Devis

Karl Pärson's page

3 posts. Alias of Mightypion.


RSS


Have fun!


DM Monty wrote:
Karl Pärson wrote:


Question: Hatred Phantoms gain weapon Finesse at level 1, can they exchange this for a combat feat as they would gain it automatically due to elephant in the room?
Yes, you may swap the feat. Skinwalker is outside of the CRB, so it's not an auto approval. Sell me on it; what do you like about it?

plot GM only:

I think it will have the following interesting plot points:
from the point of view of the actual character.
--Am I an actual were-tiger?
--Is it actually safe to be in my "were form", for either me or my party?
--Apparently I can bite and claw things to death, and have a "professional mercenary" phantom parter thats really good at killing people. I also feel strong guilt for "something" I did but I dont know what. Am I or was I the baddy?

Mechanically, his 2 main modes of combat, his natural weapons and his phantom, are not exactly things he would want to show off in polite society. This adds a meaningful extra decision, do I show what I am?, in a lot of situations. As a player, I like making decisions.

I admiddetly do have some of this with just the phantom already, if these ideas dont sell it thats fine, I can reflavor him as human with relative ease.


Mightypion work in progress submission here.

Question: Hatred Phantoms gain weapon Finesse at level 1, can they exchange this for a combat feat as they would gain it automatically due to elephant in the room?

Mechanical overview:
--60 foot see in darkness due to fanglord
--Fights with natural weapons early on
--Desceptively tanky due to reasonable ACs (shield is available)
--Phantom is an effective scout
--OK at bluff, but not a true face
--Has all kn. skills, spellcraft and UMD, but kind of skillpoint scarce ith just 10 int.

Character overview:
--Is driven by guilt
--Initially is semi under the heel of his phantom, who while polite to other party members has no issues about guilt drivenness nor any lack of self confidence
--Will seek to slowly emancipate him and restore his confidence
--Initially, will freak out at the carnage he can cause

Progression:
--Dips in Urban Bloodrager or Mutagenic Mauler or Mutation warrior are possible.

Full Name

Karayan Ionacu

Race

AC 14, T 10, FF 14 | CMD 11 | F +0 R +3 W+8 (+2 vs disease or mind, -1 vs pos energy) | Init +0, Bluff +10, Diplo +12, Intimidate +10, Percept +5 | Concentration +6

Classes/Levels

trick 5/5 | spells 3/3 | charm 1/1 | command 1/1 | reroll 0/1

Gender

hp 13/13

Strength 10
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 12
Charisma 19

About Karayan

Karayan
Male moroi-born dhampir (svetocher) mesmerist (spirit walker) 2 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Occult Adventures 38, 97)
CN Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (2d8)
Fort +0, Ref +3, Will +8; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . mwk sword cane +2 (1d6)
Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (fearsome guise, shadow splinter), painful stare (+1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—charm person (DC 16), command (DC 16)
Mesmerist (Spirit Walker) Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—burst of adrenaline[OA], ill omen[APG], murderous command[UM] (DC 17)
. . 0 (at will)—daze (DC 15), detect magic, mage hand, prestidigitation, unwitting ally[APG] (DC 15)
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 19
Base Atk +1; CMB +1; CMD 11
Feats Spell Focus (enchantment)
Traits domineering, extremely fashionable
Skills Bluff +10, Diplomacy +12, Intimidate +10, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +8, Knowledge (religion) +6, Perception +5, Sense Motive +6, Spellcraft +7, Survival +1 (+3 to avoid becoming lost), Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility)
Languages Aklo, Common, Varisian
SQ heir to undying nobility, resist level drain, undead inception
Combat Gear potion of inflict light wounds, wand of inflict light wounds (50 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin; Other Gear mithral chain shirt, dagger, mwk sword cane[APG], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, blue book[UE], blue book[UE], earplugs[APG] (10), flint and steel, grappling hook, noble's outfit (2), powder[APG] (10), signet ring, silk rope (50 ft.), smoked goggles[APG], spell component pouch, jewelry with noble’s outfit: see chronicle 8, 62 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Heir to Undying Nobility Can use command and charm person each once per day.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mesmerist Tricks (120 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Painful Stare (+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Undead Inception (Su) You can affect undead with your hypnotic stare.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.