![]() About Revolving Door AlternateBlackwing, "Hmmm. I am torn between indignant outrage and giddy anticipation."
point buy:
18 cost 17 17 cost 13 16 cost 10 15 cost 07 14 cost 05 13 cost 03 12 cost 02 11 cost 01 10 cost 00 09 cost -1 08 cost -2 07 cost -4 20 point arrays:
18, 18, 8, 7, 7, 7 18, 16, 14, 7, 7, 7 18, 17, 12, 7, 7, 7 18, 14, 12, 12, 8, 7 18, 14, 12, 10, 10, 7 18, 14, 12, 10, 8, 8 18, 14, 10, 10, 10, 8 17, 16, 14, 10, 7, 7
16, 16, 16, 8, 7, 7
14, 14, 14, 14, 12, 8
books available:
Core Rule Book Game Mastery Guide Bestiary 1, 2, 3, 4 Advanced Players Guide Advance Class Guide Advanced Race Guide Ultimate Magic Ultimate Combat Ultimate Campaign Ultimate Equipment Unchained Inner Sea World Guide Inner Sea Magic Adventurer's Armory Animal Archive Alchemy Manual Blood of Angels Blood of Fiends Familiar Folio build questions:
1) What are the house rules restrictions from the GM/group? This is a big one that people almost never tell me. 2) What is your primary combat role? Do you want to kill/incapacitate the bad guys (hammer)? Do you want to interfere with what the bad guys can do (anvil)? Do you want to assist you allies (arm)? 3) What is your secondary combat role when the primary doesn’t work or isn’t applicable? I always recommend someone have a secondary role, but some people don’t want that. They will only maybe take a second method of fulfilling the primary role. 4) What is your primary non-combat role? Scout, face, lie detector, fact guy, tracking, etc… 5) What is your secondary non-combat role? I always recommend someone have a secondary role, but some people don’t want that. 6) Any other build requirements? Do you have a particular hook or theme you want to base the build upon? Mounted combatant, archer, gish, undine, divine caster, illusion specialist, elven curved blade, dex based melee, acid spells, martial only, etc… 7) Any other build restrictions? Don’t want human, no spellbook caster, not low skills, not a pet class, not charisma casting stat, not primary caster, etc… 8) Do you already have a backstory, history, or personality that you want me to try and match with the build? items to consider buying:
* Adventurer's Chronicle 50gp - Numerous volumes and editions of the Adventurer's Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer's Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer's Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. * First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly, they're always at hand. * Vial of Acid and Alchemical Ice - Focus for +1 damage to Acid Splash and Ray of Frost * Spellguard Bracers 5k gp - Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat. The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result. * Spring load wrist sheaths * Skeleton Key 85 gp - Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus. * Mirror 10 gp - * Periscope 20 gp - This 2-foot-long metal tube has right angles at each end with mirrors inside; if you look in one end, you can see out the other end, allowing you safely peer over obstacles, around corners, or into small spaces your head wouldn't fit. When using a periscope, the end of the tube counts as a Diminutive object, making it much less likely an observed creature notices you; if you have total concealment from the creature except for the end of the periscope, use the tube's Diminutive size modifier for your Stealth instead of your own size modifier. Distortion from the mirrors gives you a –4 penalty on Perception checks while looking through the periscope. Though the tube is fairly sturdy (hardness 5, 2 hit points), the mirrors inside are fragile (hardness 1, 1 hit point), and any damage that gets through the tube's hardness applies to the tube and the mirrors. * Earplugs 3 cp - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing but also cause a –5 penalty on hearing-based Perception checks. * Gloves of Reconnaissance 2k gp - Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive. * Adamantine Wire Saw 150 gp - This flexible saw consists of an abrasive wire hooked to two metal rings. By feeding the wire around a deadbolt or small door bar, you can use the rings to quietly saw through the obstruction. The saw takes 10 minutes to cut through a 2-inch piece of wood or a 1-inch iron bar. A wire saw can cut through items with hardness 10 or less. After five uses, the abrasive wire is worn smooth and must be replaced (costing 25 gp). Adamantine Wire Saw: This works twice as fast as a normal saw when cutting materials with hardness 10 or less, or at normal speed when cutting materials with hardness 11–20. Replacing an adamantine wire saw's wire costs 145 gp. * Boots of the Cat 1k gp - These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. * Scroll of Residual Tracking 25 gp - ranger 1, By touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint. * Mask of Stony Demeanor 500 gp - When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposes a –5 penalty on Bluff checks made to pass a hidden message. * Unfettered Shirt 10k gp - This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer's movement. Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes. * Crowbar ? * Portable Ram ? * Determination armor enhancement 30k gp - A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell. * Hosteling armor enhancement 7.5k gp - A suit of armor or shield with this special ability hides living animals within its iconography to keep it safe. The wearer can speak a command word to magically store an animal to which he is bonded, such as an animal companion, a familiar, or mount. The stored animal appears as a symbol emblazoned upon the armor or shield, either one that mimics the appearance of the animal or that is more symbolic and abstract. While stored, the animal is sleeping and provides the wearer no benefit (such as a familiar's skill bonus). The size of animal that can be stored depends on the type of armor or shield. A suit of light armor, medium armor, or a light shield or heavy shield can store one animal up to the wearer's size. A suit of heavy armor or a tower shield can store one animal up to one size category larger than the wearer. A second command word releases the stored animal from the hosteling armor or shield. A released animal immediately awakens, appears in a space adjacent to the wearer, and can take actions on the round it appears. Because the stored animal is sleeping rather than in suspended animation (or even hibernating), it ages and gets hungry at the normal rate while stored. A hosteling armor or shield automatically releases a stored animal 24 hours after it was stored inside. This armor special ability still works on bonded magical beasts that were once animals, but not outsiders, oozes, or other exotic companion creatures. * Buoyant Balloon 10 gp - This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed. * Jingasa of the Fortunate Soldier 5k gp - This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally. * Sleeves of Many Garments 200 gp - These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. * Pathfinder Pouch ? gp - ? * Clearear 15 gp - Gives a +2 to perception and all knowledge skills for something like 6 hours, with the down side that it gives a -2 to CHA skills. * Pyxes of Redirected Focus 1k gp - This round metal container is just large enough to contain the wooden, coin-sized token inside. Each side of the token is inscribed with a different prayer. Once per day, a cleric (or other class with cleric domains) may activate the pyxes and may select any one of her prepared domain spells and replace it with the domain spell of that level from her other domain. For example, a cleric with the Fire and Luck domains could switch her 1st-level prepared burning hands domain spell to true strike. The pyxes has no effect on creatures with no domain spells or only one domain. * Channel Foci ? gp - ? * potion of reduce person (or scroll) - ? * Discovery Torch - ? new player builds:
hero point two-handed fighter:
Str 18(16+2), Dex 12, Con 14, Wis 10, Int 14, Cha 8 (sounds like we will already have 3 other 'face characters and while will saves hurts ain't great, I should usually have a +4 or reroll to any really dangerous will saves)
Human Alternate race trait – Heroic (more hero points) Neutral Neutral Fighter (Unbreakable, Two_handed Fighter, or Lore Warden Traits: Classically Schooled (spellcraft to know which attack spells are worth a hero point to save against), Eyes and Ears of the City (perception as a class skill) 1 Hero’s Fortune (can have more hero points)
hero point witch:
20 Point Buy
Str 7, Dex 14, Con 16, Wis 7, Int 20(18+2), Cha 7 {{ No I probably won’t really dump that much, but I’m trying to see if it would be a problem if I did. }} Human Alternate race trait – Heroic (more hero points) Chaotic Good Beast-Bonded Witch Familiar Compsognathus Patron Vengeance 1 Hero’s Fortune (can have more hero points)
eldritch lore wardenfighter:
Human
Lore Warden (I will work on another later to use with the savage warrior archtype) Str 18(16+2), Dex 12, Con 12, Int 12 Wis 7 Cha 14 Alternate racial trait: Focus Study Traits: dangerously curious and {is there one that gives perception as class skill?} 1 human bonus Skill Focus: Know Nature, Iron Will, and ftr bonus Power Attack
versatile channel cleric:
Aasimar
Alternate racial traits: considering deathless spirit (resistance 5 vs negative energy and +2 save vs necromancy) or exalted resistance SR=5+level vs evil descriptor or cast by evil outsiders Str: 8, Dex: 10, Con: 12, Int: 12, Wis: 16(14+2), Cha: 19(17+2) Cleric (maybe the cloistered or theologian archtype) Pharasma Domains death and repose (although resurrection and thought seem kinda worthwhile) Channel negative energy and either the death or fate variant channeling ability PFS Faction Silver Crusade Trait: Beneficent Touch (healing reroll 1’s) and Birthmark (DF and +2 save vs charm and compulsion) 1 feat: selective channel
afflicted by magic:
Ok, so I thinking cross blooded sorcerer. With the Aberrant and Destined bloodlines. The 1st and 3rd abilities from destined and the 9th and 15th ability from aberrant
Human for some extra spells and skill points (the rest of the character should be odd enough to not get bored with vanilla human). Str 7, Dex 12, Con 14, Int 12, Wis 8, Cha 20(18+2) Spells Known Selection – Going for thematic or spells I’ve not seen used much. Haven’t narrowed down the selection or picked the order of learning yet. Will definitely have at least 1 defensive and 1 offensive spell of each level. 0 - dancing lights, ghost sound, haunted fey aspect
biosuit summoner:
Synthesist Summoner using the eidolon as a biosuit so he can dump all the physical stats and pump all the mental stats. Then function as a primary caster and either secondary melee or secondary missile fire.
With a 20 point buy you could go as extreme as 18, 16, 14, 7, 7, 7 before racial modifiers. At first level level, he could have physical stats of Str 18, Dex 12, and Con 13 with 13 hitpoints (7 from the eidolon) which isn’t bad for a secondary combatant. The eidolon would then be mostly just defensive and physical ability increases. Summoner doesn’t have all that many spells each day, but probably would not need to use as many defensive buffs as usual. Minor fights just operate in secondary martial mode. Significant fight use maybe a single spell then go into the secondary martial mode. Major fight you could nova your remaining spells as a primary caster. Though it by no means has the best offensive spells in the game, the summoner does have a few of the most popular ones. For example: grease, the pit line, glitterdust, black tentacles, etc… If those don’t seem sufficient, you could use a Samsaran with the mystic past life to cherry pick the best arcane attack spell of each of the first 5 levels. Well, that's kinda what I'm thinking. The bio-suit makes it so you don't have nearly as much need for things like toughness, dodge, improved initiative. So you have the build space for things like improved spell focus, bouncing spell, and/or persistent spell. --------------------------------------------------------- Ok, if I were to go Samsaran with Mystic Past Life (with the max 18 charisma) I would be able to add any 5 arcane spells to my allowed list to be learned. What do you think would be the very best ones to learn? Not absolutely required, but if they have a save, it would be better if they are the same school to get the most out of Spell Focus. Hmm... Or should I be going for no save spells like magic missile and acid arrow? Some of the ones that come to my mind are: 1 Magic missile (evoc) – basic boring attack spell Ear piercing scream (sorc) – evoc, damage target and stun, fort save half and no stun Vanish (sorc) - illus, rnd/level, invis 2 Create treasure map (sorc) – div, find treasure of dead foe Versatile weapon (bard) – trans, bypass DR 3 Malicious spite (bard) – ench, day/level, make someone work against another, will neg, probably not worth a known spell, but it could sure be fun sometimes Force punch (sorc) – evoc, force damage and push back if fail fort save, try to get out of melee 4 Echolocation (bard) – trans blind sight 40’, 10 min/level Dragon’s breathe (sorc) – evoc, line or cone d6/level elemental damage, reflex half biosuit summoner discussion small summoner:
Race: Halfling with the Outrider alternate racial trait replacing surefooted (+2 bonus on Handle Animal and Ride checks)
Ability Scores: Str 5(7-2), Dex 16(14+2), Con 14, Int 12, Wis 12, Cha 16 Class/Archtype: Summoner/Evolutionist Alignment: Neutral Neutral Faction: Grand Lodge Traits: GL-Obervant (perception +1 and class skill) and either history of heresy (+1 save vs divine spells) or gifted adept (+1 caster level for 1 spell maybe haste) Favored class bonus will always be the +1 skill point for the edilon Feats: 1 spell focus conjuration 3 augment summoning 5 defending eidolon 7 superior summoning 9 combat casting 11 uncanny concentration small summoner discussion wayang evol summoner:
Wayang
Neutral Neutral Summoner Evolutionist S 7, Dex 16(14+2), Con 14, Int 14(12+2) Wis 10(12-2), Cha 16 Small: +1 armor class and attack rolls -1 CMB and CMD +4 stealth size bonus Move 20’ Darkvision +2 percption and stealth race bonus Shadow magic: (unless take dissolution’s child) +1 DC shadow spells Ghost sound, pass without trace, and ventriloquism 1 each day Faction Shadow Lodge (duh) Traits: fortified and ? (wasn’t there one that made stealth a class skill) Feats:
wayang shadow wiz:
Wayang
Neutral Neutral Wizard (unsure on bonded object or familiar since I like both) Shadow school S 7, Dex 16(14+2), Con 14, Int 18(16+2) Wis 10(12-2), Cha 12 or Dissolution’s Child racial trait and S 10, Dex 14(12+2), Con 14, Int 20(18+2) Wis 8(10-2), Cha 7 Small: +1 armor class and attack rolls -1 CMB and CMD +4 stealth size bonus Move 20’ Darkvision +2 percption and stealth race bonus Shadow magic: (unless take dissolution’s child) +1 DC shadow spells Ghost sound, pass without trace, and ventriloquism 1 each day Faction Shadow Lodge (duh) Traits: fortified, shadow diplomat, or watchdog and ? Feats:
sunder expert:
Human (I really prefer Half-Orc for this concept but I also really like having both feats at first level)
Alternat race traits: ?Any good ones for this nebulous build? Faction: don't know yet, maybe Sczarni Str: 20 (18+2), Dex: 12, Con: 14, Int: 8, Wis: 10, Cha: 8 Traits: Bad Reputation, Sczarni (+2 intimidate) History of Heresy (+1 save vs divine spells) Barbarian, archtype ?!? or none 1 feats: power attack & improved sunder
CRB cleric dip then barbarian:
Nebdel Melfcane
Male Half-Elf Cleric 1 of Desna CG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex) hp 10 (1d8+2) Fort +4, Ref +2, Will +4; +2 vs. enchantments Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 30 ft. Melee heavy shield bash -1 (1d4+3/×2) and . . dagger +3 (1d4+3/19-20/×2) and . . morningstar +3 (1d8+3/×2) Ranged sling +2 (1d4+3/×2) Special Attacks agile feet, channel energy, touch of chaos Spell-Like Abilities . . 4/day—touch of chaos Cleric Spells Prepared (CL 1st; concentration +2): 1st (2/day)—longstrider, hide from undead (DC 12), protection from evil 0 (at will)—stabilize, detect magic, light -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 12, Wis 12, Cha 7 Base Atk +0; CMB +3; CMD 15 Feats Improved Initiative, Skill Focus (Perception) Story Feat vengeance Traits indomitable faith, magical knack Drawback paranoid Skills Knowledge (local) +2, Knowledge (religion) +5, Perception +6, Sense Motive +5, Spellcraft +5; Racial Modifiers +2 Perception Languages Common, Elven, Goblin SQ aura, domains (chaos, travel), elf blood, spontaneous casting Combat Gear Acid; Other Gear Hide armor, Heavy wooden shield, Dagger, Morningstar, Sling, Backpack (8 @ 13.5 lbs), Bedroll, Belt pouch (6 @ 3.32 lbs), Fishhook, Flint and steel, Holy symbol, wooden (Desna), Signal whistle, Soap, Spell component pouch, Trail rations (3), Waterskin, Whetstone, 1 PP, 4 GP, 4 SP, 7 CP -------------------- TRACKED RESOURCES -------------------- Acid - 0/1 Agile Feet (4/day) (Su) - 0/4 Cleric Channel Positive Energy 1d6 (1/day) (DC 8) (Su) - 0/1 Dagger - 0/1 Touch of Chaos (4/day) (Sp) - 0/4 Trail rations - 0/3 -------------------- Special Abilities -------------------- Agile Feet (4/day) (Su) For 1r, you ignore difficult terrain. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric Channel Positive Energy 1d6 (1/day) (DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Elf Blood You are counted as both elven and human for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Chaos (4/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round. Nebdel probably didn't start off as a good looking man. Now he's much worse. The many scars on the red haired half elf and his barely leashed anger tend to put people off. But well card for equipment is always ready to hand as he peers around for the next attempt of fate to deal him low. "What? Yes of course I'm trying to help the people of Falcon's Hollow. Why wouldn't I."
Currently intending Barbarain for all further levels.
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