Sorcerer

Sui'aerl's page

9 posts. No reviews. No lists. No wishlists.


RSS


I'll move around their stats and see if they like being a bit more on the buffer side of life. It would make things easier.

I'll try to reinforce the high feat tax to the player.

Stand still looks good for them, but does it work only off of "Adjacent squares" only, or is there a way for it to be "Threatened squares"?
I ask because I remember seeing a feat to boost the Whip's threatened range to 10ft for AoO.


I'm helping a friend who's new to PF rules to build this, so there are only a few things that can't be changed - other than that I'm looking for some help making a character for her that won't feel lacking compared to the other, more optimized PC's at the table.

The DM has allowed us all to pick a template, so there are some ridiculous numbers at the table (but don't worry about template options). The creatures/foes we will be facing are equally enhanced, so the balance to the game is (thankfully) not going to be an issue.

My question centers around Class Options, Feats, Traits, suggested Spells, and the like, that can make good use of the numbers and Bloodlines they choose (for RP reasons), that favors using a whip.
Due to the high feat tax on whips the DM has allowed Exotic Weapon Proficiency to count for the Whip & Scorpion Whip at the cost of one feat.

The Meat (Non-changing):
Race: Human
Class: Bloodrager
Str 12
Dex 20
Con 18
Int 14
Wis 17
Cha 30
Special: Wings, speed equal to double base, Good

The only Archetype (so far) is Crossblooded for Celestial and Destined.
1st level power they picked was the Angelic Attack.

The game will most likely only be from low to mid levels, but anything going up to 20 would be welcome.

Thanks in advance.


Namely, do you still get the benefits of any Ioun Stones it's currently 'holding' for you, as well as any of the normal familiar benefits; for one example the +1 Natural Armor AC to the master?

Thank you in advance.


Thank you for the good little wealth of information.
I completely forgot just how useful accurate strike is (considering it last until your next turn), and over looked flamboyant arcana as well as the otherworldly kimono.

I was hoping to avoid taking a too many metamagics, but I do agree that I'll (at the very least) need piercing spell.

The spells I'll still need to look through, but I like the idea of telekinesis as a multipurpose spell. I can think us uses both in and out of combat and in rp for this.


avr wrote:
3 classes @20, minimum 3 levels in each which means from 3 to 14 levels in each. Some obvious ways to break it up are monk 12 / kensai 4 / sorc 4 for the 12th level power of the monk and the best low-level breakpoints for the other two; or sorc 14 / kensai 3 / monk 3 for maximum magic; or kensai 13 / monk 4 / sorc 3 to make the most of the kensai powers. None of these will be terribly powerful for a 20th level character, but wise use of the 880K gold might be more important anyway. Which class is most important?

I was originally thinking of using the general agility and survivability of the monk, with a crit nova built off the core of the kensai for a Ki Focused Katana (with Improved critical or Keen for a 15-20/x2)

I could either cast my spells through the Magus's natural abilities or use the Elemental Fist with the Ki Focus and they would both work off of the weapon.

The weapon in question is changeable, but started out as a True Crystalline katana (10,000gp) with Impervious (3,000gp), +5, Ki Focus (+1), Bane (+1), Wounding (+2), Mythic Bane (+1) for the total +10.
Total cost: 213,000gp
And it's the Legendary Item too.
(But this can all change besides the fact that it's a katana.)
This would leave 667,000gp to get more defensive and (preferably Balor oriented) survival gear.


Turns out, it's the same person.
I was challenged to make a rather complicated character for story reasons that I'm not going to get into to right now.

I'm looking for any advice, or helpful criticisms on everything from how many levels of each (I'm mostly leaning towards a Str based monk so far) to good feats / spells / class at level X choices (bonus feats, bloodline spells, arcana, etc).
Also, the monk is the Unchained version, with the appropriate class features removed or not allowed for the archetype of the Four Winds.
All the other classes are as written.

Going to start right at level 20, but only about tier 3 in mythic.
Gold for gear is by the normal Wealth per Level, so 880,000gp to spend.

Race and a few other things are already chosen based on available options and story-based reasons (and a few lucky rolls too).
After Racial, Before level adjustments stats:
Str 14
Dex 16
Con 16
Wis 15
Int 16
Cha 14
( I"m thinking add one to Wis, two to Con and two to Str; Thoughts? )

Aasimar; Alternate Racial Traits:
Deathless Spirit ; Immortal Spark ; Scion of Humanity

I'm allowed two Traits and a either a normal Drawback or two Lesser Drawbacks to pick up an extra feat at level one.
I picked two lesser:

T: Enlightened Warrior (Again, story reasons: NG )
T: ???
L D: Curious
L D: Creepy

The extra feat is chosen for as well:
Forgotten Past [Story] ( Just to be clear it's a "story" type of feat, like "combat" or "metamagic". )
The completion goal has not yet been met.

Two other feats are already spoken for as well, as well as the sorcerer's level one Bloodline Power.

Bl P: Arcane Bond: Familiar: Ioun Wyrd
Feat: Exotic Weapon Proficiency, Katana
Feat: Improved Familiar: Celestial (Ioun Wyrd)

Mythic Godhunter and two of the path abilities are chosen:
Harvest Soulflesh
Legendary Item: Weapon

As far as Classes and Mythic goes it's Just going to be as the title said, with all of them at a minimum of level/tier three, with the tier max at three.

With the cost of items, consider that there is a Mythic Wondrous Item crafter with us, so they can make only a couple of mythic wondrous items, but all 'normal' kinds at half cost.

As I said before, any and all commentary would be welcome on this strange idea.

- Oh, and we'll be having a big fight against a Mythic Balor Demon fairly soon too...

Thanks in advance. :)


I hadn't seen those before, they do look like they could be useful.
Thanks.


Bump.


So to start off, the character's stats:
Class: Cleric (Death, Undead Domain), Undead Lord ( Yes I've heard it's a trap, but it was chosen for story purposes not for maximising. )
Alignment: L N
Race: Half-elf, Drow Blooded & Drow Magic alternate racial traits
Stats: Str 10, Dex 13, Con 15, Int 15, Wis 18, Cha 18
Traits: Convincing Liar (Bluff), Keeper of the Veil (Disguise), Finding Your Kin (first drawback extra)
Feats: Command Undead (bonus), Half-Drow Paragon, Fast Learner (second drawback extra)
Drawbacks: Paranoid, Umbral Unmasking (no shadow)
Currently at level 2, so there's time to grow, and maybe change a few things around.

So as the title suggests, I'm planning on picking up Agent of the Grave as soon as I can, and hopefully I'll have a good headband of Int, or other Int boosters so I can pick up a number of new spells by then.
Command Undead (spell) is the first on the list, but other than that I'm split on a lot of them.

I'm planing on going the route of elite corp of undead bodyguards rather than the army of shock troops minions.
Maybe turning them into a vampire near the last few levels.

We also put in a magical Items request list, and while I find a lot of items that are good for this sort of build there were too many to pick from. I'd like a second option, and suggestions on which ones to maybe focus on and get first. (Way too many wands....)
We have an NPC Artificer with us, so making items that don't drop isn't an issue.

Oh just to be clear, we're playing in a good campaign, but the DM is willing to let the "evil only" rule slide considering the character's backstory (and they are just being nice about it).
That's also the reason for the Bluff and Disguise as class skills.

The game setting is also going to have a lot of undead wandering around and terrorizing the locals.
High Tech is part of the game setting as well. (That NPC Artificer is an Android for just one example. )

Any and all suggestions, comments, and criticisms are welcome.