Mergy
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I've had this idea going through my head since that "Is the paladin still a paladin" thread. This idea is of a halfling summoner with the childlike feat who pretends to be insignificant in combat while his Eidolon does some awesome kung-fu stuffs.
Here's what I've got so far with a 20 point buy:
Arty Foul-up
Halfling Summoner 1
CN Small Humanoid
Init +2
AC 17 = 10 + 4 [MW Chain Shirt] +2 [Dex] +1 [Small Size]
HP 10 (1d8+2)
Fort +3, Ref +3, Will +3
Spd 20ft
Melee dagger -1 (1d3-2/19-20)
Ranged light crossbow +2 (1d4/19-20)
STR 6 -2
DEX 14 +2
CON 14 +2
INT 14 +2
WIS 10 +0
CHA 18 +4
Feats:
Childlike
Traits:
Rich Parents
Conspiracy Hunter (I know it's from CoT, but it's perfect for the character, and he needs bluff as a class skill)
Skills (Favoured Class bonus here, grr 2+int...)
Bluff +8, Knowledge (Dungeoneering) +6, Knowledge (History) +6, Perception +3, UMD +8.
Battler the Eidolon would either keep his claws, or trade them in for a slam attack. I'm not sure what other evolutions or feats he would have.
Any tips to make this character more optimal would be cool. I know childlike is mostly an RP feat, but I would like to work within the concept to create a workable PC.
Also, anyone who was a fan of the Artemis Fowl series should chime in with thoughts on skills and feats for Arty.
malebranche
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Arty Foul-Up and his sidekick Battler... This made my day.
If you're going for cosmetic similarity, I'd make Battler biped and give him as many weapon proficiencies as you can.
Skills for Arty: Bluff, Diplomacy (for negotiations with fairies), Knowledge (engineering), Disable Device (Artemis has hacking skills, so I feel like he should have a breaking-and-entering skill), and Linguistics are all good choices. Lots of Linguistics, considering how fast he solved the fairy code.
Since he's a genius, at later levels I'd boost his Int a ton. I feel like if Artemis Fowl were an RPG character, he might go for summoner/wizard... You could give him Boon Companion (from Seekers of Secrets, raises Battler's level by 4) and take Extra Traits (take Magical Knack twice for +2 to CL for each class). You could ask your DM to take Arcane Theurge PrC (Complete Arcane or Complete Adventurer, I forget which).
Mergy
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Alright, mucking with some stats, I think this guy could contribute in a medium-to-light combat game, with lots of RP and traps. I wanted him both flavourful and functional, so he can act as party face and trapfinder, while still staying hidden as an innocent child.
Arty Foul-up
Halfling Summoner 6/Rogue 2
CN Small Humanoid
Init +3
AC 20 = 10 + 4 [+1 Chain Shirt] +3 [Dex] +1 [Small Size] +1 [Ring of Protection]
HP 47 (8d8+8)
Fort +5, Ref +10, Will +7
Spd 30ft
Melee dagger +4 (1d3-2/19-20) +1d6 when flanking or enemy flat-footed
Ranged +1 light crossbow +10 (1d4+1/19-20) +1d6 when sneak attacking
CMB +2 (ha)
CMD +15 (maybe I should take escape artist?)
STR 6 -2
DEX 16 +3
CON 12 +1
INT 18 +4 (headband of mental prowess +2)
WIS 10 +0
CHA 20 +5 (headband of mental prowess +2)
Feats:
Childlike
Deceitful
Defending Eidolon
Extra Rogue Talent
Traits:
Rich Parents
Magical Knack
Skills
Acrobatics +7 (+12 when jumping), Appraise +15, Bluff +18, Disable Device +15, Disguise +18, Knowledge (Arcana) +9, Knowledge (Engineering) +9, Knowledge (Nature) +14, Perception +13, Spellcraft +9, UMD +16
Spells Known:
0-
Detect Magic
Guidance
Mage Hand
Mending
Message
Read Magic
1-
Enlarge Person
Reduce Person
Grease
Ant Haul - This one is really important, because without it, Arty always has a medium load wearing even just his armour.
2-
Haste
Glitterdust
Invisibility
Phantom Steed
Special Abilities:
Summon Monster III 8/day
Sneak Attack 1d6
Evasion
Trapfinding
Fast Disguise (Rogue Talent)
Trap Spotter (Rogue Talent)
Equipment:
1000gp Cloak of Resistance +1
10000gp Headband of Mental Prowess +2 (Int, Appraise/Cha)
4000gp Belt of Giant Strength +2 (Eid)
5000gp Amulet of Mighty Fists +1 (Eid)
2000gp Handy Haversack
2000gp Ring of Protection +1
5500gp Boots of Striding and Springing
1250gp +1 Chain Shirt
750gp Wand of Cure Light Wounds
750gp Wand of Mage Armor
335gp Light Crossbow (mwk)
2gp Bolts (20)
2gp Dagger
100gp Thieves' Tools (mwk)
100gp Alchemists' Fire (5)
200gp Tanglefoot Bag (4)
175gp Noble's Outfit and Jewelry
50gp Disguise Kit
100gp Scroll of Rejuvinate Eidolon, Lesser (4)
400gp Scroll of Restore Eidolon, Lesser (2)
Adventurer's Outfit
186gp loose change
Now I really do need help with building the Eidolon, but here's my first attempt:
Battler (Biped Eidolon)
CN Medium Outsider
Ini +2
AC [20] = 10 +2 [Dex] +8 [Natural Armor] (It looks like a kevlar vest)
HP 51 (6d10+18)
Fort +6, Ref +3, +4 Will
STR 22 +6 (belt of giant strength)
DEX 14 +2
CON 14 +2
INT 7 -2
WIS 10 +0
CHA 11 +0
Fort +5, Ref +3, +6 Will
AC [22] = 10 +2 [Dex] +8 [Natural Armor] +2 [Bracers of Armor]
Spd 30ft
Melee 10ft Slam +11 (1d10+10) /w Pull
With Power Attack Slam +9 (1d10+14)
CMB +11
CMD +23
Evolutions:
Improved Natural Armor 1
Ability Increase (STR) 2
Slam (replace claws) 1
Improved Damage (slam) 1
Skilled (Perception) 1
Skilled (Heal) 1
Reach (slam) 1
Pull (slam) 1
Feats:
Power Attack
Iron Will
Toughness
Skills:
Acrobatics +10, Climb +11, Heal +16, Perception +16, Swim +12
Special Abilities:
Evasion
Darkvision
Link
Share Spells
Devotion
So I think that Arty can contribute. He has several great buff spells, and he can generally stay out of the combat zone by playing the innocent child. He can take 10 on a bluff check thanks to childlike, and can disguise himself in one round as a human child, if those feats have the synergy I think they do. This means a +18 (20 if he has access to his kit) roll on disguise, and then a 28 bluff roll to pull off the lie. He can disable traps as a rogue, and automatically senses them with Trap Spotter. I've given him a CLW wand, which he can use effectively 85% of the time, as well as a Mage Armor wand to free up a spell known.
Offensively, he's less pretty, and he'll never be getting the big numbers himself. He can shoot his +1 Crossbow for maximum 11 damage, and that's if his opponent is flat-footed. Don't even talk about melee.
Battler, on the other hand, has put all his effort into one big slam attack, and has aspirations of getting vital strike when he reaches +6 BAB. Still, when enlarged, he has a 15ft reach slam +9 (2d8+15), and can pull an enemy away from Arty following his attack.
Of course, this isn't optimized. I wanted to keep the theme of a childlike character guarded by a martial arts-using bodyguard, and I think I have SOMETHING like that.
I think that's it. Any tips from someone who actually knows what they're doing with Eidolons would be greatly appreciated, and input from anyone who has read Artemis Fowl would also be greatly appreciated!
Mergy
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Skills for Arty: Bluff, Diplomacy (for negotiations with fairies), Knowledge (engineering), Disable Device (Artemis has hacking skills, so I feel like he should have a breaking-and-entering skill), and Linguistics are all good choices. Lots of Linguistics, considering how fast he solved the fairy code.
I've updated his skills with Disable Device, for sure. Unfortunately, he doesn't have a lot of spare skills, so I didn't give him Linguistics, arguing that with a high intellect, he can know how to speak Gnomish, Elven, etc.
Bluff is a must though, and central to the character.
Mergy
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Well I'm going to bump one last time for some input from others. I had fun making this character concept in any case, so it's not wasted time no matter what happens. If anyone does read this, however, and has suggestions on how to be more effective, or comments on things that mightn't work, please do post!