I'd recommend reading up on all the different realms.
The Mortal Kombat series actually has a pretty fleshed out campaign setting of its own. It's be EASY to lift it into Pathfinder. You just have to put in the time to research it all.
I don't think you ought to be trying to be a better Brawler than the Brawler. The river doesn't try to be the lake, let your monk focus on some other aspects that the Brawler can't perform.
This is a guy I just threw together in the last hour.
Master Snow-Owl Human ‘Drunken Master’/‘Sensei’/’Qinggong’ Monk 4 LG Medium humanoid (human) Init +2; Senses Perception +11
DEFENSE AC 19, touch 17, flat-footed 17 (+0 Armor, +2 Dex, +4 Wis, +1 AC Bonus, +2 Natural Armor)
hp 38 (4d8+12)
Fort +6, Ref +7, Will +9
Defensive Abilities OFFENSE Speed 30 ft.
Melee Unarmed Strike +7 (1d8+3/x2; bludgeoning or piercing)
Ranged Shuriken +7 (1d2+2/x2; 10 ft.; piercing)
Special Attacks Stunning Fist (5/day; DC 16; stunning or fatigued)
STATISTICS Str 14, Dex 14, Con 13, Int 10, Wis 18, Cha 8
Base Atk +3; CMB +8; CMD 21
Feats Improved Unarmed Strike [Monk1], Stunning Fist [Monk1], Combat Reflexes [Monk1], Lingering Performance [1st], Toughness [Human] & Snake Style [3rd]
Skills Acrobatics +11 (4 ranks +2 dex +3 bonus), Climb +6 (1 rank +2 str +3 bonus), Linguistics +4 (1 rank +0 int +3 bonus), Perception +11 (4 ranks +4 wis +3 bonus), Perform (Oratory) +3 (1 rank -1 cha +3 bonus), Sense Motive +13 (4 ranks +4 wis +3 bonus +2 snake style), Stealth +9 (4 ranks +2 dex +3 bonus) & Swim +6 (1 rank +2 str +3 bonus)
Languages Common & Read Lips
Traits Accelerated Drinker & Heavy Hitter
SQ AC Bonus, Advice (7 rounds/day), Inspire Courage (+1), Inspire Competence (+2), Insightful Strike, Drunken Ki (1/hour), Ki Pool, & Qinggong Power (Barkskin [CL 4])
Equipment: +1 Cloak of Resistance (1,000 gp), +2 Headband of Inspired Wisdom (4,000 gp), Monk’s Outfit, 2 Potions of Infernal Healing [CL 1] (100 gp), 25 Shurikens (5 gp), Wand of Mage Armor [CL 1] (750 gp) & 145 gp.
Character Traits Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Heavy Hitter: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
This guy is primarily a support character, providing bonuses to his teammates and dashing around the battlefield to assist where he is needed. Combat-wise he's building towards Snake Fang, provoking attacks of opportunity & retaliating. His armor class can be pushed to 23 for one round if he drinks a tankard of ale. It can actually get up to 27 before activating defensive combat through the wand of Mage Armor (I presumed there might be an arcane caster in your group who could use it on you right before heading into an upcoming battle). Out-of-Combat he is likely providing way more than the Brawler through his advice ability and once he starts leveling up he'll be able to buff his teammates in a way that will make the Brawler envious.
A full attack with Rapid Shot and Many Shot is 4 arrows by BAB+6, or 5 arrows if you have a Haste type extra attack. So, 4/5 arrows vs. one arrow with a bonus... not really any question which is going to do more.
Using Imbue Arrow to fire a spell-shot might be preferable to a full attack depending on the situation, but you can't use Imbue Arrow with Focused Shot anyhow (because you're just getting a free normal attack while casting the spell).
Thanks for the advice, I'll shift some stuff around in the build.
avr wrote:
When firing imbue arrow you're probably going to want to aim at a grid intersection rather than an enemy unless you'd hit the enemy on a 2. Any chance of wasting the spell or worse is bad.
OTOH maybe you're trying to replicate the character exactly? I only have second hand info, but I can believe that he might fire a lot of fireball arrows.
For optimisation, divination/foresight subschool is very good. Initiative bonus and a free action reroll are not to be sneezed at, and divination spells like see invisibility, find fault and named bullet may be useful to have on tap for an archer. Even true strike may have its uses for trick shots. For a variety of odd and damaging effects you might want your spell focuses in conjuration. I was serious about any school being better BTW and could make a case for any given one if you want.
I've been thinking on this and I think the bulk of my spells are conjuration as this guy's main-stick at this point in the creation process is dropping battlefield effects via his arrows. Create Pit, Obscuring Mist, Grease, ect...
Regarding feats, this was the old roll-out:
Feats Point Blank Shot [1st], Precise Shot [Human], Scribe Scroll [Wiz1], Focused Shot [3rd], Spell Focus (Evocation) [5th], Craft Magic Arms & Armor [Wiz5], Spell Specialization [7th], Weapon Focus (Longbow) [EK1], Spell Penetration [9th], & Greater Spell Focus (Evocation) [11th]
Maybe this would be better?
Feats Point Blank Shot [1st], Precise Shot [Human], Scribe Scroll [Wiz1], Rapid Shot [3rd], Spell Focus (Conjuration) [5th], _____ [Wiz5], Spell Penetration [7th], Weapon Focus (Longbow) [EK1], Many Shot [9th], & Greater Spell Focus (Conjuration) [11th]
For the Wizard's 5th-level none of the Arcane Discoveries jumped out at me (beyond maybe Fast Study), so if I was going to select a metamagic feat, these are the ones I'm eyeing:
Empower Spell
Intensified Spell
Maximize Spell
Thoughts? I should be noted that this build would never exceed twelve-level.
While your ideas are fruitful, the build itself is locked in, so I'm wholly concerned with the feats of it.
BadBird wrote:
Focused Shot won't do jack compared to drilling away with full attacks, and you can't use it with Imbue Arrow or special attacks. So I would seriously consider going the normal Rapid Shot + Manyshot route, especially if you're primarily an archer.
If you're planning to focus on using a bow and want to be able to shoot without provoking attacks of opportunity, you'll need to get Weapon Specialization and Point-Blank Master. If you go Fighter 1/ Wizard 5/ EK 3 you can get specialization by 9 and master by 11... quite late, but better than getting it even later.
With a BaB of +9, am I better off focusing on full attacks (and or a full-attack with Rapid Shot), rather than being able to move around & utilize my intelligence modifier to one single attack? Or would Rapid Shot still be a better option what with the Enhanced Arrows feature from the Arcane Archer?
avr wrote:
If you're taking trapper ranger though, the guide archetype is likely to be more useful than toxophilite. Their replacement for favored enemy is just better in the absence of the instant enemy spell.
Whats with the evocation specialisation? You have arrows to do damage with, I'd have thought that literally any other school would be more useful to you.
Eh... This is a more theoretical build than anything, so for this character he'd be fighting humans 90% of the time, so I'm fine sticking with favored enemy.
As for evocation I wanted to focus on him adding an array of versatile & damaging spells to his arrows via Arcane Archer. Do you have a better suggestion regarding specialization?
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects).
Yo, so I'm trying to do some work with commoners and have been taking a look at the Choir of Blades teamwork feat.
It reads as such:
Choir of Blades wrote:
"While you're adjacent to an ally of a race different that your own who also has this feat, you gain the following benefits. If your ally has a racial bonus on attack rolls against a particular creature type or subtype, you also gain that bonus. If your ally has ancestral arms, weapon familiarity, or any other racial trait that grants weapon proficiencies, you also gain those proficiencies."
Now, I can't seem to find any rule saying multiple racial bonuses don't stack on top of each other.
So could I have multiple racial bonuses against Orcs or Goblins by having a Dwarf and Gnome adjacent to each other?
I honestly think starting Will off with two levels of 'Trophy Hunter' & 'Trapper' Ranger can add a lot to this build while also help establish his career as a spec-ops soldier.
So, I'm in the process of writing up a sequel to an old guide of mine and had a question regarding possibly using the gnome's alternate racial trait Master Tinker with the Choir of Blades teamwork feat.
The Master Tinker racial trait reads:
Quote:
Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
The Choir of Blades teamwork feat reads:
Quote:
While you're adjacent to an ally of a race different that your own who also has this feat, you gain the following benefits. If your ally has a racial bonus on attack rolls against a particular creature type or subtype, you also gain that bonus. If your ally has ancestral arms, weapon familiarity, or any other racial trait that grants weapon proficiencies, you also gain those proficiencies.
So, would a non-gnome ally who possessed Choir of Blades gain the gnome's weapon proficiency that they themselves have gained through the Master Tinker alternate racial trait?
The sword has the power to cut through any mundane substance, given that there is enough force behind it (Jack was unable to cut through the tough armor of the Ultra-Bots in episode XVIII without artificial strength enhancement). Likewise, similar magically enhanced objects also prove immune to being cut by the sword (for instance, the Scotsman's blade was imbued with magic runes and proves impervious). The sword's main purpose is to destroy Aku and defend the innocent; however, one very important aspect that Jack had failed to consider in his first battle with Aku, was that the sword is nothing without it's wielder.
Sounds like mechanically it could be argued the blade could be made of adamantine. Anything it can't cut through easily can be argued/handwaved that they got a hardness of 20 or higher.
I'm primarily going off of episode 18, Jack and the Ultra-Bots
Quote:
Extor: I want to destroy my creations. And with your help, the assassins can be defeated.
Samurai Jack: I'm sorry, but l cannot help you.
Extor: What?
Samurai Jack: Your creations are too powerful. Any form of attack that I attempted failed. The blade of my ancient sword cannot cut through the futuristic technology that you have created. It seems Aku has finally won.
Extor: Wait, wait, wait. Your sword can cut them.
Samurai Jack: What?
Extor: Of course, on your own you are not strong enough to cut through their adamantium metal. But with my last scientific invention, you can cut through them like butter.
Samurai Jack: What is it?
Extor: Well, quite simply it's a cybernetic, synaptically linked dino-dexteric, isometric poly-duritanium power gauntlet.
Samurai Jack: How will this help me?
Extor: You see, this arm will enhance your strength to give enough power to cut through any metal even the adamantium that the assassins are built of. With your skill and this arm, you are the only one who can defeat them.
If we presume that Adamantium is just adamantine for our purposes, how do we adapt this scene?
Protoman wrote:
But for a +2 specific quality, maybe phase locking so Aku can't teleport away easily.
I think when approaching this type of adaptation you have some options.
One is to perform a more accurate representation true to the divinity of the Maiar or Istari. They're incredibly high-level outsiders with phenomenal powers.
And that's a fair approach, if a bit boring...
But if we relax ourselves from that view, we adjust ourselves around a campaign setting where the greatest mortal hero is maybe sixth level, we can spin up some interesting representations.
For Gandalf the Grey I'd go with:
Old-Aged Aasimar 'Arcane Healer' Bard 17/Paladin 3
For Saurman the White I'd go with:
Old-Aged Peri-Blooded Aasimar Wizard 13/Arcane Savant 7
This is what i want thx Zonugal
No problem!
Although the more I think on it, I'd probably make every one of the wizards a bard.
Magic in LotR is much more subtle than Pathfinder magic.
For Gandalf: I would go with Enchantment and "Buffing" type spells like Charm Person/Monster, Dominate, Suggestion and Bless, Bane.
Remember that Gandalf and the other Istari were sent to "rally" the goodly races to fight against Sauron and not oppose him directly.
For Sauron: A lot of the same above and also some Alter Self, depending if it was before his physical body died or not.
Sounds a lot like the Istari could all be represented by the Bard class...
Here we go with a villain to challenge some of these noble champions.
"Freedom is only for the one who rules! All others must be slaves!"
The Red Skull Middle-Aged Human ‘Scarred Witch Doctor’ Witch 12 NE Medium humanoid (human) Init +1; Senses Perception +11
DEFENSE AC 11, touch 11, flat-footed 11 (+0 armor, +1 Dex)
hp 98 (12d6+24)
Fort +6, Ref +5, Will +7
OFFENSE Speed 30 ft.
Melee Dagger +8/+2 (1d4+2/19-20x2; 10 ft.; piercing)
Witch Spells Prepared (CL 12th; concentration +19) 6th— Create Undead, Epidemic, Geas/Quest & Unconscious Agenda
5th— Cloudkill, Feeblemind, Giant Vermin, Magic Jar & Teleport
4th— Animate Dead, Black Tentacles, Crushing Despair, Enervation & Threefold Aspect
3rd— Bestow Curse, Contagion, Dispel Magic, Howling Agony, Suggestion & Summon Monster III
2nd— Blindness-Deafness, Burning Gaze, Command Undead, Death Knell, Hold Person, Scare & Vomit Swarm
1st— Cause Fear, Command, Detect Undead, Eye Piercing Scream, Mage Armor, Obscuring Mist & Sow Thought
0th (at will)— Detect Magic, Guidance, Read Magic & Touch of Fatigue
STATISTICS Str 14, Dex 12, Con 14, Int 20, Wis 9, Cha 14
Base Atk +6; CMB +8; CMD 19
Feats Spell Focus (Necromancy) [1st], Racial Heritage (Orc) [Human], Craft Wondrous Item [3rd], Soulless Gaze [5th], Mask of Virtue [7th], Maleficium [9th], Undead Master [11th]
Skills Craft (Alchemy) +20 (12 ranks +5 int +3 bonus), Bluff +14 (12 ranks +2 cha), Disguise +5 (3 ranks +2 cha), Heal +16 (12 ranks -1 wis +3 bonus +2 circumstance bonus), Intimidate +26 (12 ranks +5 int +3 bonus +2 circumstance bonus +4 damnation bonus), Knowledge (Arcana) +20 (12 ranks +5 int +3 bonus), Knowledge (History) +10 (2 ranks +5 int +3 bonus), Knowledge (Nature) +10 (2 ranks +5 int +3 bonus), Knowledge (Planes) +10 (2 ranks +5 int +3 bonus), Linguistics +8 (3 ranks +5 int), Perception +11 (12 ranks -1 wis), Spellcraft +20 (12 ranks +5 int +3 bonus) & Use Magical Device +17 (12 ranks +2 cha +3 bonus)
Languages Common
Traits Bruising Intellect & Horrifying Mind
SQ Fierce-Intelligence, Hex Scar, Fetish Mask, Scarshield (+6; 12 minutes/day), Hexes (Cackle, Charm, Evil Eye & Misfortune), Patron (Plague), Major Hexes (Ice Tomb & Retribution)
Character Traits Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Horrifying Mind: When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.
Spells 0-level Detect Magic: Detects all spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Touch of Fatigue: Touch attack fatigues target.
1st-level Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Detect Undead: Reveals undead within 60 ft.
Eye Piercing Scream: Deal sonic damage and daze target.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Sow Thought: Plant a brief thought in the mind of another.
2nd-level Blindness-Deafness: Makes subject blinded or deafened.
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
Command Undead: Undead creature obeys your commands.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Scare: Frightens creatures of less than 6 HD.
Vomit Swarm: Produces a spider swarm that fights for you.
3rd-level Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Dispel Magic: Cancels one magical spell or effect.
Howling Agony: Screaming pain limits the target's actions.
Suggestion: Compels a subject to follow stated course of action.
[b]Summon Monster III: Summons extraplanar creature to fight for you.
4th-level Animate Dead: Creates undead skeletons and zombies out of corpses.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Enervation: Subject gains 1d4 negative levels.
Threefold Aspect: Appear older or younger.
5th-level Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Feeblemind: Subject's Int and Cha drop to 1.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Magic Jar: Enables possession of another creature.
Teleport: Instantly transports you as far as 100 miles per level.
6th-level Create Undead: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Epidemic: Infect a subject with a highly contagious disease.
Geas/Quest: As lesser geas, but affects any creature.
Unconscious Agenda: Plant subconscious directive in target creature.
The Red Skull with Items & Buffs:
The Red Skull Middle-Aged Human ‘Scarred Witch Doctor’ Witch 12 NE Medium humanoid (human) Init +2; Senses Perception +13
DEFENSE AC 25, touch 15, flat-footed 21 (+4 armor, +2 Dex, +6 natural armor, +3 deflection)
hp 98 (12d6+24)
Fort +10, Ref +10, Will +12
Defensive Abilities Immunity to Disease & Mind/Alignment-Reading
OFFENSE Speed 30 ft.
Melee +1 Human-Bane Reliquary Dagger +9/+3 (1d4+3/19-20x2; 10 ft.; piercing)
Witch Spells Prepared (CL 12th; concentration +21) 6th— Create Undead, Epidemic, Geas/Quest & Unconscious Agenda
5th— Cloudkill, Feeblemind, Giant Vermin, Magic Jar & Teleport
4th— Animate Dead, Black Tentacles, Crushing Despair, Enervation & Threefold Aspect
3rd— Bestow Curse, Contagion, Dispel Magic, Howling Agony, Suggestion & Summon Monster III
2nd— Blindness-Deafness, Burning Gaze, Command Undead, Death Knell, Hold Person, Scare & Vomit Swarm
1st— Cause Fear, Command, Detect Undead, Eye Piercing Scream, Mage Armor, Obscuring Mist & Sow Thought
0th (at will)— Detect Magic, Guidance, Read Magic & Touch of Fatigue
Spell-like Abilities 3/day (CL 5)— Bleed & Vampiric Touch.
STATISTICS Str 12, Dex 14, Con 14, Int 24, Wis 13, Cha 14
Base Atk +6; CMB +7; CMD 19
Feats Spell Focus (Necromancy) [1st], Racial Heritage (Orc) [Human], Craft Wondrous Item [3rd], Soulless Gaze [5th], Mask of Virtue [7th], Maleficium [9th], Undead Master [11th]
Skills Craft (Alchemy) +22 (12 ranks +7 int +3 bonus), Bluff +14 (12 ranks +2 cha), Disguise +5 (3 ranks +2 cha), Heal +17 (12 ranks +1 wis +3 bonus +2 circumstance bonus), Intimidate +30 (12 ranks +7 int +3 bonus +2 circumstance bonus +4 damnation bonus +2 competence bonus), Knowledge (Arcana) +22 (12 ranks +7 int +3 bonus), Knowledge (History) +12 (2 ranks +7 int +3 bonus), Knowledge (Nature) +12 (2 ranks +7 int +3 bonus), Knowledge (Planes) +12 (2 ranks +7 int +3 bonus), Linguistics +10 (3 ranks +7 int), Perception +13 (12 ranks +1 wis), Spellcraft +22 (12 ranks +7 int +3 bonus) & Use Magical Device +17 (12 ranks +2 cha +3 bonus)
Languages Common
Traits Bruising Intellect & Horrifying Mind
SQ Fierce-Intelligence, Hex Scar, Fetish Mask, Scarshield (+6; 12 minutes/day), Hexes (Cackle, Charm, Evil Eye, Flight & Misfortune), Patron (Plague), Major Hexes (Ice Tomb & Retribution)
Equipment +4 Belt of Incredible Dexterity, Cackling Hag’s Blouse, +4 Cloak of Resistance, +1 Human-Bane Reliquary Dagger, Deadman’s Headband, Deathwatch Eyes, Fetish Mask [enchanted to act as a Hat of Disguise], 10 Iron Pellet Grenades, 1st-level Pearl of Power, Periapt of Health, +3 Ring of Deflection, Ring of Mind Shielding, Focused Metamagic Rod, Lesser Extend Metamagic Rod, Wand of Enervation [CL 7], Witch’s Kit (including: a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Vampiric Gloves, Voidstick and 1340 gp left over.
Character Traits Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Horrifying Mind: When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.
I think you could combine the Trap Breaker and the Gnomish racial Saboteur archetypes for the Alchemist and in turn have someone you is purely focused on weird/utility applications for their bombs.
Alright, I took a break but decided to jump back into this.
And boy oh boy did I pick a doozie, this guy took forever...
"Genius, billionaire, playboy, philanthropist."
Tony Stark Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5 CG Medium humanoid (human) Init +0; Senses Perception +13
DEFENSE AC 10, touch 10, flat-footed 10 (+0 armor, +0 Dex)
hp 69 (11d8+11)
Fort +4, Ref +5, Will +6
OFFENSE Speed 30 ft.
Melee Dagger +8/+3 (1d4+0/19-20x2; 10 ft.; piercing)
Special Attacks Sneak Attack +1d6
Summoner Spell-like Abilities (CL 10th; concentration +15) 7/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +15) 4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (6/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS Str 10, Dex 10, Con 12, Int 20, Wis 9, Cha 18
Base Atk +7; CMB +7; CMD 17
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +9 (1 rank +5 int +3 bonus), Bluff +10 (3 ranks +4 cha +3 bonus), Craft (Alchemy) +10 (1 ranks +5 int +3 bonus +1 trait bonus), Craft (Armor) +10 (1 rank +5 int +3 bonus +1 trait bonus), Craft (Traps) +10 (1 rank +5 int +3 bonus +1 trait bonus), Craft (Weapons) +10 (1 rank +5 int +3 bonus +1 trait bonus), Diplomacy +15 (11 ranks +4 cha), Disable Device +14 (11 ranks +0 dex +3 bonus), Fly +12 (9 ranks +0 dex +3 bonus), Knowledge (Arcana) +18 (10 ranks +5 int +3 bonus), Knowledge (Engineering) +18 (10 ranks +5 int +3 bonus), Knowledge (Local) +9 (1 rank +5 int +3 bonus), Perception +13 (11 ranks -1 wis +3 bonus), Perform (Oratory) +8 (1 rank +4 cha +3 bonus), Sense Motive +7 (5 ranks -1 wis +3 bonus), Spellcraft +25 (11 ranks +5 int +3 bonus +6 skill focus), Stealth +8 (5 ranks +0 dex +3 bonus) & Use Magical Device +24 (11 ranks +4 cha +3 bonus +6 skill focus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (3+Cha/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.
Character Traits Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Eternal Understanding: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Summoner Spells Known 0-level Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Detect Magic: Detects all spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
1st-level Identify: Gives +10 bonus to identify magic items.
Mage Armor: Gives subject +4 armor bonus.
Lesser Rejuvenate Eidolon: Eidolon cured 1d10 damage +1/level (max +5).
Snowball: Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.
Unseen Servant: Invisible force obeys your commands.
2nd-level Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Lesser Evolution Surge: Grants eidolon an evolution with 2 evolution points.
Lesser Restore Eidolon: Lesser restoration for an eidolon.
Summon Eidolon: Instantly summons your eidolon for duration of spell.
3rd-level Evolution Surge: Grants eidolon an evolution with 4 evolution points.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Stoneskin: Grants DR 10/adamantine.
4th-level
Greater Evolution Surge: Grants eidolon two evolutions with a total of 6 evolution points.
Wall of Stone: Creates a stone wall that can be shaped.
Tony Stark with Items:
Tony Stark Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5 CG Medium humanoid (human) Init +0; Senses Perception +13
DEFENSE AC 12, touch 12, flat-footed 12 (+0 armor, +0 Dex, +1 luck bonus +1 deflection bonus)
hp 80 (11d8+22)
Fort +8, Ref +8, Will +9
OFFENSE Speed 30 ft.
Melee Adamantine Dagger +9/+4 (1d4+1/19-20x2; 10ft.; piercing)
Melee Unarmed Strike +9/+4 (1d3+2+1d6 electricity; x2; bludgeoning)
Special Attacks Sneak Attack +1d6
Summoner Spell-like Abilities (CL 10th; concentration +16) 8/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +16) 4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (7/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS Str 12, Dex 10, Con 14, Int 22, Wis 9, Cha 20
Base Atk +7; CMB +8; CMD 18
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +10 (1 rank +6 int +3 bonus), Bluff +19 (11 ranks +5 cha +3 bonus), Craft (Alchemy) +11 (1 ranks +6 int +3 bonus +1 trait bonus), Craft (Armor) +11 (1 rank +6 int +3 bonus +1 trait bonus), Craft (Traps) +11 (1 rank +6 int +3 bonus +1 trait bonus), Craft (Weapons) +11 (1 rank +6 int +3 bonus +1 trait bonus), Diplomacy +19 (11 ranks +5 cha +3 class bonus), Disable Device +14 (11 ranks +0 dex +3 bonus), Fly +12 (9 ranks +0 dex +3 bonus), Knowledge (Arcana) +19 (10 ranks +6 int +3 bonus), Knowledge (Engineering) +19 (10 ranks +6 int +3 bonus), Knowledge (Local) +10 (1 rank +6 int +3 bonus), Perception +13 (11 ranks -1 wis +3 bonus), Perform (Oratory) +9 (1 rank +5 cha +3 bonus), Sense Motive +7 (5 ranks -1 wis +3 bonus), Spellcraft +26 (11 ranks +6 int +3 bonus +6 skill focus), Stealth +8 (5 ranks +0 dex +3 bonus) & Use Magical Device +25 (11 ranks +5 cha +3 bonus +6 skill focus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (8/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.
Equipment Adamantine Dagger, +1 Shocking Amulet of Mighty Fists, Adventurer’s Sash (including: Potion of Ant Haul [Cl 1], Potion of Blur [CL 5], Potion of Cat’s Grace [CL 5] & Potion of Enlarge Person [CL 5]), +2 Belt of Physical Might, Cauldron of Brewing, +3 Cloak of Resistance, Efficient Quiver (including: Wand of Cure Light Wounds [CL 1], Wand of Infernal Heal [CL 1], Wand of Lesser Rejuvenate Eidolon [Cl 1], Wand of Shield [CL 1], & Wand of Lesser Evolution Surge [CL 4], Wand of Lesser Restore Eidolon [CL 4], Wand of Fireball [CL 10]), Eidolon Anchoring Harness, +2 Headband of Mental Prowess, Homunculus, Jingasa of the Fortunate Soldier, 5 Iron Pellet Grenades, +1 Ring of Protection, Rogue’s Kit, 2 Spring-Loaded Wrist Sheaths (including: Wand of Magic Missile [CL 3] & Wand of Admonishing Ray [CL 7]), 1988 gp and owns a Caster’s Tower, a Mansion & an Artisan’s Guild.
Character Traits Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
[b]Eternal Understanding: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Tony Stark with Items & Buffs aka IRON MAN:
Iron Man Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5 CG Medium humanoid (human, outsider) Init +3; Senses Perception +15
DEFENSE AC 34, touch 16, flat-footed 30 (+4 armor, +3 Dex, +2 shield bonus, +12 natural armor, +1 luck bonus +1 deflection bonus +1 dodge bonus)
hp 157 (11d8+22+77 temporary)
Fort +12, Ref +16, Will +13
Defensive Abilities Evasion
OFFENSE Speed 60 ft., flight 60 ft. (perfect)
Melee Adamantine Dagger +20/+15 (1d4+8/19-20x2; 10ft.; piercing)
Melee Slam +20/+20 (2d6+9+1d6 electricity/x2; bludgeoning) & Claws +18 (1d4+5+1d6 electricity/x2; bludgeoning & slashing) & Tentacle +18/+18/+18 (1d4+5+1d6 electricity/x2; bludgeoning)
Special Attacks Sneak Attack +1d6
Summoner Spell-like Abilities (CL 10th; concentration +16) 8/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +16) 4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (7/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS Str 26, Dex 16, Con 16, Int 22, Wis 9, Cha 20
Base Atk +8; CMB +16; CMD 28
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +12 (1 rank +6 int +3 bonus +2 morale bonus), Bluff +21 (11 ranks +5 cha +3 bonus +2 morale bonus), Craft (Alchemy) +13 (1 ranks +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Armor) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Traps) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Weapons) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Diplomacy +21 (11 ranks +5 cha +3 class bonus +2 morale bonus), Disable Device +19 (11 ranks +3 dex +3 bonus +2 morale bonus), Fly +17 (9 ranks +3 dex +3 bonus +2 morale bonus), Knowledge (Arcana) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Engineering) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Local) +12 (1 rank +6 int +3 bonus +2 morale bonus), Perception +15 (11 ranks -1 wis +3 bonus +2 morale bonus), Perform (Oratory) +11 (1 rank +5 cha +3 bonus +2 morale bonus), Sense Motive +9 (5 ranks -1 wis +3 bonus +2 morale bonus), Spellcraft +28 (11 ranks +6 int +3 bonus +6 skill focus +2 morale bonus), Stealth +13 (5 ranks +3 dex +3 bonus +2 morale bonus) & Use Magical Device +27 (11 ranks +5 cha +3 bonus +6 skill focus +2 morale bonus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (8/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.
Equipment Adamantine Dagger, +1 Shocking Amulet of Mighty Fists, Adventurer’s Sash (including: Potion of Ant Haul [Cl 1], Potion of Blur [CL 5], Potion of Cat’s Grace [CL 5] & Potion of Enlarge Person [CL 5]), +2 Belt of Physical Might, Cauldron of Brewing, +3 Cloak of Resistance, Efficient Quiver (including: Wand of Cure Light Wounds [CL 1], Wand of Infernal Heal [CL 1], Wand of Lesser Rejuvenate Eidolon [Cl 1], Wand of Shield [CL 1], & Wand of Lesser Evolution Surge [CL 4], Wand of Lesser Restore Eidolon [CL 4], Wand of Fireball [CL 10]), Eidolon Anchoring Harness, +2 Headband of Mental Prowess, Homunculus, Jingasa of the Fortunate Soldier, 5 Iron Pellet Grenades, +1 Ring of Protection, Rogue’s Kit, 2 Spring-Loaded Wrist Sheaths (including: Wand of Magic Missile [CL 3] & Wand of Admonishing Ray [CL 7]), 1988 gp and owns a Caster’s Tower, a Mansion & an Artisan’s Guild.
Character Traits Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Eternal Understanding: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
The Hulk-Buster:
The Hulk-Buster Middle-Aged Human ’Synthesist’ Summoner 5/Rogue 1/’Synthesist’ Summoner 5 CG Large humanoid (human, outsider) Init +4; Senses Perception +15
DEFENSE AC 40, touch 18, flat-footed 34 (+4 armor, +4 Dex, +4 shield bonus, +16 natural armor, +1 luck bonus +1 deflection bonus +1 dodge bonus -1 size penalty)
hp 173 (11d8+22+93 temporary)
Fort +14, Ref +17, Will +13
Defensive Abilities Evasion, Concealment (20%), Damage Reduction 10/Adamantine (100 max dmg)
OFFENSE Speed 60 ft., flight 60 ft. (perfect)
Melee Adamantine Dagger +23/+18 (1d4+11/19-20x2; 10ft.; piercing)
Melee Slam +23/+23 (2d6+12+1d6 electricity +1d6 bleed/x2; bludgeoning) & Claws +21 (1d4+6+1d6 electricity/x2; bludgeoning & slashing) & Tentacle +21/+21/+21 (1d4+6+1d6 electricity/x2; bludgeoning)
Special Attacks Sneak Attack +1d6, Trample (Reflex DC 25)
Summoner Spell-like Abilities (CL 10th; concentration +16) 8/day — Summon Monster V
1/day — Dimension Door
Summoner Spells Known (CL 10th; concentration +16) 4th (2/day)— Greater Evolution Surge & Wall of Stone
3rd (4/day)— Evolution Surge, Heroism & Stoneskin
2nd (5/day)— Haste, Lesser Evolution Surge, Lesser Restore Eidolon & Summon Eidolon
1st (7/day)— Identify, Mage Armor, Lesser Rejuvenate Eidolon, Snowball & Unseen Servant
0th (at will)— Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending & Read Magic
STATISTICS Str 32, Dex 18, Con 20, Int 22, Wis 9, Cha 20
Base Atk +8; CMB +21; CMD 35
Feats Extra Traits (Eternal Understanding & Iron Liver) [1st], Skill Focus (Spellcraft) [Human], Craft Wondrous Item [3rd], Craft Magic Arms & Armor [5th], Craft Wand [7th], Skill Focus (Use Magical Device) [Human], Craft Construct [9th] & Leadership [11th]
Skills Appraise +12 (1 rank +6 int +3 bonus +2 morale bonus), Bluff +21 (11 ranks +5 cha +3 bonus +2 morale bonus), Craft (Alchemy) +13 (1 ranks +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Armor) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Traps) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Craft (Weapons) +13 (1 rank +6 int +3 bonus +1 trait bonus +2 morale bonus), Diplomacy +21 (11 ranks +5 cha +3 class bonus +2 morale bonus), Disable Device +20 (11 ranks +4 dex +3 bonus +2 morale bonus), Fly +16 (9 ranks +4 dex +3 bonus +2 morale bonus -2 size penalty), Knowledge (Arcana) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Engineering) +21 (10 ranks +6 int +3 bonus +2 morale bonus), Knowledge (Local) +12 (1 rank +6 int +3 bonus +2 morale bonus), Perception +15 (11 ranks -1 wis +3 bonus +2 morale bonus), Perform (Oratory) +11 (1 rank +5 cha +3 bonus +2 morale bonus), Sense Motive +9 (5 ranks -1 wis +3 bonus +2 morale bonus), Spellcraft +28 (11 ranks +6 int +3 bonus +6 skill focus +2 morale bonus), Stealth +10 (5 ranks +4 dex +3 bonus +2 morale bonus -4 size penalty) & Use Magical Device +27 (11 ranks +5 cha +3 bonus +6 skill focus +2 morale bonus)
Languages Common
Traits Charming (Diplomacy), Eternal Understanding, Iron Liver & Spark of Creation
SQ Fused Eidolon, Fused Link, Summon Monster V (8/day; 10 minutes), Shielded Meld, Trapfinding (+1), Maker’s Jump (1/day) & Aspect.
Equipment Adamantine Dagger, +1 Shocking Amulet of Mighty Fists, Adventurer’s Sash (including: Potion of Ant Haul [Cl 1], Potion of Blur [CL 5], Potion of Cat’s Grace [CL 5] & Potion of Enlarge Person [CL 5]), +2 Belt of Physical Might, Cauldron of Brewing, +3 Cloak of Resistance, Efficient Quiver (including: Wand of Cure Light Wounds [CL 1], Wand of Infernal Heal [CL 1], Wand of Lesser Rejuvenate Eidolon [Cl 1], Wand of Shield [CL 1], & Wand of Lesser Evolution Surge [CL 4], Wand of Lesser Restore Eidolon [CL 4], Wand of Fireball [CL 10]), Eidolon Anchoring Harness, +2 Headband of Mental Prowess, Homunculus, Jingasa of the Fortunate Soldier, 5 Iron Pellet Grenades, +1 Ring of Protection, Rogue’s Kit, 2 Spring-Loaded Wrist Sheaths (including: Wand of Magic Missile [CL 3] & Wand of Admonishing Ray [CL 7]), 1988 gp and owns a Caster’s Tower, a Mansion & an Artisan’s Guild.
Character Traits Charming (Diplomacy): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Eternal Understanding: You can attempt Knowledge checks with a DC of 15 or lower untrained.
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
I gotta admit, I think I would most like to play a 3.5 warlock/marshal gestalt version of Cyclops from the X-men. Though the only reason that's true is because of that video game X-men: Legends II -- The Rise of Apocalypse and Joss Whedon's stint on Astonishing X-men: I used to think Cyclops sucked, but now I know for sure that the only sucking Cyclops has ever managed was James Marsden's fault.
Cyclops has, in the past few years, become one of the best characters in comics.
I'd honestly look at the Kineticist for Scott Summers.
What about a build like this one I built a while back?
Zonugal wrote:
Inspired by the latest Marvel film, here's the star spangled man himself!
"Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — 'No, you move.'"
Captain America Human ‘Trapper’ & ‘Toxophilite’ Ranger 1/’Mutagenic Mauler’ & ‘Shield Champion’ Brawler 7/Chevalier 3 LG Medium humanoid (human) Init +3; Senses Perception +15
DEFENSE AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex)
hp 109 (11d10+39)
Fort +12, Ref +11, Will +5
Defensive Abilities
Immunity to Fear & Poison
OFFENSE Speed 30 ft.
Melee Heavy Shield +12/+12/+7/+2 (1d8+3/x2; 10 ft., bludgeoning)
Melee Unarmed Strike +12/+12/+7/+2 (1d8+4/x2; bludgeoning)
Ranged Heavy Shield +13/+13/+8/+3 (1d8+3/x2; 10 ft., bludgeoning)
Ranged Pistol +15 (1d8/x4; 20ft.; bludgeoning & piercing)
Special Attacks Knockout (1/day; DC 16), Smite Evil (1/day; +1 to atk & +11 to dmg)
STATISTICS
Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 12
Base Atk +11; CMB +14; CMD 27
Feats Improved Shield Bash [1st], Point Blank Shot [Human], Precise Shot [3rd], Power Attack [Brawler2], Dragon Style [5th], Two-Weapon Fighting [Brawler 5], Shield Slam [7th], Deadly Aim [9th] & Shield Master [11th]
Skills Acrobatics +16 (10 ranks +3 dex +3 bonus), Climb +7 (1 rank +3 str +3 bonus), Diplomacy +10 (6 ranks +1 cha +3 bonus), Disable Device +12 (5 ranks +3 dex +3 bonus +1 trapfinding), Escape Artist +10 (4 ranks +3 dex...
Captain America with Buffs & Magic Items:
Captain America Human ‘Trapper’ & ‘Toxophilite’ Ranger 1/’Mutagenic Mauler’ & ‘Shield Champion’ Brawler 7/Chevalier 3 LG Medium humanoid (human) Init +4; Senses Perception +15, Low-Light Vision
DEFENSE AC 32, touch 16, flat-footed 28 (+7 armor, +4 Dex, +5 shield, +2 deflection, +4 natural armor)
hp 120 (11d10+50)
Fort +15, Ref +14, Will +7
Defensive Abilities
Immunity to Fear & Poison
OFFENSE Speed 40 ft.
Melee Heavy Shield +20/+20/+15/+10 (1d8+13/x2; 10 ft., bludgeoning)
Melee Unarmed Strike +15/+15/+10/+5 (1d8+11/x2; bludgeoning)
Ranged Heavy Shield +21/+21/+16/+11 (1d8+11/x2; 10 ft., bludgeoning)
Ranged Pistol +16 (1d8/x4; 20ft.; bludgeoning & piercing)
Special Attacks Knockout (1/day; DC 19), Smite Evil (1/day; +1 to atk & +11 to dmg)
STATISTICS
Str 22, Dex 18, Con 18, Int 12, Wis 12, Cha 12
Base Atk +11; CMB +17; CMD 31
Feats Improved Shield Bash [1st], Point Blank Shot [Human], Precise Shot [3rd], Power Attack [Brawler2], Dragon Style [5th], Two-Weapon Fighting [Brawler 5], Shield Slam [7th], Deadly Aim [9th] & Shield Master [11th]
Skills Acrobatics +17 (10 ranks +4 dex +3 bonus), Climb +10 (1 rank +6 str +3 bonus), Diplomacy +10 (6 ranks +1 cha +3 bonus), Disable Device +13 (5 ranks +4 dex +3 bonus +1 trapfinding), Escape Artist +11 (4 ranks +4 dex +3 bonus), Heal +5 (1 rank +1 wis +3 bonus), Intimidate +5 (1 rank +1 cha +3 bonus), Knowledge (Dungeoneering) +5 (1 rank +1 int +3 bonus), Knowledge (Geography) +5 (1 rank +1 int +3 bonus), Knowledge (Local) +10 (6 ranks +1 int +3 bonus), Knowledge (Nature) +5 (1 rank +1 int +3 bonus), Knowledge (Nobility) +2 (1 rank +1 int), Perception +15 (11 ranks +1 wis +3 bonus), Ride +8 (1 rank +4 dex +3 bonus), Sense Motive +10 (6 ranks +1 wis +3 bonus), Stealth +18 (11 ranks +4 dex +3 bonus), Survival +5 (1 rank +1 wis +3 bonus) & Swim +10 (1 rank +6 str +3 bonus)
Languages Common
Traits Awakened from Stasis & Strong Arm, Supple Wrist
SQ Arrow-Splitter, Favored Enemy (Humans; +2), Trapfinding (+1), Brawler’s Cunning, Martial Training, Mutagen (70 minutes); Unarmed Strike, Brawler’s Flurry, Throw Shield, Beastmorph, Returning Shield, Close Weapon Mastery, Aura of Courage, Recklessness (+3), Controlled Charge, & Stubborn Mind.
Equipment Amulet of Natural Armor (+2), Lesser Belt of Mighty Hurling, Belt of Physical Might (+2), +1 Lightly Fortified Mithral Breastplate, Cloak of Resistance (+2), 10 Paper Alchemical Cartridges, Pistol, 4 Potions of Cure Light Wounds (CL 1), Potion of Lesser Restoration (CL 3), 4 Potions of Protection from Evil (CL 1), Ring of Protection (+2), +5 Adamantine Heavy Steel Shield & 1000 gp left over.
Character Traits Awakened from Stasis: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.
Socrates should be a gnome that just goes around throwing people off with .bewildering koan.
What? I'd say Socrates fits far better as a Dwarven 'Tactician' Fighter with a huge wisdom score. He was after all a soldier in at least three campaigns in the Peloponnesian War. He also should have the lowest charisma score you can give him because good lord was he ugly/bad at talking to crowds.
Hrothdane wrote:
Plato would use lots of illusion and divination. Arcanist or wizard.
Plato would probably be better represented with an Orcale or at least something religious in nature.
Hrothdane wrote:
Descartes should be a psychic of some sort. Cogito ergo sum, after all.
Descartes? The same Descartes who was a mercenary? Something more martial might fit him better.
My list was thoroughly half-assed. I was merely trying to give examples of how to build a philosopher depends entirely upon the philosopher.
Didn't know that Descartes was a mercenary. Interesting!
Oh, Descartes was a boss.
the Philosophers' Playground wrote:
Descartes contracted tuberculosis as a newborn from his mother and was pale and sickly throughout his childhood. But as a young adult he found himself in robust health and compensating for his early years, he studied fencing, becoming quite good with a sword, and became a mercenary, learning the military arts from Maurice of Nassau, Prince of Orange, a famed tactical genius. The Catholic Descartes lived in Holland and served under the Protestant Maurice as he was engaged in battle against the Spanish-Austrian monarchy, a mutual enemy of Holland and France. But once the war enlarged and became sectarian, Descartes fought for the Catholic Bavarian army of Maximilian I against Maurice and his former comrades.
Historians disagree over whether Descartes saw combat with either force, but they do agree on one episode... After leaving Maximilian's army, Descartes returned home to France following a leisurely, circuitous route seeing much of central Europe on the way. Taking a boat to Holland, Descartes traveled with only his manservant. At the time, wealthy men were often accompanied by large entourages, including bodyguards. Seeing that Descartes had no such protection, hearing him speak well-heeled French to his servant, and seeing him dressed in taffeta with an ostrich-feather plumed hat, the rough-necked crew took Descartes to be a wealthy French merchant, and a bit of a pufter at that. Thinking he could not understand Dutch, they openly plotted to rob and murder Descartes, feeding his corpse to the fishes. Of course, having lived in holland, Descartes understood every word and realizing he was outnumbered, saw the element of surprise as his best tool. Waiting for just the right moment, in one smooth motion, Descartes drew his sword and pounced on one of the sailors, knocking him against the side of the boat putting the tip of his sword to the man's throat. In a calm, clear voice, Descartes explained in Dutch that he understood every word said. He was tired from the war, he declared, but no so tired that he would not happily kill each and every one of them himself. Seeing his desired destination from the ship, he then politely asked if one of the crew would mind rowing him and his manservant ashore. The suddenly genial sailors thought this was a smashing idea and Descartes was taken to land where he went on to discover analytic geometry, modern philosophy, a version of Copernican cosmology based on an early form of the principle of relativity, and the strange idea that dogs are just hairy little robots (can't win 'em all, I guess).
Socrates should be a gnome that just goes around throwing people off with .bewildering koan.
What? I'd say Socrates fits far better as a Dwarven 'Tactician' Fighter with a huge wisdom score. He was after all a soldier in at least three campaigns in the Peloponnesian War. He also should have the lowest charisma score you can give him because good lord was he ugly/bad at talking to crowds.
Hrothdane wrote:
Plato would use lots of illusion and divination. Arcanist or wizard.
Plato would probably be better represented with an Orcale or at least something religious in nature.
Hrothdane wrote:
Descartes should be a psychic of some sort. Cogito ergo sum, after all.
Descartes? The same Descartes who was a mercenary? Something more martial might fit him better.
Making it even worse is the simple fact that most people don't even have the elite array, while some of these characters have fairly epic stats.
As has been discussed, the Mountain has unreal strength and con, and a decent dex, to boot.
I would argue that Jamie Lannister, Khal Drogo, Ser Barriston, Bronn, and most of the big-name characters likely have better than even the elite array - probably 20 points or better - and that makes a huge difference when most people are stuck with the NPC array and NPC classes.
Hmm... I think besides the Mountain you might be able to reflect everyone with 10 points each.
Jamie Lannister; Str 14, Dex 12, Con 12, Int 12, Wis 10, Cha 12
Khal Drogo; Str 14, Dex 12, Con 10, Int 10, Wis 12, Cha 13
Ser Barriston; Str 13, Dex 10, Con 10, Int 12, Wis 12, Cha 11
Bronn; Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 10
They aren't amazing, but I think their higher levels can be the item that makes them legendary.
I think when approaching this type of adaptation you have some options.
One is to perform a more accurate representation true to the divinity of the Maiar or Istari. They're incredibly high-level outsiders with phenomenal powers.
And that's a fair approach, if a bit boring...
But if we relax ourselves from that view, we adjust ourselves around a campaign setting where the greatest mortal hero is maybe sixth level, we can spin up some interesting representations.
For Gandalf the Grey I'd go with:
Old-Aged Aasimar 'Arcane Healer' Bard 17/Paladin 3
For Saurman the White I'd go with:
Old-Aged Peri-Blooded Aasimar Wizard 13/Arcane Savant 7
I recently re-watched the best movie in the Marvel Cinematic Universe, so I've been on a Captain America bend lately.
So, here's his trusted & lost companion!
The Winter Soldier Human ‘Sniper’ Slayer 2/’Snakebite Striker’ Brawler 1/’Sniper Slayer 8 CG Medium humanoid (human) Init +4; Senses Perception +14 (+19 against traps)
DEFENSE AC 14, touch 14, flat-footed 10 (+0 armor, +4 Dex)
hp 92 (11d10+22)
Fort +11, Ref +13 (+16 against traps), Will +4 (+6 against divination effects)
OFFENSE Speed 30 ft.
Melee Dagger +14/+11/+4 (1d4+3/x2; 10 ft., piercing)
Melee Unarmed Strike +14/+11/+4 (1d6+3/x2; 10 ft., bludgeoning)
Ranged Dagger +17/+12/+7 (1d4+4/x2; 10 ft., piercing)
Ranged Pistol +17/+12/+7 (1d8/x4; 20ft.; bludgeoning & piercing)
Special Attacks Sneak Attack (+4d6)
STATISTICS
Str 16, Dex 18, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +14; CMD 28
Feats Point Blank Shot [1st], Rapid Reload (Pistol) [Human], Rapid Shot [3rd], Improved Unarmed Strike [Brawler1], Shadow Strike [5th], Precise Shot [Slayer4], Deadly Aim [7th], Improved Precise Shot [Slayer 6], Clustered Shot [9th] & Extra Slayer Talent (Ranger Combat Style: Pinpoint Targeting) [11th]
Skills Acrobatics +18 (11 ranks +4 dex +3 bonus), Bluff +13 (10 ranks +0 cha +3 bonus), Climb +10 (2 ranks +3 str +3 bonus), Disable Device +23 (11 ranks +4 dex +3 bonus +5 trapfinding bonus), Disguise +5 (2 ranks +0 cha +3 bonus), Escape Artist +9 (5 ranks +4 dex), Heal +5 (2 ranks +0 wis +3 bonus), Knowledge (Dungeoneering) +6 (1 rank +2 int +3 bonus), Knowledge (Geography) +6 (1 rank +2 int +3 bonus), Knowledge (Local) +15 (10 ranks +2 int +3 bonus), Perception +14 (11 ranks +0 wis +3 bonus), Sense Motive +14 (11 ranks +0 wis +3 bonus), Sleight of Hand +9 (5 ranks +4 dex), Stealth +18 (11 ranks +4 dex +3 bonus), Survival +5 (2 ranks +0 wis +3 bonus) & Swim +10 (2 ranks +3 str +3 bonus)
Languages Common
Traits Carefully Hidden & Defensive Strategist
SQ Studied Target (+3; 3 targets/encounter), Accuracy, Deadly Range, Brawler’s Cunning, Martial Training, Sneak Attack (+4d6), Unarmed Strike, Slayer Talents (Trapfinding & Ranger Combat Style: Precise Shot, Improved Precise Shot & Pinpoint Targeting) & Stalker Advanced Talents (Assassinate)
Character Traits Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Defensive Strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
The Winter Soldier with Items:
The Winter Soldier Human ‘Sniper’ Slayer 2/’Snakebite Striker’ Brawler 1/’Sniper Slayer 8 CG Medium humanoid (human) Init +5; Senses Perception +14 (+19 against traps)
DEFENSE AC 26, touch 17, flat-footed 19 (+7 armor, +5 Dex, +2 natural armor, +2 deflection)
hp 92 (11d10+22)
Fort +13, Ref +16 (+19 against traps), Will +6 (+8 against divination effects)
OFFENSE Speed 30 ft.
Melee +1 Dagger +15/+12/+5 (1d4+4/x2; 10 ft., slashing)
Melee Unarmed Strike +14/+11/+4 (1d6+3/x2; 10 ft., bludgeoning)
Ranged Dagger +18/+13/+8 (1d4+4/x2; 10 ft., slashing)
Ranged +1 Pistol +19/+14/+9 (1d8+1/x4; 20ft.; bludgeoning & piercing)
Ranged (against Humans) +3 Pistol +21/+16/+11 (1d8+3+2d6/x4; 20ft.; bludgeoning & piercing)
Ranged +1 Musket +17 (1d12+1/x4; 40ft.; bludgeoning & piercing)
Special Attacks Sneak Attack (+4d6)
STATISTICS
Str 16, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +14; CMD 29
Feats Point Blank Shot [1st], Rapid Reload (Pistol) [Human], Rapid Shot [3rd], Improved Unarmed Strike [Brawler1], Shadow Strike [5th], Precise Shot [Slayer4], Deadly Aim [7th], Improved Precise Shot [Slayer 6], Clustered Shot [9th] & Extra Slayer Talent (Ranger Combat Style: Pinpoint Targeting) [11th]
Skills Acrobatics +18 (11 ranks +5 dex +3 bonus -1 acp), Bluff +13 (10 ranks +0 cha +3 bonus), Climb +9 (2 ranks +3 str +3 bonus -1 acp), Disable Device +23 (11 ranks +5 dex +3 bonus +5 trapfinding bonus -1 acp), Disguise +5 (2 ranks +0 cha +3 bonus), Escape Artist +9 (5 ranks +5 dex -1 acp), Heal +5 (2 ranks +0 wis +3 bonus), Knowledge (Dungeoneering) +6 (1 rank +2 int +3 bonus), Knowledge (Geography) +6 (1 rank +2 int +3 bonus), Knowledge (Local) +15 (10 ranks +2 int +3 bonus), Perception +14 (11 ranks +0 wis +3 bonus), Sense Motive +14 (11 ranks +0 wis +3 bonus), Sleight of Hand +9 (5 ranks +5 dex -1 acp), Stealth +18 (11 ranks +5 dex +3 bonus -1 acp), Survival +5 (2 ranks +0 wis +3 bonus) & Swim +9 (2 ranks +3 str +3 bonus -1 acp)
Languages Common
Traits Carefully Hidden & Defensive Strategist
SQ Studied Target (+3; 3 targets/encounter), Accuracy, Deadly Range, Brawler’s Cunning, Martial Training, Sneak Attack (+4d6), Unarmed Strike, Slayer Talents (Trapfinding & Ranger Combat Style: Precise Shot, Improved Precise Shot & Pinpoint Targeting) & Stalker Advanced Talents (Assassinate)
Equipment +2 Amulet of Natural Armor, +2 Belt of Incredible Dexterity, +2 Cloak of Resistance, Clockwork Prosthesis Arm, 4 Daggers, +1 Dagger, Endless Bandolier, 2 Fuse Grenades, Gunsmith’s Kit, 4 Iron Pellet Grenades, +1 Mithral Breastplate, +1 Musket, Oil of Silence, 30 Paper Alchemical Cartridges, +1 Human-Bane Pistol, 4 Potions of Cure Light Wounds, Potion of Darkvision, Potion of Invisibility, Potion of Pass Without Trace, Ring of Mind Shielding, +2 Ring of Protection & Sniper Goggles
Character Traits Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Defensive Strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
I am sorry, I do not know how to post a link here. I will post the url so that you can copy and paste it. I will change it to a link if people would prefer it as such and if someone tells me how.
Finally, I present to you: My Black Panther Build
http://www.myth-weavers.com/sheet.html#id=205506
P.S. let me know if there are any suggestions you would make.
I think I would have gone in a different direction.
His hit points are real low for a twelve level character who will presumably be actively fighting.