As a bard at levels 4-5 you will have a good bit of magical ability with your bardic skills. You will probably want Cha>Dex>Int>other depending on what else you want the bard to be good at. Strength if you want to be a more useful archer (composite longbow/shortbow and give the weapon a strength modifier equal to what you have, now granted this is why most rangers and fighter archers have a decent strength but for an archer bard I wouldn't really recommend it I'm just throwing it out there because you can fan-angle to make it work with an archetype). Wisdom if you want to be good at knowing if others are deceiving you and being good at your mental saves. Con if you want to have more health and be good at resisting poisons and other nasty physical things.
Benchak the Nightstalker wrote:
Multiclass Beast Rider Cavalier and get an elephant. At least then you have the movement speed required for getting around a battlefield.
Made a cleric so Eric doesn't have to do all the healing/divine work. Sheet: Bradford Fredrickson Male 22 Human Cleric NG Medium Humanoid (Human) Init +1; Senses Perception +8 Aura G 30 ft. Languages Common DEFENSE AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield) hp 13 (d8 HD) Fort +3, Ref +1, Will +6 OFFENSE Speed 30 ft. (6 squares) Melee Shield Bash -1 (1d4-1/x2) Space 5 ft.; Reach 5 ft. (10 ft. with reach weapon) Spells Known/Prepared (CL 1st; Concentration +4) 3rd (0/day) – spell, spellAPG, spellUM 2nd (0/day) – spell, spell, spellM 1st (2+1/day) – Bless Water, Protection from Evil, Cure Light Wounds 0 (3/day) – Create Water, Purify Food and Drink, Light STATISTICS Abilities Str 8 (-1), Dex 12 (+1), Con 12 (+1), Int 8 (-1), Wis 18 (+4), Cha 18 (+4) Base Atk +0; CMB -1; CMD 10 Feats Improved Channel, Toughness Skills Heal +8, Knowledge Religion +3, Perception +8; Armor Check Penalty –7 Combat Gear Chain Shirt, Heavy Steel Shield; Other Gear Bedroll, Masterwork Backpack, Flint and Steel, Spell Component Pouch, Trail Rations (5 days), Canteen, Wooden Holy Symbol, Compartment, Outfit, Monk’s, Vial (7) Encumbrance light 30 lb., medium 60 lb., heavy 100 lb.; Weight Carried 59 lbs. (excluding tender) SPECIAL ABILITIES Spells Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Channel Energy (Su) 1d6 30ft. burst of positive energy either harming undead/evil creatures or healing living healing creatures. Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Background: Oni-Kanabo always got lost whenever adventuring with his group and has found himself alone once again in a strange place he doesn't recall. He was the groups main bruiser bashing in people's skulls with ease using his Tetsubo. Oni-Kanabo is only a nickname used by the people in his group but he has adopted it because it is more fitting than Ryan.
Raging Vivisectionist Alchemist: Race: Human Name: (haven't thought of one any ideas?) Point Buy: Str: 18 (16 before racial) Dex: 10 Con: 15 Int: 15 Wis: 14 Cha: 7 Feats: Level 1: Endurance, Human Bonus (Martial Weapon Prof. Greatclub) Skills: Craft (Alchemy) +7, Knowledge (Engeneering) +3, Knowledge (Nature) +6, Perception +6, Survival +6, UMD +2 Equipment:
crunch: Oni-Kanabo
Male 22 Human Samurai 1 NG Medium Humanoid (Human) Init +2; Senses Perception +0 Languages Common DEFENSE AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 13 (1d10) Fort +4, Ref +2, Will +0 OFFENSE Speed 20 ft. (4 squares), Melee Tetsubo +6 (1d10+5/x4) STATISTICS Abilities Str 20 (+5), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 7 (-2) Base Atk +1; CMB +6; CMD 18 Feats Power Attack, Furious Focus Skills Acrobatics +3, Climb +9, Handle Animal +2, Ride +6, Swim +9; Armor Check Penalty –5 Combat Gear Tetsubo, Four-Mirror Armor; Other Gear Kit, Cavalier’s, Outfit, Traveler’s, 17 Gold remaining Encumbrance light 133 lb., medium 266 lb., heavy 400 lb.; Weight Carried 167 lb. (excluding tender) SPECIAL ABILITIES Power Attack +2 to damage, -1 to hit. Furious Focus You do not suffer Power Attack’s penalty on melee attack rolls, when wielding a two-handed weapon or a one-handed weapon with two hands, on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. Challenge (Ex) 1/day -2 AC to target(s) not challenged, the challenged target takes extra damage equal to his Samurai level only on melee attacks. Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts. A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability.
Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source. Thomas
Azure_Zero wrote:
The Synthesist is one of the two most broken Summoner Archetypes... The other one being the Master Summoner and that is just because of the sheer numbers of creatures it can put out.
Interested, Summoner only seemed steep until you mentioned the Persona bit then it made sense. Very RP heave campaign it seems. Also if I remember right, the Master Summoner archetype isn't really eidolon friendly and I've heard tale of it being banned in PFS. Are you sure that you want this archetype?
Okay here is my Druid, Aquatic Archetype, Ben Gar Back Story:
Ben grew up with only his mom. He had heard tales of his father being a feared pirate Capitan. He always played around, imagined being on a ship with his dad at command. He would always get beat up because the other kids didn’t believe him, but Ben knew that what his mom said was true. When he first started to learn how to swim it was in the ocean and, it came to him as naturally as walking. And one day when he was done swimming he found a dog washed up on shore. Ben took the dog back to his house and asked his mom if he could keep him, as all kids would do. After persistent begging his mom finally gave in and Ben was allowed to keep the dog he now named Blacktail. Since that day Ben and Blacktail were inseparable and whenever Ben would get into trouble with the other kids Blacktail would back him up.
A mysterious person came into to town years after Ben found Blacktail and started speaking in a language that nobody seemed to understand, except for Ben. The two were conversing and everyone around them thought that it was strange. When Ben finally asked the person what was going on and why everyone was looking at them like they just saw a devil rise from hell, the person said that they were speaking a language that most don’t know. The language was Druidic, and that had meant that Ben was a Druid. Ben asked what it meant to be a Druid and the person said that he was a guardian of nature, someone to protect and preserve whatever natural setting felt at home to Ben. After thinking for a little bit Ben knew what natural setting felt the most natural and that was in the water. When Ben told this new person what he felt as being the most natural setting to him, the person said his name was Brett and that he was going to instruct Ben in the ways of the Druids of Water. His mom flipped out after hearing the news that Ben was a Druid, saying that no son of hers could ever be a Druid after being kicked out of the order herself. Reluctantly she agreed to Brett teaching Ben in the ways of the Druids if only to ensure his future would lead away from becoming a pirate like his father before him. Years passed and Ben finally learned the first steps to becoming a Druid, the rest he would have to learn as time went on and after many battles have been fought. He left home shortly after Brett finished teaching him leaving a note to his mother saying “I have left to tame the seas, I don’t know when I will return or if I ever will but know this: I will always love you.” Ben found himself in Port Peril a few weeks after his journey started. With Blacktail at his side he went into the Formidably Maid for a drink, knowing that this was a pirate hideout. What better way to tame the seas than on a ship traveling across them? After his third or fourth drink he noticed a dashing and flirtatious corsair. With the booze clouding his mind he went to talk to her and after a while of talking found he was beaten senseless and stuffed in a sack, carried off to who knows where.
I will make an aliases for him after I've figured out what crunch I want. Campaign Trait: Buccaneer’s Blood
Okay so Level 1: Exotic Weapon Prof. Two-Bladed Sword, Point-Blank Shot
Okay so at level 1 feats: Quick Draw, Power Attack
Ability Scores (at level 1)
No TWF with two swords it is just that at level 18 the only Combat Style feat left is that Improved Shield Bash and I have to take a Combat Style feat. As for what Combat Style yes TWF. I understand that I can't switch hit as well as the 2 hander but I wanted to make a different switch hit than what everyone else has. As for the Archery feats same reason as the typical switch hitter only I needed to take Precise Shot for Many Shot. Now that I'm thinking about it though I'm only using the bow until a certain point (charging distance) but then what other feats am I going to get Power Attack?
I had a very crazy idea thinking of making a Str Two-Weapon Fighting build when I remembered that the Ranger can bypass prereqs on feats. So I was thinking of this feat progression:
With these stats: (25 point buy at level 1) Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8 Increasing Dex at levels 4, 8, and 16 and Increasing Str at 12 and 20 Now before anyone asks I know that the normal Switch Hitter Ranger is the Archery Combat Style with a Great Sword and picking up melee feats when not getting Combat Style feats but I wanted to make something a little different. If anyone is wondering why Improved Shield Bash is taken at level 18 it is because that is the last combat style feat left.
Here are my two ideas for this: Drunken Master of Many Styles Monk (Will only be done if Tobaris allows the monk to be of any alignment because I don't think that "Lawful" will work in this campaign also Chaotic simply means going against the law wherever you can if you want to ban alignments for this I would suggest banning Chaotic Neutral, Chaotic Evil, and Lawful). This guy came wandering in three years ago with a pile of gold. He told the bartender that he will give him all this money in exchange for a room, drinks whenever he wanted them, and if he was in any bar fights anything that broke can be replaced with his money. Well his account ran dry and is now looking for a way to refill it. This! Now obviously at level 4 instead of 13. I'll come up with a short back story as to why he is doing this kind of work.
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