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I'm GM'ing a home game for a bunch of friends. One of them wanted to play a character heavily inspired from GoT's The Hound. I'm sharing the build here partially for advice on how to go forward with it and to see if there's better ways to do what I've done already. Basically early on, I've made him an intimidating monster in combat.. Human
Drawback: Burned (Because yeah.. Fits like a glove)
He is currently lvl 3:
Intimidate modifier: 3 ranks +3 class +2 int +5 str = +13
So at 3rd level he: moves to enemy, hits enemy with non-lethal damage (Sword of mercy longsword attack) that triggers a free action demoralize attempt, if it works he can attack again as a swift action, again using non-lethal for another free action demoralize.) Rogue(Thug) has the Frightening class ability. It prolongs the shaken condition with 1 and it lets you give an enemy the frightened Condition instead of Shaken IF the shaken condition is 4+ rounds. So if he hits with both attacks he will in all likelyhood frighten the enemy for 2 rounds. (up to 4 if he crits on both due To Enforcer+hurtful) The planned build for the next levels:
For even more Intimidation Goodies... Can this build be improved upon (my player really wants to be using intimidate alot both single target and AoE) I want to keep weapon training for the goodies introduced recently
Greetings fellow pathfinders! I've been the regular GM of a group the past 6 years and now I get to be a player! I would like advice/criticism on my character as it is now (still WIP) Setting: Forgotten Realms
House Rules/Limitations:
Current build highlights:
HP: 14, Fort 6 Ref 3 Will 2 Equipment: Not much, we start as prisoners. Feats:
Traits/Drawback
Skills: Acrobatics +5 Climb +8 Perception +4 Survival +4 Swim +9 Feat/Rage Power future (would like suggestions here too) Lvl 2: Lesser Beast Totem (rage power) 2 claw attacks when raging
Main things I see as changeable are: Lvl 3, 5, 6 and 9 stuff. Maybe Fearless Rage too. TLDR: Look at this stuff, comment to make it more awesome. Sorry for Wall of Text.
Hi forumdwellers!
I've made a face character that I would love to get some critique on. Houserules/non-RAW things to know:
20 pt. buy
AC: 13 (+2 dex +1 armoured kilt)
Feats/traits/drawbacks: Cosmopolitan (houseruled Bonus Feat)
Mage's Tattoo (bonus feat) (evocation)
lvl3: Spell Focus (evocation)
(we start at lvl 1. feat progression is not set in stone) Skills:
Cosmopolitan gives me perception and diplomacy as class skills
I elected out of the Rakshasa bloodline since I didn't want to pimp out my bluff too high, sense motive and intimidate will be prioritized on subsequent levels. Special Abilities:
Darkvision 60 ft Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. 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. Familiar Tattoo (Su)
Mage's Tattoo: Dancing Lights 3/day (Su) Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Spells:
1st level:
2nd lvl:
My little tiefling lass here has Calistria as her patron goddess, she's very much devoted to her own needs and pleasure, loves to be a tease and has a penchant for cruelty. Her mother has been abducted and she, her foster-brother and her little band of allies are in Sandpoint because they are looking to find her. She's been trained in the art of dancing by Varisian travellers, with whom she spent several years with, and were part of a scam run by Szcarni (sp?) Tactics:
TLDR:
Hi all. I've written this question in another thread earlier, haven't had any replies, so I'm trying one last time on a seperate thread. If I use Shadow Projection (to make sure my body is in a safe and guarded place) Then, when I meet the vampire BBEG, is it possible for me to Magic Jar from my shadow form, into a focus carried by my familiar (or a team mate)
In short.. Shadow projection -----> Magic Jar Is that legal?/a working combo? (The group is very limited in divine magic, so we only have 2 death ward spells. Since I'm immune to level drain in my shadow form, I won't need a death ward to protect me against the vampire's level drain attacks.) Our next session is in less than 24 hours, so I would love some replies on this asap.
- http://www.d20pfsrd.com/magic/all-spells/s/summon-monster - http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---fi nal Maybe a very stupid question, easily answered but... Does applying Heighten Spell on Summon monster I increase it's use to become effectively Summon Monster I-IX?
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits. Glitterdust: http://www.d20pfsrd.com/magic/all-spells/g/glitterdust The spell has no light descriptor The description is open to interpretation.. Is it the actual flakes of dust getting into your eyes that produces the blindness or is it the light that said dust produces that blinds? Would a lightbringer elf be immune to the glitterdust blinding effect or not?
I've used search on the forums and found a couple of threads with similar design choices. Here's the build: Tiefling (alternate racial traits: Rakshasa) Switch out rakshasa skilled feat with BEguiling Liar (+4 bluff) Switch out Fiendish Sorcery for Prehensile Tail (flavour, closer to Rakshasa look) Take the Sorcerer Class Choose Rakshasa bloodline make sure you have 20 in charisma (or just 19 with the 20 on lvl 4) Now according to my calculations this will give you: 1 (rank) +3 (class skill) +4 (racial) + 5(bloodline power) + 5 (charisma stat bonus) = +18 on 8 bluff checks per day (+13 on the rest) Getting a high bluff like the above is done with no feats dedicated to it. you could take deceitful and skill focus (bluff) for +5 (+10 with 10 ranks) Anyways. Is a Rakshasa blooded Tiefling Sorcerer with the Rakshasa bloodline within the allowed ruleset? As in, is the above method for rolling it within RAW/Legit or do I need to take the Fiendish Heritage Feat to get the Rakshasa template instead of the standard Tiefling (which would further give me a trait from 3 d100 rolls) If it's allowable w/o fiendish heritage I'd choose Armour profiency light + arcane armour training (@ lvl 4) and rock a Mithril Shirt like a baws with no spell failure risk OR devote the 2 feats to further put my bluff checks into overdrive.. I see lots of quite potent char concepts in this forum, but most I see are oriented towards combat encounters more than avoiding combat. The Silvertongued build is my first attempt (in Pathfinder) to maximize a social skill check over BAB/spell DCs/AC etc etc. Any good class/race choices out there for Diplomacy? and Intimidate?
About DelweirConsider making him a primalist instead. Male Human (Chelish) Wizard (Infernal Binder) 1
Melee Dagger +0 1d4, Club +0 1d6
--------------------
Base Atk +0; CMB +0; CMD +2 Feats: Scribe Scroll (class bonus), Improved Initiative (human bonus), Spell Focus (Conjuration) Traits: Warded against Witchery, Focused Mind Skills: Class skills Appraise +0 Craft +0 Fly Knowledge(Arcana)1+3+3(Int)=7 Knowledge(Dungeoneering)+3(Int) Knowledge(Engineering)+3(Int) Knowledge(Geography)+3(Int) Knowledge(History)+3(Int) Knowledge(Local)+3(Int) Knowledge(Nature)+3(Int) Knowledge(Nobility)+3(Int) Knowledge(Planes)1+3+3(Int)=7 Knowledge(Religion)+3(Int) Linguistics +3(Int) Spellcraft 1+3+3(Int)=7 Non-class Skills
Spells Known
Spells typically memorized
Languages: Taldane Gear:
37 GP
Bio: Spoiler:
Delweir is a young, thin Taldane man with fair skin and dark brown eyes. A traveling wizard of the Egorian Academy recruited him from his merchant family in Taldor and trained him for many years in the art of conjuration as a prospective apprentice. Unknown to Delweir, the wizard was a member of the Pathfinders who sought out gifted youngsters to groom for their ranks. While Delweir was an apt pupil of the arcane arts, his patron decided that he was not ideologically suitable, being indifferent to the aims of the Pathfinder organization. As a result, Delweir was dismissed from his apprenticeship and left without a means of making a living. Because Delweir left the family to become a wizard, his share of the family business was inherited by his younger brother. Now the young magic-user is seeking his fortune in adventure.
Delweir knows that Baba Yaga will come to Irrisen soon to replace the the current witch-queen. The thought of witnessing this event is overpowering to him. Even though he knows there is little chance that he could come near to such a happening he is willing to face great danger to do so. He would consider the risk well worth if it he could glean any small bit of knowledge from such an undertaking. To this end Delweir set off to the North and has stopped at the village of Heldren. Despite having graduated the Egorian Academy Delweir is somewhat insecure and seeks out the approval of powerful individuals and the admiration of those in positions inferior to his own. Part of this insecurity stems from an unfortunate incident at the Academy in which he was humiliated by a witch who instructed at the school.
Conjuration fascinates Delweir more than any other aspect of magic because it reaches into other worlds and gives him control over the beings it brings forth. The more that he learned of other dimensions the more he desires to walk in these other worlds. Part of this interest is academic; Delweir would love to be considered one of the great scholars of planar lore one day. Another part of his desire to master conjuration magic and planar knowledge is that it will make him more powerful in this reality. The end result of his desire for power is vague to him but it is no less compelling for it.
Class Abilities Spoiler:
Forbidden Schools: Illusion, Necromancy
Planar Knowledge: As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks. Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Assume Control: At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Familiar: Spoiler:
Traits: Spoiler:
Warded against Witchery: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters. Feats: Spoiler:
Scribe Scroll (Bonus) Improved Initiative Spell Focus (Conjuration) Spells Known: Spoiler:
Forbidden Schools: Illusion, Necromancy
0 Level: All 1st Level: Charm Person, Grease(C), Infernal Healing (C), Mage Armor(C), Sleep, Summon Monster 1(C) Spells typically memorized
Spellbook 35gp 3Lb
Cold-weather outfit 8gp 7LB
2 days rations 1gp 2lb 29 GP 47 lb encumbrance, medium load Possible blackfire adept Development Notes Spoiler:
3rd Level feat: Augment Summons or Combat Casting 4th: 5th: Superior Summons, Proxy Summons 7th: |
