking of a situation where a domain or similar feature has a spell from some other book.
Here is the updated submission. Thanks for the opportunity. Good luck all. Back Story:
Dal Gilford trained and got into a prestigious culinary school in Absalom at 18. His parents could not have been happier. His mother, a miner, and father, a short-order cook, had always dreamed that he would rise above his station. In two years, he graduated, learning all the fundamentals, before apprenticing at the Culine Rouge, an upscale fine-dining experience that offered the best in exotic cuisine. The head chef, Billin DeVo, what a gnome of considerable skill as a chef and druid. His claim to fame was that his meals were in perfect harmony with nature. The weather, seasonality, light conditions contributed to every dish. Dal enthusiastically studied both trades, and after a grueling five-year apprenticeship, he endeavored to secure the financing to start his own restaurant. The best-paying job he found was on a ship as a private chef, and being the type of dwarf that jumps at an opportunity, he took the offer. The crew was dedicated and the ship well run but there was always unease at describing precisely what any given mission was. It did not take him long to realize that the ship was a high-end privateer's ship. It took Dal exactly until his first trip to the Shackles to know for sure. Though not quite a pirate ship, it was close enough that they made frequent stops in the Shackles, but Dal had committed and needed the money. He became the on-ship cook, reserve sailor, and occasional healer, for which he was well rewarded. Six months into his ten-year, the ship was caught in a devastating storm. The ship was destroyed, Dal’s start-up money lost to the ocean, and Dal… Appearance and Disposition:
Dal is a jovial fellow that is always happy to be along for the ride, even if that ride is a trip on a ship he never asked for. When he is cooking, he is formally dressed in his hat, coat, and apron, and when off the ship, he dresses like a druid prepared for foraging and defense. His dress is always clean and well kept. He tends his weapons as well as he tends his cooking knives. Role:
As a druid, Dal is a utility caster and controller that can stand on the front line and dish out damage. His spells, armor and saves make him resilient on the front lines. He is a well-round character that slots into a group easily. Dal Gilford: Male Dwarf druid 2 Archetypes Nature Fang, LG Medium humanoid (dwarf) Init +1, Senses darkvision (60 ft.); Perception +7 ================================================= DEFENSE ================================================= AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield, ) hp 17 ((2d8)+4) Fort +5, Ref +1, Will +5, +1 trait bonus on saving throws against spells, spell-like abilities, and poison., +2 vs. poison, spells, and spell-like abilities =================================================
*:Domain spell.
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Bonus Cleric Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Plant You find solace in the green, can grow defensive thorns, and can communicate with plants. Domains
Iron Within: Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred
Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Shadowplay (Ex) Cast spells with the darkness, light, or shadow descriptor at +1 caster level. Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place. Torag's Patient Strikes [Initial Benefit] Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don't stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you're flat-footed. [Advanced Prerequisites] Divine Fighting Technique, Vital Strike, Weapon Focus (warhammer), base attack bonus +10. [Advanced Benefit] Once per round, before you make an attack of opportunity with a warhammer, you can declare an opportunistic strike. If the attack hits, you can apply the effects of your Vital Strike feat. You can apply the Improved Vital Strike or Greater Vital Strike feat instead if you have either of those feats. If you confirm a critical hit with an opportunistic strike, you can attempt a disarm or trip combat maneuver check against the target as a free action-this combat maneuver does not provoke an attack of opportunity. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
That is a good question Tal. Quote: In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic. I like the possible story conflicts of potentially being thought of as having either gnome or halfling ancestors, which have very diffent responses in the setting. Though I imagine it is more of a Tyrian Lannister situation.
Grandlounge wrote:
I guess I should have started the character role. Melee divine caster. As well, as I don't know how he would be introduced I have not written an elaborate backstory. If you want one or would prefer to work so thing out later should he be chosen either work for me.
Submitting a character build for this game. I was originally thinking cleric but opted for a druid. The build will then be less skilled at healing but it will have a little more versatility for helping as a control, giving the team navigation option, and other water utility stuff. He is an on-ship cook, sailor, and sometimes healer. Dal is a jovial fellow that is always happy to be along for the ride even if that ride is a trip on a ship he never asked for. Dal Gilford: Male Dwarf druid 2 Archetypes Nature Fang NG Medium humanoid (dwarf) Init +1, Senses darkvision (60 ft.); Perception +7 ================================================= DEFENSE ================================================= AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield, ) hp 17 ((2d8)+4) Fort +5, Ref +1, Will +5, +1 trait bonus on saving throws against spells, spell-like abilities, and poison., +2 vs. poison, spells, and spell-like abilities =================================================
*:Domain spell.
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Bonus Druid Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Plant (growth) You find solace in the green, can grow defensive thorns, and can communicate with plants. Domains Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Glory of Old In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Iron Within: Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. No Racial Subtype You have chosen no racial subtype. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Shadowplay (Ex) Cast spells with the darkness, light, or shadow descriptor at +1 caster level. Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place. Torag's Patient Strikes [Initial Benefit] Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don't stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you're flat-footed. [Advanced Prerequisites] Divine Fighting Technique, Vital Strike, Weapon Focus (warhammer), base attack bonus +10. [Advanced Benefit] Once per round, before you make an attack of opportunity with a warhammer, you can declare an opportunistic strike. If the attack hits, you can apply the effects of your Vital Strike feat. You can apply the Improved Vital Strike or Greater Vital Strike feat instead if you have either of those feats. If you confirm a critical hit with an opportunistic strike, you can attempt a disarm or trip combat maneuver check against the target as a free action-this combat maneuver does not provoke an attack of opportunity. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. +1 Bonus Feat GM awarded PC with +1 feat.
Here is my submission for an arcane caster melee type. Pretty classic eldritch knight designed for Council of Theives. He will likely be casting from the back and engaging in melee when it benefits the team or to conserve his magical energy for the most tactically useful moment. I have yet to fully pick spells as I will wait to see how the group shapes up to finalize. Thanks for the oppertunity. Appearance:
Lavain is slightly smaller than a dwarf and about as thick. He is spry and intelligent, but often too in his own head to be observant. He can be eloquent when necessary but generally prefers the background. His clothing is appropriate for his station, but the colors and adornment are subtler than average. A dusting of powder to the face is used to dimmish the red tint of his skin. Fortunately he is hornless, and his tail can be kept under his tunic. He caries a seemingly decorative sword on his hip and magical book satchel on the other hip. Mini Backstory:
Lavain is the third child and second son of the middling noble family of Cheliax. He was born with infernal blood; he was destined for obscurity. A lack of stature and ruthlessness meant he was all but forgotten by his family. Pawned off on teachers and instructors, Lavain was taught all the trappings of nobility, diction, fencing, and magic and took to each with natural ability but was loathed to upstage his sibling. Lavain spent his early adulthood managing the finances, servants, and businesses of his family on behalf of his mother and father so they could slowly retire into their leisure years. His siblings continued their quintessentially noble lives until they started to hear the phrase, "We will have to check with master Lavain." His siblings were self-interested but not stupid. Having realized that they were losing their grip on the family fortune, their interest in managing was vigorously renewed, and their parents were all too happy to let the prodigal son and daughter return to the fold. This change quickly diminished the work that was necessary to occupy Lavain's mind and body, and he became short with the staff. A newly discovered rudeness fueled by idleness and alcohol. Lavain's decline, the fall of his family under his siblings' hands, and the city of Westcrown's diminishment occur in lockstep, each feeding the other until Lavain hears of people fixing the city, breaking curses, and ridding the city of nightly haunts. Surely he can find these people and, in turn, find a purpose, which has been all but absent in his life. Lavian: Male Tiefling swashbuckler 1 / conjurer 5 / eldritch knight 2 Archetypes Inspired Blade, Noble Fencer, NG Small outsider (native) Init +9, Senses darkvision (60 ft.); Perception +3 ================================================= DEFENSE ================================================= AC 21, touch 16, flat-footed 16 (+2 armor, +5 Dex, +1 natural, +2 shield, +1 size ) hp 76 ((1d10)+(5d6)+(2d10)+17) Fort +4, Ref +9, Will +6 Resistances fire 5, ================================================= OFFENSE ================================================= Speed 30 ft. Melee mithral/+1 buckler (small) +1 (1d3-1) Melee +1 rapier (small) +13 (1d4+6/18-20) Innate Spell-Like Abilities darkness (1/day), =================================================
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Spoiler: Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)
Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Effortless Magic (Ex)
This alters the wizard’s spellcasting. Patron Spells - Devotion
In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. Background Skill (Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility)) Bonus Feat At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level. Bonus Wizard Arcane Power Times (4x) Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots. Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 5 times. Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a -2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Social Panache (Ex) At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to 1 times. Just before a verbal duel (see pages 176-181), a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. Conjuration School You have chosen to specialize in conjuration spells. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Darkvision Diverse Training An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats. Divination Opposition School You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an divination spell as a prerequisite. Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat. Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal. Infernal Inspired Finesse (Ex) An inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. Inspired Panache (Ex) Each day, an inspired blade gains 7 panache points. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature. Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite. Panache Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage. Scaled Skin (Fire) (Ex) You gain fire resistance 5 and a +1 natural armor bonus to AC. Shift (Su) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 10 feet. You can use this ability 9 times per day. Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks. Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability. Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
Student of Philosophy You were trained in a now-defunct philosophical tradition-such as that of the now destroyed Galtan universities or Lirgeni astrologers and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.) Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 2 rounds. Teleportation School Tiefling Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. =================================================
The Archlich wrote: Well, we're quite light on heals and ranged physical damage dealing, but I always tell people to try with what they actually want to play. It's funny, but at some people three people wanted to try fiendish vessels, but ended up changing concepts or leaving. Regardless... Between all the more flexible/versatile applications, of course, we could cover our bases. I have a version of victor grim that is ranged I made for another game. With reasonable some investment in consumables inquisitors have all the important healing spells. If healing is a concern I have a cleric I could submit that is a crazy healer. A version of the build is Senn in my profile but I'm in the mountains for the weekend so I can't get a level 1 version up in time, but take a look. It uses feather and eagle domain to have three bodyguards on the field then channel to heal all three. Good luck choosing.
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