Fighter mage elf?Magus or
Fighter/wizard(or sorcerer)/eldritch knight.
I considered using an alternate form of multiclassing, where you could follow the normal rules and use the fast exp progression or create a gestalt (combining the best parts of 2 classes) and use the slower exp progression (but not be able to use the normal multiclassing rulse). Never tested it though.
Darkwing Duck wrote:
Agreed, here's mine.
The cone can be boosted up to 40 ft. The range isn't that bad considering the iconic adventure takes place in cramped quarters.
Master Chemist, advanced player's guide prestige class. You gain a mutagenic form that you enter when you use your mutagen or have a chance when you take damage. It is Ideal for The hulk, provided you are willing to role play the rage quality. Also, your mutagenic form must have a different alignment and appearance than your normal form.
I can relate, GODS can I relate...
"My character is a blacksmith, but learned absolutely nothing from it." 1 rank represents aptitude in a skill, but most min-maxers will not even begrudge it that.Also, I never plan on fighting an interplanar war, but it can (and has) happened. You could be pleasantly surprised that your character fluff skills can contribute tot he game.
But, who am I to tell you how to play? If it works for you, power to you. But please, grant me the same kindness.
I find that when you(or I) advance up the min-max scale, you begin to sacrifice skills (abilities, feats, powers, etc) that support organic, well rounded characters for favor of one that support mechanical strength. You can still have fluff and roleplay without the mechanics to back it up, but it means less. (e.g. The fighter "who was a blacksmith", with no skill points in craft or profession skills, instead maxed out perception, swim, and climb)
I have difficulty finding groups in my area (the last gaming store that supported gaming groups dropped all of it for magic, the gathering) and the last group I was with and I have clashing personalities. Not to mention they are not(were not? my brother still plays with them and they started up 3.5) fans of d20.
If I'm building for fun, I start off with a concept, usually inspired by a fictional character, cool concept based off of a fictional character, or when reading the rules I notice something that would make for an interesting character and build a concept around that. These characters are usually non min-maxed.
If I'm building to join a group, I start off by finding out what the group could use, then I find out the degree of min-maxing the group does (I hate creating a character that cannot actually do anything because everyone else at the table is a munchkin), then come up with an interesting character to fill the role.
Dwarf druid lv 13:
Dwarf Druid/13 (15 point buy) Serpent Shaman
poison bite +12 1d4 20/X2 plus poison (frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC) 13 minutes/day
Feats: Weapon Finesse, Spell Focus (Necromancy), Ability Focus (Poison), Greater Spell Focus (Necromancy), Heighten Spell, Preferred Spell (Poison), Weapon Focus (Bite)
Poison (Lv. 3 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 19)
Poison (Lv. 4 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 20)
Poison (Lv. 5 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 21)
Poison (Lv. 6 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 22)
Poison (Lv. 7 spell) (frequency 1 round (6), effect 1d3 Con damage, Cure 1 save, Fort DC 23)
It would obviously be better with items.
Trellon Falorin wrote:
The Daredevil is a bard archtype...
Alaska has a really bad mosquito problem.
Also, any undead that can create spawn (like my aforementioned mohrg). have it go around killing off a village that the PCs like, the emotional impact would be far greater than a physical threat. And it could spark a quest for a miracle spell to bring them all back.
Name Violation wrote:
I would suggest weapon finesse instead. I had some other in my note book (like flask of acid). Can't find the note book though.
Thomas LeBlanc wrote:
When I created these races, the storyline behind them was that they were mundane (or magical) items granted human form and sentience by a god of artifice or forge to fulfill some unknown purpose that they are drawn too. Hence, knowledge (religion). Getting a free +10 weapon that cannot be lost or sundered is pretty good, along with full BAB, and all good saves. I will consider what your suggestions though.
Thomas LeBlanc wrote:
I created an archtype like that too, just weapons though. You started with a base form for the weapons and spent evolution points to upgrade it.
This prestige class goes with these race.
Weapon Of Destiny
Alternate Form (Su): You can turn you entire body into a weapon of your type. In this form, you are considered an intelligent magic weapon. You can resize yourself to small, medium, or large as a move action. In this form you cannot move on your own (unless you have an intelligent item power that grants you a movement speed). You possess empathy, speech, and senses (120 ft); see page 533 core rule book. You possess your own mental ability scores, but no physical ability scores (do not adjust statistics). You retain your own HP, Saves, Feats, Class features, and skills (though some may not be usable due to your form) and a hardness equal to your HD. If you can cast spells, you cannot do must use still spell and eschew materials to do so while in this form. You cannot be enchanted by an outside force, but see Awakened below. This is considered a polymorph effect.
Awakened: Your natural weapon (granted by your race, not other natural weapons) gains a +1 (or higher) enhancement bonus, as if it were enchanted. You can trade out these bonuses when you gain a level for special weapon properties (Flaming, Keen, Etc). You may not possess a bonus greater than +5, as normal. These bonuses carry over into your Alternate Form. If you possess more than one of your natural weapons (from the dual wielding feat), only one of them is enchanted.
Lesser Power: At 5th level, you can grant your natural weapon (granted by your race, not other natural weapons) a power from the intelligent item powers list (page 534, core rule book). This power must have a base price modifier of 5,000 gp or less. This power carries over to your alternate form. You cannot choose "item has 5 skill ranks".
Greater Power: This functions as Lesser Power, but you may choose one ability of up to 10,000 GP. You cannot choose "item has 5 skill ranks", "item has 10 skill ranks", or "item can change shape into one other form of the same size".
Thomas LeBlanc wrote:
If you go this route, I would suggest summoner archtype instead of witch, but that's just my opinion.
In response to another thread. I had a prestige class that also let the weapon races turn completely into their weapon, but it is not typed up yet. I'll add it later.
EDIT: These were created with Voodoomikes race builder.
EDIT: Bow attribute bonuses/penalties.
If I put it up already, I couldn't find it, so I'll put it up in another thread.
I have a prestige class (some where) that gave warforged druids the ability to become animal effigies (construct template in 3.5).
These go with the mage hunter farther up. Sorry about this.
Spell Resistance: You gain SR 35, you can raise or lower this spell resistance as a free action.
Anti Magic Strike: When declaring a dispel strike, the Mage Hunter can spend 3 uses of dispel strike to create a skin tight area of antimagic (as the spell antimagic field) around the target instead of dispel magic. No magic cast on the target will function, nor will the target's magic items. The target cannot use spells, spell like abilities, or supernatural abilities for the duration of the effect.
I mentioned this before (Not sure if it was this thread or not) that I was working on a game when PF was in beta. I gave rogues "sneak strikes" where you could trade out d6s' of damage for a variety of status effects.
Luminiere Solas wrote:
Because revelations aren't bloodline powers. There are a wider variety of them, and they can lead to some impressive (and broken) combinations, like my earlier comment on the rogue (or ninja) with wave sight.
Varied Lore: The researcher spends her time studying items, tomes of forgotten lore, races, and virtually everything else there is to study. At each level, the Researcher chooses one ability from the following list to represent her most recent field of study. Spell like abilities use the researcher's primary intelligence for calculating saves and the like; and class level is the effective caster level. For an ability that requires a save that are not spell like, use 10 +1/2 the researcher's level+the researcher's int mod.
Explosives Lore(Su): The researcher has studied the alchemist's ability to create powerful explosives. This requires an alchemist's lab, and the bomb will go inert after 1 round. To craft a bomb, the researcher must spend a move action and make a craft (alchemy) check (DC 15+5/1d6 of the bomb) The researcher cannot create as bomb stronger than an alchemist of her level -2, and she can try to create a weaker than normal bomb. If the alchemist fails the check to create a bomb, she takes the damage instead. A natural 1 is always considered a failure.
Note: The researcher does not get the ability to add her int mod to the damage, as that is a feature of the alchemist's throw anything ability.
Requirements: Researcher 3+, craft (alchemy) 3 ranks.
Arcane Lore(Sp): The researcher has spent extensive time studying arcane writings and scrolls and has grasped the basic concept of arcane magic. The researcher can choose 1 sorcerer/wizard spell (whose level must be no more than 1/2 her class level (minimum of 0) which becomes a spell like ability. To use this spell like ability, the researcher must spend the necessary time and components to cast the spell and make a Knowledge (arcana) check (DC 10 +her researcher level+the level of the spell). Success means the spell goes off as normal. Failure means that the spell did not go off, the components (if any) are wasted, and she cannot try to use that spell like ability again for the rest of the day. The researcher can take this ability multiple times, but must choose a different spell each time. A natural 1 is always considered a failure.
Divine Lore(Sp): The researcher has spent extensive time studying holy scriptures and scrolls and has grasped the basic concept of divine magic. The researcher can choose 1 cleric spell (whose level must be no more than 1/2 her class level (minimum of 0)) which becomes a spell like ability. To use this spell like ability, the researcher must spend the necessary time and components to cast the spell and make a Knowledge (Religion) check (DC 10 +her researcher level+ 5 X the level of the spell). Success means the spell goes off as normal. Failure means that the spell did not go off, the components (if any) are wasted, and she cannot try to use that spell like ability again for the rest of the day. The researcher can take this ability multiple times, but must choose a different spell each time. A natural 1 is always considered a failure.
Trapfinding(Ex): As per the rogue class feature of the same name.
Monster Lore(Ex): The researcher has studied a particular type of creature's habitats, physical qualities, social patterns, etc. Choose one option from the rangers favored enemy list. When the researcher encounters a creature of that type, she can spend a swift action to make an appropriate knowledge check (DC 15 + target creatures HD) to gain favored enemy bonuses (as a ranger of her level -2) against that type of creature for the duration of the encounter. If she fails, she cannot try again with that type of creature for the reast of the day. The researcher can take this ability multiple times, but must choose a different favored enemy type each time. A natural 1 is always considered a failure.
Hex Lore(Su): The researcher has studied witch craft and the blessings and curses that originate from them. The researcher chooses one hex that she can attempt to use. To use this hex, the researcher must succeed on a knowledge (arcana) check (DC 10 + her class level). If successful, the hex goes off as normal. If she fails, the hex does not go off at all and she cannot attempt to use that hex for the rest of the day. Her effective witch level for the hexes is equal to her class level -2. The researcher can take this ability multiple times, but must choose a different hex each time. A natural 1 is always considered a failure.
Inspiring Lore(Su): The Researcher has studied the song and poems of many a famous bard and has gained more than a little inspiration from them. The researcher can inspire competence (as a bard of her researcher level, -2) with a successful perform (oratory) check. The DC is 15+ her class level, and she maintains the performance must make the check with a cumulative +1 DC. IF she fails a check, the performance ends (or never starts) and she cannot attempt to inspire competence for the rest of the day.
Talented Lore (Ex): The researcher has studied the methods of dozens of slight of hand artists, trappers, con artists, and experts and has deduced the basics of some of their trades. Choose one extraodinary rogue talent that the researcher meets the requirements for (using your researcher level as your rogue level, if necessary). The researcher can attempt to use that rogue talent with a successful knowledge (local) check (DC 15 + her class level). If the researcher fails the check, she cannot attempt to use that talent for the rest of the day. The researcher can take this ability multiple times, but must choose a different rogue talent each time. A natural 1 is always a failure.
Striking Lore(Ex): The researcher has studied a variety of fighting styles and weapon techniques and has learned ways to attack more often than she should be able to. With a successful Acrobatics check (DC 15 + her class level) she can use her class level to determine her number of attacks per round instead of her base attack bonus. Using this ability is part of a full attack action. If she fails, she can only make 1 attack that round. She can only use this when she is wielding a weapon (or weapons) that she is proficient with. A natural 1 is always a failure.
Weapon Lore(Ex): The researcher has spent time studying various weapon, including practical usage. The researcher can make a knowledge (History) check (DC 15 for a martial weapon, 25 for an exotic weapon (not including guns), or 35 guns or similarly unusual or rare weapons (GM's decision)) to be treated as proficient with a give weapon for an encounter. If she fails, she does not gain proficiency with the weapon and cannot try again with that weapon for the rest of the day.
Expanded Research: At 2nd level, and every 4 levels there after, choose 1 cross class skill, it is now considered a class skill for you.
Sudden Inspiration: Once per day at 8th level, you can choose 1 Varied Lore that you do not possess (or an option of a varied lore you do not possess) that you meet the prerequisites for and attempt to use it. You can use this ability twice per day at 16th level.
Clarify, please. Are you saying half-elves/orcs are typically sterile in your campaign, or in general?