| dragoonarcanus |
Okay, let's start with the basics:
1. Starting level? Ending level?
2. Known party member classes/roles?
3. Any goals for the character (focus on damage, support, versatility, etc)? Role-playing goals?
4. Any notable house-rules?
aquatic campaign (Skull and Shackles)
1. Level 3. Approximately level 15-17. (might be a bit more, we play at my house so I want to play at later levels)
2. Elf Storm Druid (battle control, buffing, light blasting); Slyph Storm sorceror (blaster); Undine Cleric (heal, light melee, support buffing); Half-Orc Invulnerable Barbarian (BSF); Goblin rogue (flanking melee support; traps); Halfling dawnflower dervish (party face, light melee, utility).
3. I've been debuffing and doing 7 damage at max with the build the way it is now. Honestly, I want to be an effective battle-field controller and do some sort of ice/electricity combo (if I cant focus on both just ice) damage. But I found that I was easily failing at certain checks, but i was excellent in the water where as my counterparts were lacking there. But I couldn't do much once I got there besides debuff and like frost ray... which wasn't too much fun/effective. It was entertaining to see my evil eye work here and there, but it was the only consistent thing that was helping.
4. No gunslingers, no summoners, featured and core races; stat array (16, 14, 13, 11, 10, 9).
Crysaenthe2
Undine Witch (Winter Witch) 3
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 17 (3d6+3)
Fort +4, Ref +5, Will +6
Resist cold 5
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Offense
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Speed 30 ft., swim 30 ft.
Special Attacks hexes (evil eye [dc 16], frozen caress)
Spell-Like Abilities
Constant—endure elements (cold only)
1/day—hydraulic push
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +6):
2nd (2/day)—web (DC 15), blindness/deafness (DC 15)
1st (3/day)—ill omen, mage armor, ear-piercing scream (DC 14)
0 (at will)—ray of frost, detect magic, detect poison, read magic
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Statistics
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Str 7, Dex 16, Con 13, Int 16, Wis 13, Cha 10
Base Atk +1; CMB -1; CMD 12
Feats Ability Focus (evil eye), Brew Potion, Improved Familiar
Traits indomitable faith, magical knack, resilient
Skills Craft (ships) +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge
(planes) +8, Perception +3, Profession (sailor) +7, Sense Motive +3, Spellcraft +7, Swim +10, Use Magic
Device +10
Languages Aquan, Common, Elven, Halfling, Other Language
SQ cold flesh, patron spells (deception)
Combat Gear Wand of shocking grasp; Other Gear Cloak of resistance +1, 150 GP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Evil Eye -2 (6 round(s)) (DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or
skill checks (Will part).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a
swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect.
If the touch spell allows a saving throw, a succ
Magical Knack (Witch [Winter Witch]) +2 CL for a specific class, to a max of your HD.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Swimming (30 feet) You have a Swim speed.
p1
MY Familiar
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Väli
Coral Capuchin
N Tiny magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 8 (2d10+2)
Fort +4, Ref +6, Will +4
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Offense
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Speed 30 ft., climb 30 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3-2/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks cursed bite
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Statistics
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Str 6, Dex 17, Con 12, Int 11, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 11
Feats Weapon Finesse
Skills Climb +6, Perception +6, Sleight of Hand +8, Spellcraft +1, Stealth +15 (+19 in coral reefs), Swim +10,
Use Magic Device +1; Racial Modifiers +4 Sleight of Hand, +4 Stealth in coral reefs
Languages Common (can't speak)
SQ amphibious, improved evasion, moisture dependency
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Climbing (30 feet) You have a Climb speed.
Cursed Bite (DC 12) (Su) Victim takes 1d6 dam every 10 min out of water but can hold breath 2x as long
(Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Moisture Dependency Can stay out of water for Con hours, then takes 1d6 damage every hour.
Swimming (30 feet) You have a Swim speed.