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.
The Meat (Non-changing):
The only Archetype (so far) is Crossblooded for Celestial and Destined.
The game will most likely only be from low to mid levels, but anything going up to 20 would be welcome. Thanks in advance.
Thank you for the good little wealth of information.
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.
Turns out, it's the same person.
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).
Going to start right at level 20, but only about tier 3 in mythic.
Race and a few other things are already chosen based on available options and story-based reasons (and a few lucky rolls too).
Aasimar; Alternate Racial Traits:
I'm allowed two Traits and a either a normal Drawback or two Lesser Drawbacks to pick up an extra feat at level one.
T: Enlightened Warrior (Again, story reasons: NG )
The extra feat is chosen for as well:
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
Mythic Godhunter and two of the path abilities are chosen:
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. :)
So to start off, the character's stats:
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.
I'm planing on going the route of elite corp of undead bodyguards rather than the army of shock troops minions.
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....)
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).
The game setting is also going to have a lot of undead wandering around and terrorizing the locals.
Any and all suggestions, comments, and criticisms are welcome. |