My First Pathfinder Character (Input Desired)


Alpha Release 3 General Discussion

Dark Archive

This is my first attempt at using Pathfinder to make a character. I would sincerely like everyone input.

Lyda
Female Tiefling Sorcerer 4
N Medium Outsider (Native)
Initiative: +3
Defense
AC 13, Touch 13, Flat-footed 10
(+3 Dex)
hp 20 (4d6+4
Fort +2 (+4 vs. poison), Ref +4, Will+6
Fire Resistance 5
Offense
Spd 30 ft
Melee mwk shortspear +4 (1d6+2)
Ranged mwk shortspear +6 (1d6+1)
Ranged mwk light crossbow +6 (1d8+1/19-20)
Special Attacks Corrupting Touch
Spells Known
2nd-Melf’s Acid Arrow (3 per day)
1st-Protection from Good, Magic Missile, Shocking Grasp, Summon Monster I (6 per day)
0-Acid Splash, Dancing Lights, Detect Magic, Light, Ray of Frost, Read Magic
Spell-like Abilities Darkness 1/day
Statistics
Str 13, Dex 16, Con 13, Int 11, Wis 15, Cha 14
Base Atk +2, CmB +3
Feats Dodge, Eschew Materials, Spell Penetration
Skills Knowledge (Arcana) +7, Spellcraft +7
Languages Common, Infernal
SQ Darkvision 60 ft
Combat Gear Two potion of mage armor
Other Gear mwk light crossbow w/20 bolts, mwk shortspear, gear and coins worth 150 gp


David Fryer wrote:

This is my first attempt at using Pathfinder to make a character. I would sincerely like everyone input.

Lyda
Female Tiefling Sorcerer 4
N Medium Outsider (Native)
Initiative: +3
Defense
AC 13, Touch 13, Flat-footed 10
(+3 Dex)
hp 20 (4d6+4
Fort +2 (+4 vs. poison), Ref +4, Will+6
Fire Resistance 5
Offense
Spd 30 ft
Melee mwk shortspear +4 (1d6+2)
Ranged mwk shortspear +6 (1d6+1)
Ranged mwk light crossbow +6 (1d8+1/19-20)
Special Attacks Corrupting Touch
Spells Known
2nd-Melf’s Acid Arrow (3 per day)
1st-Protection from Good, Magic Missile, Shocking Grasp, Summon Monster I (6 per day)
0-Acid Splash, Dancing Lights, Detect Magic, Light, Ray of Frost, Read Magic
Spell-like Abilities Darkness 1/day
Statistics
Str 13, Dex 16, Con 13, Int 11, Wis 15, Cha 14
Base Atk +2, CmB +3
Feats Dodge, Eschew Materials, Spell Penetration
Skills Knowledge (Arcana) +7, Spellcraft +7
Languages Common, Infernal
SQ Darkvision 60 ft
Combat Gear Two potion of mage armor
Other Gear mwk light crossbow w/20 bolts, mwk shortspear, gear and coins worth 150 gp

Looks pretty good all around. I see you chose the Infernal bloodline, makes good sense there. You might take a point each off of each of your skills to invest in some secondary skills (possibly Diplomacy or Bluff, and Intimidate or Use Magic Device - each class skill would have +4).

You actually get 4 2nd level, and 7 1st level spells per day (Charisma bonus spells).

Spell Penetration is an interesting choice for that low level - kinda depends on the game you're in. Dodge is very good for casters.

About the only odd thing I see is that you have two acid spells, one electric, and one cold, but as an infernal creature with fire resistance you have no fire spells.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
David Fryer wrote:


Fire Resistance 5

I noticed you only have Fire Resistance down. As a Tiefling you have Resistance to cold 5, electricity 5 as well. I like the flavor of the character, even though the -2 to Cha hurts the Tiefling as a Sorcerer. I would love to see a Wizard write up.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I have question, what role(blaster, etc.) is Lyda taking up? If going the blaster route, from the number of evoc spell known, may I suggest dropping Spell Pentration. Take Toughness(more hp, 27 instead of 20), Deadly Aim(Dex Mod to damage; neg to hit equal to amount. You're spell are touch anyway, so it shouldn't hurt too much), or Improved Init. Skill focus(spellcraft) wouldn't hurt either.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

What can I say, I got bored and decided to make a wizard version of Lyda.

Spoiler:
*used a 35 point buy. Equal to her orginal stats.
**being tielfling receive +2 to bluff and hide, I chose to treat them(bluff and stealth) as class skills

Lyda

Female tiefling evocater 4
N Medium outsider
Init +3; Senses Perception +1; darkvision 60 ft.

DEFENSE
AC , touch , flat-footed
(+3 Dex, + Dodge Bonus)
hp 32 (4d6+15)
Fort +3, Ref +4, Will +5
Resist/b] cold 5, electricity 5, fire 5

[b]OFFENSE
Spd 30 ft.
Melee arcance bond shortspear +4 (1d6+1/x2)
Ranged arcane bond shortspear +6 (1d6+1/x2) or mwk light crossbow +6 (1d8/19-20/x2)
Special Attacks Darkness, Energy Ray +5 (1d6+2/x2)
Spells Known (CL 4th, +3 melee touch, +5 ranged touch; +2 with Deadly Aim)
2nd- Hideous Laughter (DC 16), Scorching Ray, Spectral Hand
1st- Mage Armor, Magic Missle, Shocking Grasp, Sleep(DC 15)
0(At-will)- Acid Splash, Daze(DC 15), Flare(DC 15), Light

STATISTICS
Str 13, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +2; CMB +3
Feats Deadly Aim, Scribe Scroll, Toughness
Skills Bluff +8, Craft(alchemy) +11, Knowledge(arcane) +11, Linguistics +11, Spellcraft +11, Stealth +13
Languages Common, Draconic, Elven, Infernal, Orc
Combat Gear masterwork light crossbow with 20 bolts, shortspear(arcane bond); Other Gear

Special Abilities
Arcane Bond 1/day Lyda’s shortspear can cast any one
spell she knows, just as if she had cast
it.

Darkness(Sp) Lyda can cast darkness 1/day.

Energy Ray(Su): As a standard action Lyda can
unleash an energy ray targeting any foe within
30 feet as a ranged touch attack. The energy ray
deals 1d6 points of damage + 2. The type of damage
is acid, cold, electricity, or fire, chosen when the ray is unleashed.

Magic Missile(Sp): Lyda can cast magic missile 2/day.

Scorching Ray(Sp): You can cast scorching ray 1/day.

Specialist Bonus Whenever Lyda casts an evocation spell that
deals damage, it deals +1 damage. This bonus only applies
once to a spell, not once per missile or ray. This damage is
of the same type as the spell. This bonus increases by +1
for every 5 caster levels you possess, to a maximum of +5
at 20th level.

As well as a "blaster" version of her

Spoiler:
Lyda

Female tiefling sorcerer(infernal bloodline) 4
N Medium outsider
Init +3; Senses Perception +2; darkvision 60 ft.

DEFENSE
AC 14, touch 14, flat-footed 11
(+3 Dex, +1 Dodge Bonus)
hp 20(4d6+4)
Fort +2; +4 against poison, Ref +4, Will +6
Resist cold 5, electricity 5, fire 10

OFFENSE
Spd 30 ft.
Melee mwk shortspear +4(1d6+1/x2)
Ranged mwk shortspear +6(1d6+1/x2) or mwk light crossbow +6(1d8/19-20/x2)
Special Attacks Corrupting Touch, Darkness
Spells Known (CL , +3 melee touch, +5 ranged touch)
2nd-(4/day)- Scorching Ray
1st-(7/day)- Color Spray(DC 13), Mage Armor, Protection From Evil(DC 13), Shocking Grasp
0(At-will)- Acid Splash, Dectect Magic, Distrupt Undead, Detect Poison, Light,
Resistance(DC 12)

STATISTICS
Str 13, Dex 16, Con 13, Int 11, Wis 15, Cha 14
Base Atk +2; CMB +3
Feats Deadly Aim, Dodge, Eschew Materials
Skills Diplomacy +7, Knowledge(arcane) +5, Spellcraft +5, Use Magic Device +7
Languages Common, Infernal
Combat Gear masterwork light crossbow with 20 bolts, masterwork shortspear; Other Gear 250 gp

Special Abilities
Corrupting Touch (Su) At 1st level, you can cause a
creature to become shaken as a melee touch attack.
The target also takes an additional –2 penalty on saves
versus spells of the enchantment school. This effect
persists for 1 round per two caster levels you possess
(minimum 1). Multiple touches do not stack, but they
do reset the duration.

Darkness 1/day (CL 4th)

Infernal Resistances (Ex) At 3rd level, you gain resist fire 5
and a +2 bonus on saving throws made against poison. At
9th level, your resistance to fire increases to 10 and your
bonus on poison saving throws increases to +4

Dark Archive

Lazaro wrote:
I have question, what role(blaster, etc.) is Lyda taking up? If going the blaster route, from the number of evoc spell known, may I suggest dropping Spell Pentration. Take Toughness(more hp, 27 instead of 20), Deadly Aim(Dex Mod to damage; neg to hit equal to amount. You're spell are touch anyway, so it shouldn't hurt too much), or Improved Init. Skill focus(spellcraft) wouldn't hurt either.

To answer all of your questions, first I thank yopu for catching my mistake, I forgot to add in her bonus spells. Second, I was waiting to get scorching ray as a bonus spell for her infernal bloodline. The only other fire spell that I am familiar with that is a 2nd level speel is flaming sphere and that is a spell I'm not very fond of. I might consider replacing shocking grasp with Burning Hands however. Finally I was envisioning her as a blaster. Improved initiative would help a great deal. Where is deadly aim found? I have not been able to locate it.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
David Fryer wrote:
Where is deadly aim found? I have not been able to locate it.

It's on pg. 66 of Pathfinder Alpha.

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