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I probably won't submit; my plate is pretty full right now, but I do like to throw dice... Main Stats Stat A: 2d4 + 10 ⇒ (3, 2) + 10 = 15 Stat B: 2d4 + 10 ⇒ (2, 2) + 10 = 14 Normal Stats Stat C: 1d6 + 10 ⇒ (4) + 10 = 14 Stat D: 1d6 + 10 ⇒ (3) + 10 = 13 Sub Stats Stat E: 14 - 1d6 ⇒ 14 - (3) = 11 Stat F: 14 - 1d6 ⇒ 14 - (6) = 8 ![]()
Hey, wasn't expecting to get picked with a last minute submission, but here we are. I will try to get a profile up soon. WRT to items, not sure that I fully grasp the method, but I will try to work things out. Arronus, although being a melee character will step out of the magic weapon race, as he has the ability to enhance his weapon through his character class... Also, I will be happy to chip in towards a healing wand. ![]()
Apologies for being slow... Arronus Triari
Background:
Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now). His active mind and curiosity drew him to Pathfinder Society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear. Riccabede has access to many of the artifacts retrieved by the Pathfinder Society, and among those was a silver coin, believed to be Azlanti in origin, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…). Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet. Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in Azlanti ruins. Thus, he has struck out on his own. Apprentice no longer, he has wandered to the Mwangi searching for Azlanti antiquities. After an expedition, he found himself in Bloodcove, where he heard the rumours of newly discovered Azlanti ruins... Motivation:
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
Weakness:
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall… Appearance:
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this. Demeanour:
Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand. Mechanics:
Arronus Triari N Male ½ Elf Occultist 3 (Haunt Collector) Init +2
Defense
CMD 17 = 10+2 Bab+3 Str+2 dex Offense
Stats
Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Background Skills (2+2/lvl) (Ranks, skill roll)
Occult Skill Unlocks (Appraise, Perception, K Arcana) Languages : Common, Elven, Azlanti(int), Abyssal(int), Draconic(ling), Undercommon (ling)
Class Abilities:
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power. Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Mental Focus: 8 (3 lvl + 2 int + 2 feat +1.5 FCB),
Racial Abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented. Equipment:
“DO NOT EQUIP CHARACTER. THAT WILL BE DONE IN THE DISCUSSION THREAD. “ Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Future Mechanical Development:
Trappings of the Warrior at 6th level, probably Illusion implement at 10th Tactical Role: Melee brute with self buffing and utility magic (and a minion w/Necromantic Servant). Has near-rogue trap and scouting capabilities. Can pull nearly any skills with soulbound Puppet games. ![]()
@GMMichael,
Are you giving those free feats in this recruitment? ![]()
And slipping in at the last minute... Gefirist Rivenhelm Background:
Gefirist was born Janderhoff in 4691 AR. His parents, Jynbit and Flangna were surprised to have a tiefling child (although given both Jynbit and Flangna’s arcane experiments it was perhaps unsurprising), but raised him anyways. He showed no talent for the arcane arts, but some promise in the field of alchemy. Unfortunately for him, he fell in with bad company and was thrown out of an apprenticeship for excessive entrepreneurship (he was dealing on the side). Through nepotism, he was still able to get a job as a delivery agent with Gabbnap’s Sundries and Incendiaries (A gnome owned alchemical supply company in Janderhoff). Gabbnap being his grand-uncle (who owed Flangna a favor). They use him for odd jobs, like long distance deliveries that no one else wants to take on. Gefirist has come to Trunau with a visiting trade caravan. He was delivering a shipment of alchemical weapons. Having fulfilled the contract he planned on leaving with the caravan; Fate has other plans for him though... Description:
3’7”,44 lbs. 23 years old. His hair is black and wiry (and seems almost metallic). His teeth are pointed, and he has small claws rather than fingernails. His skin is fine coat of supple blue-tinted scales (individual scales are slightly smaller than a penny). His eyes are a disturbing, cat like and yellow. He generally wears a concealing cloak and a mask when not at home. Stats:
Gefirist Rivenhelm
Hero Points: 1
Defense
CMD: 13 =10 +0 bab +0 str +4 dex -1 size Offense BAB: +0
Stats
Feats: (1st) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (Rog 1) Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Traits:
Skills 10=1*(8+2(int) /lvl) ( skill roll. NOT INCLUDING ACP)
Background Skills (1*2 = 2 ranks)
Languages: Common, Infernal, Dwarven (In), Draconic (Int) FCB +1 HP Class Abilities:
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Sneak Attack (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Race Abilities:
Tiefling (Gnome descent) +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated. Native Outsider: Tieflings are outsiders with the native subtype. Gnome descendent: In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic. Small: Gnomes are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Small Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Equipment (200 gp): Weapons: (34 gp)
Armor (10 gp):
Equipment 52.41 gp
Alchemy
1 gp, 5 sp, 9 cp ![]()
Arronus Triari Background:
Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari. He has never met his father, he left before the birth. (Alena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke). The appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now). His active mind and curiosity drew him to the fringes of the pathfinder society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear. Riccabede has access to many of the artifacts retrieved by the pathfinder society, and among those was a silver coin, retrieved in Osirion, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…). Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin (Occult Bargain drawback). He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet. Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in the ruins of Osirion. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Wati and signed up to enter the tombs...
Motivation:
Arronus has come to Wati on the theory that treasure hunting in the tombs will make him rich. It also promises a limitless field for his curiosity… Goals
Weakness:
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall… Appearance:
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this. Demeanour:
Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Mechanics:
Arronus Triari N Male ½ Elf Occultist 1 (Haunt Collector) Init +2
Defense
CMD 16 = 10+0 Bab+4 Str+2 dex Offense
Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Background Skills (2+2/lvl) (Ranks, skill roll)
Occult Skill Unlocks (Appraise, Perception, K Arcana) Languages : Common, Elven, Osiriani, Ancient Osirian
Class Abilities:
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power. Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB), Necromancy Implement – Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1) Transmutation Implement – Weapon (spiked gauntlet) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1) Racial Abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented. Equipment (240 gp):
Weapons (38 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp) Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
26 GP, 8 SP, 9 CP Future Mechanical Development:
Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion implement at 10th Tactical Role: Melee brute with self buffing and utility magic. Has near-rogue trap and scouting capabilities. ![]()
Arc Zeon - Humanity's Zenith! wrote:
@Arc Zeon, can you show where you got this from? I note that Godwyn has Spheremaster as an epic path... If you're right, I need to rebuild the mythic parts of my build. ![]()
is at least close to mechanically complete. I have some more money to spend, and I need to add some feats, as well as totaling all of everything up... But the mechanical bones are there, I think. Now he needs a background story, description and so forth... For Godwyn's list, he's: * Alignment: CG
![]()
pad300 wrote:
Found it Quote:
And I thinks it's broken... Consider Godwyn's permanent buff, above, theoretically costs 2000 gp (20 CL * 10 effective CL * 10 gp). ![]()
Qeetan'Chachol Shaaldanarth wrote:
Unfortunately, the way the build is currently, I only get Scoundrel Sphere at L16... So I already have Dirty Trick Master. ![]()
A question about associated feats from spheres of might. Ok, some talents have associated feats, which is to say that they count as said feat for pre-requisites. Does it work in reverse? For example, I got Dirty Trick Master as a bonus feat (Legendary Ninja 11). Dirty Trick Master is associated with Scoundrel: Savage Dirty Trick. If I want Scoundrel: Devastating Tricks, which has a pre-requisite of Savage Dirty Tricks, do I have to spend a talent on Savage Dirty Trick, or can I substitute my Dirty Trick Master feat for that pre-requisite. ![]()
Fury of the Tempest wrote:
Might consider the Great Mind PrC, possibly in conjunction with the Boon of the Well Travelled Wanderer. ![]()
Godwyn Blaecwulf wrote:
Ok, maybe I missed something. I thought permanent made the spell effect instantaneous; it doesn't go away (not even dispellable and could be cast years ago... maybe an anti-magic field would suppress it, but those changes could be extraordinary abilities... I don't see anything in the rules specifying it.) And now I have found the rules for magic item creation... Down the rabbit hole I go. ![]()
Ok, I have a question about the availability and cost of sphere spellcasting services. Godwyn Blaecwulf has the following under sphere talents: Quote:
As I read that, that lets him cast a permanent blank form transformation on anyone that has 5 traits from Agile and Bestial reflexes. He has used this on himself to give himself Dodge (+2 to AC), Evasion, a +4 init bonus, Uncanny Dodge and pounce... Can you purchase this sort of thing as a spellcasting service? How much? ![]()
Ok, a Fiend Keeper Medium is inhibited by having protection from evil cast on him. Quote: Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. Does this limitation extend to being within the radius of a magic circle against evil spell? ![]()
Ok, I need a cross-check here
Quote:
This does stack with Mythic Vital Strike, as he is "making a single ranged attack with a thrown weapon", and not using some other specific action (like say charging) that allows an attack as part of the action. ![]()
@Pasha, another Q, this time about 3ed party special materials: shaped and grown crystalline weapons; yay or nay? ![]()
@Pasha, can we use the high psionics version of the soulknife ?
@Sir Drystan Goldenflame/Ouachitonian, you probably are interested in the answer to the above question. @Arc Zeon/Kaouse & Sgrack/Sir Longears, what is it that gives you WIS to HP? ![]()
Maedyri wrote:
I haven't done that; I understand how Gestalt builds work. ![]()
Pasha of the Nightsands wrote:
@Pasha Ok, I think I need you take a long look at what my submission is starting to look like; I think have broken your benchmarks to pieces... Character sheet is
All saves in the 50+ range, an AC that's approaching triple digits, and an attack bonus of at least +75 (on a number of attacks in a full attack that could be over 20...) and damage of at least +46 per attack (sans power attack). Also a pile full of special abilities, including significant spellcasting, buffing for his friend and debuffing for his enemies. A +82 to stealth... and Hide in Plain Sight, Dampen Presence, Immunity to Scent and Tremorsense. Access to a variable suite of 13 mythic path abilities, that can be changed on a day to day basis. And I haven't spent more than about half his starting gold, and have more than few corners to fill in... I am currently going to down pencil on this, as I don't think it fits your game. I will see if I come up with something else. ![]()
Ok, this is Veilchen Snarlantz (from upthread), mostly finished. He can fill the rogue's slot (Stealth +19, Disable Device +20, Perception +18, can disable magical traps from the trap finder trait). He can also handle healing, which IMO, the party is lacking. He also provides the usual alchemist utility casting, and some combat punch with debuffing bombs. Description:
Veilchen is 5’4” and skinny (for a hobgoblin) 177 lbs. He’s bald (but has swirling scalp tattoos), with grey-green skin, and beady red eyes. Demeanour:
Lazy and dissolute most of the time, he becomes much more focused and alive when his life is on the line. He’s definitely an adrenaline addict. Background:
Veilchen is skilled alchemist, but one who samples his own wares too much for his own good. A recreational drunkard and druggie (alcohol, tobacco, caffeine, mary Jane, a little cocaine for those who can handle it) who deals as well as uses. His sales went upscale, and after a local noble had a party with several fatal overdoses, the heat is on. Veilchen needs to get out of Waterdeep and lay low for a while. The gates will be guarded... So down the well?!? He also figures he’d like to get rich if he’s going to be doing something stupidly dangerous. Stats:
Veilchen Snarlantz
Defense
CMD : 13=10 +1 (bab)+0 (str) + 2 (dex) Offense BAB : +6
Extracts Prepared
Stats
Feats:
Traits: Trapfinder (campaign), Entomophobe (drawback), Deathtouched (race) Skills 8*(4+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP) Perception 8 ranks +3 trained +2 wis +5 eyes of the eagle
UMD (headband) 8 ranks +3 trained +1 cha Background Skills (8*2 = 16 ranks)
Languages: Common, Goblin, Draconic (int), Giant (int), Infernal (int), Dwarven (int), *** (Int), *** (ling), *** (ling), *** (ling), *** (ling), *** (ling) FCB Extra bomb 0.5*8=4 Class Abilities:
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
Bomb (Su) (17/day, 4d6+5) : In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion. Mutagen (Su) (+4 str -2 int +2 NA, 80 minutes): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance. Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use. Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning. Race Abilities:
+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy. Goblinoid: Hobgoblins are humanoids with the goblinoid subtype. Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Hobgoblins have a base speed of 30 feet. Darkvision: Hobgoblins can see in the dark up to 60 feet. Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks. Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc. Equipment (35000 gp):
Hybridization Funnel (200 gp), Formulae Alembic (200 gp) Handy Haversack (2000 gp) Extended Potion of Barkskin (12th level), (1800 gp) Wand of Cure Light Wounds 50 charges (750 gp) +1 adaptive Composite Longbow (3400 gp) Headband of Intelligence +2 (4000 gp) Eyes of the Eagle (2500 gp) Cloak of Resistance +2 (4000 gp) +1 mithral chain shirt (2250 gp) Belt of Incredible Dexterity (4000 gp) Healers Gloves (2500 gp) Journal of the Beast Within (2165 gp) Snapleaf (750 gp) Feather Token, Tree (400 gp) Ring of Protection +1 (2000 gp) Weapons (30gp): Spiked Gauntlet (5gp), Bombchucker (12 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp)
Alchemical Items at 1/3 cost because of self crafting:
Formulae Book:
L1:, Longarm, Targeted Bomb Admixture, True Strike, Touch of the Sea, Bomber’s Eye, Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Disguise Self, Enlarge Person, Identify, Shield, Reduce Person, True Skill, Heightened Awareness L2: Alchemical allocation, full pouch, false life, invisibility, Barkskin, Bull’s Strength, Cure Moderate Wounds, Elemental Touch, Resist Energy L3: Monstrous Physique I, Heroism, Clay Skin, Beast Shape I, Rage, Tongues, Water Breathing L4: Dragon’s Breath Familiar: Taya is Veilchen’s tumor familiar Hedgehog, Figment, Sage N Diminutive animal Init +3; Senses low-light vision; Perception +5 Speed 20 ft. AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size) Hp 22 Fort +3, Ref +8, Will +3 Str 1, Dex 16, Con 6, Int 13, Wis 12, Cha 7 Base Atk +5; CMB +1; CMD ??? (+4 vs. trip) Feats Athletic Skills Climb +5, Stealth +19, Swim +5, 24 additional ranks 8*(2+1int) Perception 1 rank +3 trained+1 wis K(Arcana) 1 rank +3 trained+1 int+4 Sage Knowledge K(Nature) 1 rank +3 trained+1 int+4 Sage Knowledge Heal 1 rank +1 wis Spellcraft 1 rank +1 int K(engineering) 1 rank +3 trained+1 int+4 Sage Knowledge K(geography) 1 rank +3 trained+1 int+3 Sage Knowledge K(History) 1 rank +3 trained+1 int+4 Sage Knowledge K(Nobility) 1 rank +3 trained+1 int+4 Sage Knowledge K(Religion) 3 rank +3 trained+1 int+4 Sage Knowledge+8 racial
Special Abilities
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Sgrack wrote:
Thank You ![]()
Looking for some clarification with Spheres of Might. Some spheres give you free ranks in an associated skill. Can you use skill points to buy more ranks on top of those free ranks (up to your max ranks based on lvl/HD)? A PC has scout sphere, and 2 talents (Find the Gap, Deadly Strike), which would gives you 15 ranks in stealth. Can you spend 5 skill points to take that to 20 ranks (your limit at level 20)? ![]()
Godwyn Blaecwulf wrote:
I got that far. I am not actually using Spheres of Power, rather Spheres of Might. But that said, how do the Spheres rules deal with CL bonuses? (I have a bunch of them available...) ![]()
Pasha of the Nightsands wrote:
Yep, Great Mind was taken as an actual PRC on one side of the gestalt (not as part of Boon of the Well-Travelled Wanderer), so it can use it's aligned class bits. PRC stuff from the boon does not include aligned class levels, nor stuff like +1 level of existing casting/manifesting. Pasha of the Nightsands wrote:
Actually, I don't know spheres rules at all... So how do Spheres rules modify +CL? Pasha of the Nightsands wrote:
Or you know, some down time, a bunch of envelopes and buffing/healing spells... Pasha of the Nightsands wrote:
Ok, so I got it through a PRC (Great Mind), so I should pick something else. OK.
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