Krümvar is basically done. Here is his synopsis... more is in his profile. (Offensive)- Krümvar is a heavy melee type, hitting +8 with a greatsword for 3d6+13. He also has Powerful Maneuvers at +11, so expect a few bull rushes or overruns occasionally with Sunder when appropriate. He attacks with a 10' reach and has combat reflexes, so hopefully we'll see some good AOO opportunities. In combat he'll trade some spell slots for extra damage as necessary. His spell casting will mostly be out of combat at first. As he gets into the mid to late levels, he'll pick up more offensive spells. (Defensive)-With an AC of 18 that will improve with each mythic tier and 7/5/4 saves. He has 32 vigor and 37 wounds. He has DR/1 that scales with his levels. So, he'll take a beating but keep on going. With rage he'll gain another 6 vigor. (Healing)- Nope. (Face)-With a +20 intimidate, he will be demoralizing often. (Other Skills)-Bluff and Sleight of Hand are +9 & +8 respectively, so he's decent there. (Path)- Dual: Champion & Archmage His backstory is in his profile. He's a former gladiator now freed. He homeless but often takes odd jobs from fans to gain free lodging and food. Anyone up for coordinating backstories?
Krümvar wrote:
@Sebecloki - Can you give me a rundown on how detection/non-detection of spell casting is going to work? 1) A bluff check opposed by a SM/Per/Spellcraft check?
I'm just about finished with Krümvar but looking to know this to get his built/progression figured out. There are several different feats & mythic feats to help depending on the approach. Thanks
@Malkaer - The bluff description in the pro doesn't say anything about being able just make an opposed bluff check... although I'd love that to be the case. This is a new mechanic for me, so please excuse the questions as I'm trying to figure this out. I did find the Subtle Magic mythic path ability... you get a Bluff against an opposed Sense Motive, and magical auras and magical effects on you and your items are undetectable. That looks promising, but I've already dual pathed between Archmage and Champion, and I'd rather not give up one of those paths to go Trickster just to get this ability. Perhaps we could house rule that ability accessible to the Archmage mythic path. That seems logical given the Darksun setting. :)
Looking at the Pathfinder Conversion document for Darksun, the concealing spells discussion on Page 61 references the sleight of hand skill. Athasian Pathfinder Conversion wrote: Spellcasters may attempt to hide any spell with a verbal or somatic component they are currently casting by making a Sleight of Hand check (DC 15 + the level of the spell cast) as a swift action. Success grants a +4 competence bonus to conceal your spellcasting. This bonus stacks with any benefits gained from the conceal spell feat. I'm guessing this is in reference to a 3.5 feat, as the Pathfinder feat is check by the potential observer with the DC being set by the caster. PRD for Conceal Spell Feat wrote:
So, if I make the Sleight of Hand check, does the observer take a -4 penalty or is there another mechanic I'm missing here? Also, may I take the skill unlock feat for Sleight of Hand from Unchained? The granted benefits listed in the conversion document will tremendously help with concealing spells. Lastly, I'm rolling for Wild Talent... Wild Talent: 3d8 ⇒ (1, 7, 4) = 12
According to the PRD and what I can find, Vigor HD per level plus FCB. So, Krümvar's Vigor is 12+7+7+3=29. Wounds is 2x Con plus +3 from Toughness. So, Krümvar's Wounds is 17+17+3=37 PRD wrote:
This is my first time using the Wounds & Vigor alternate rules, so please let me know if I'm missing something. EDIT: My math is off.
This is Valjoen_KC's character, a half-giant unchained barbarian/sorcerer with the Champion path. The basic crunch is done (although there a bunch of house rules still to go over) and starting in on his background and how he fits into Tyr. Character Sheet: Krümvar Male half-giant unchained barbarian 3/sorcerer 3/gestalt 3/Champion 1 (Pathfinder Unchained 8) CG Large humanoid (giant, human) Hero Points 1 Init +2; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 enhancement, +1 natural, -1 size) hp 56 (3d12+20) Fort +7, Ref +4, Will +4 (+3 bonus vs. mind-affecting effects) Defensive Abilities danger sense +1, hard to kill, uncanny dodge; Immune inhaled poison; Resist fire 5 -------------------- Offense -------------------- Speed 40 ft. Melee +1 greatsword +8 (3d6+14/19-20) Space 10 ft.; Reach 10 ft. Special Attacks rage (11 rounds/day), claws (2, 1d6, 6 rounds/day), gatecrasher, mythic power (5/day, surge +1d6), rage power (calm stance) Sorcerer Spells Known (CL 3rd; concentration +6) . . 1st (6/day)—burning disarm (DC 14), burning hands (DC 14), enlarge person (DC 14), mage armor . . 0 (at will)—detect magic, mage hand, message, open/close (DC 13), prestidigitation . . Bloodline Draconic -------------------- Statistics -------------------- Str 22, Dex 15, Con 17, Int 10, Wis 10, Cha 16 Base Atk +3; CMB +9 (+11 bull rush, +11 drag, +11 overrun, +13 sunder); CMD 23 (25 vs. bull rush, 25 vs. drag, 25 vs. overrun, 25 vs. sunder) Feats - Custom Feat -, Combat Stamina, Eschew Materials, Improved Bull Rush, Improved Drag[APG], Improved Overrun, Improved Sunder, Intimidating Prowess, Power Attack[M], Steadfast Personality[ACG], Toughness Traits omen, vagabond child (urban) Skills Acrobatics +6 (+10 to jump), Appraise +4, Climb +10, Handle Animal +7, Intimidate +16, Knowledge (arcana) +6, Linguistics +1, Perception +6, Sleight of Hand +9, Spellcraft +4 Languages Common, Draconic, Giant SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, hero points, improved bull rush, improved drag, improved overrun, improved sunder, intimidating prowess, mythic sustenance[MA], power attack, sudden attack[MA] Other Gear greatsword -------------------- Special Abilities -------------------- Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells. Calm Stance (Ex) While in stance, only gain temp Hp from rage, but ignore rage penalties. Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Immunity to Inhaled Poison You are immune to inhaled poisons. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Bull Rush [Combat Trick] Spend stamina points up to Str or Dex bonus, bonus to CMD against Bull Rush equal to stamina spent. Improved Drag You Drag at +2 and don't cause an attack of opportunity. Improved Drag [Combat Trick] Spend stamina points up to Str/Dex, bonus against drag equal to stamina spent. Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you. Improved Overrun [Combat Trick] Spend stamina points up to Str/Dex, bonus against overrun equal to stamina spent. Improved Sunder You don't provoke attacks of opportunity when sundering. Improved Sunder [Combat Trick] Spend stamina points up to Str/Dex, bonus against sunder equal to stamina spent. Intimidating Prowess [Combat Trick] 2 stamina points per size category to ignore size penalty on Intimidate. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing. Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Rage (Unchained, 11 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended. Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. -------------------- Progression Plan: Feats
Mythic Feats
Mythic Path Abilities:
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