Darksmokepuncher
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Hola Paizonians!
I'm playing in the Kingmaker AP right now as a pistolero gunslinger, and, though i like it, it's not really bringing anything useful to the party.
We have zero arcane abilities, our highest CHA score is a 13 as a party, and we have zero stealth ability.
I would like to fill these roles since my DM has allowed me to bring in a new character, and the old one will become an NPC.
I'm disinclined to play a sorcerer, and do not want to play a divine caster. I think that leaves me with only a Bard that can do all of the above. However, I will miss some of the more blasty spells including the all-important AoE effects.
What I want is to see what you fine folks can do to get me a stealthy, charismatic caster who won't die immediately in melee and can provide some crowd control and social skills.
Use any non-divine class you think would work, but please give a summary of how your build would meet the proposed criteria.
Thanks in advance to those that take this seriously and thanks for choosing to use your time to help me out.
| Sangalor |
Hola Paizonians!
I'm playing in the Kingmaker AP right now as a pistolero gunslinger, and, though i like it, it's not really bringing anything useful to the party.
We have zero arcane abilities, our highest CHA score is a 13 as a party, and we have zero stealth ability.
I would like to fill these roles since my DM has allowed me to bring in a new character, and the old one will become an NPC.
I'm disinclined to play a sorcerer, and do not want to play a divine caster. I think that leaves me with only a Bard that can do all of the above. However, I will miss some of the more blasty spells including the all-important AoE effects.
What I want is to see what you fine folks can do to get me a stealthy, charismatic caster who won't die immediately in melee and can provide some crowd control and social skills.
Use any non-divine class you think would work, but please give a summary of how your build would meet the proposed criteria.
Thanks in advance to those that take this seriously and thanks for choosing to use your time to help me out.
Magician bard and pixk some blast spells. Alternatively go for witch or wizard, get a 10+ charisma score and invest some ranks into skills like diplomacy, potentially even take skill focus. You should be fine then :-)
| Sangalor |
Thanks for the thoughts so far.
We already have a divine caster, so I really want to stay away from that.
Also, I should probably give build specifics.
20 point buy, 2 traits (one campaign trait), 5th level, standard wealth.
Thank you to past and future posters!
What about the alchemist? I mean, why do you want it to be arcane? Cause the alchemist would probably fit your bill there.
Also it is important to know what the rest of the party is.
Jelani
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Anybody else got ideas? Builds?
Bump?
NG Human
Tattooed Sor 5
1st: Sorcerer; Fey bloodline, Familiar Tattoo (Cobsognathus), Varisian Tattoo (Conjuration), Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Traits (Havoc of the Society, Charming)
2nd: Sorcerer;
3rd: Sorcerer; Spell Focus (Enchantment), Woodland Stride
4th: Sorcerer; +1 Cha
5th: Sorcerer; Toughness
Str: 7
Dex: 16
Con: 14
Int: 10
Wis: 7
Cha: 22
Init:+7 (+3 Dex, +4 Familiar) Speed: 30 ft
HP: 42 (5d6+15) AC: 19 (+4 Armor, +3 Dex, +1 Deflection, +1 NA)
Fort: +3 (+1 base, +2 Con) Ref: +4 (+1 base, +3 Dex) Will: +2 (+4 base, -2 Wis)
BAB: +2 CMB: +0 (+2 BAB, -2 Str) CMD: 14 (-2 Str, +3 Dex, +2 BAB)
Spells:
0 - Arcane Mark, Daze (DC 19), Detect Magic, Light, Mage Hand, Resistence
1 (8/Day) - Entangle (DC 17), Grease (DC 19), Mage Armor, Ray of Enfeeblement, Vanish
2 (6/Day) - Glitterdust (DC 20), Hideous Laughter (DC 21, 22 vs Sexually Attracted), Summon Swarm
Gear: Headband of Cha +2 (4000), Lesser Metamagic Rod of Persistent (3000), Ring of Protection +1 (2000), Amulet of Natural Armor +1 (2000)
I know you didn't want to play a Sorc, but I don't see why not. They could easily fulfill your needs.
1) We have zero arcane abilities
2) Our highest CHA score is a 13 as a party
3) We have zero stealth ability"
1) Can use all the arcane scrolls and wands you want.
2) 22 Cha
3) Vanish. Scrolls of Invis. Etc..
You also have a dinosaur familiar which is a tattoo. I think that's pretty cool. At 7th level take improved familiar and you can get a Silvanshee. It can talk to anything, it's fairly hard to kill w/ its abilities, and has some emergency healing. It's also a tattoo when you don't need it.
| Sangalor |
SNEAKY MAGICIAN LVL5 CR 4
Male Human Bard (Magician) 5
NN Medium Humanoid (Human)
Init +2; Senses Perception +8
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DEFENSE
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AC 18, touch 12, flat-footed 16. . (+5 armor, +1 shield, +2 Dex)
hp 38 (5d8+10)
Fort +4, Ref +7, Will +5
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OFFENSE
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Spd 30 ft.
Melee Light Shield Bash +1 (1d3+2/20/x2) and
. . +1 Rapier +6 (1d6+3/18-20/x2) and
. . Longspear +5 (1d8+3/20/x3) and
. . Longspear +5 (1d8+3/20/x3) and
. . Unarmed Strike +5 (1d3+2/20/x2) and
. . Whip +5 (1d3+2/20/x2) and
. . Whip, Scorpion +5 (1d4+2/20/x2)
Ranged Shortbow, Comp. (Str +0) +5 (1d6/20/x3) and
. . Shortbow, Comp. (Str +0) +5 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (15 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 15), Bardic Performance: Inspire Competence +2
Bard (Magician) Spells Known (CL 5, +5 melee touch, +5 ranged touch):
2 (3/day) Alter Self (DC 15), Blur (DC 15), Glitterdust (DC 15)
1 (5/day) Cure Light Wounds (DC 14), Charm Person (DC 14), Grease (DC 14), Vanish (DC 14), Magic Missile (Wizard spell)
0 (at will) Flare (DC 13), Mage Hand, Prestidigitation (DC 13), Read Magic (DC 13), Message, Detect Magic
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STATISTICS
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Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 17
Base Atk +3; CMB +5; CMD 17
Feats Arcane Strike, Bard Weapon Proficiencies, Improved Counterspell, Magical Aptitude, Quick Draw, Weapon Finesse
Skills Acrobatics +6, Bluff +7, Diplomacy +11, Disguise +7, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +4, Knowledge (Engineering) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +8, Perform (Oratory) +7, Perform (Sing) +7, Spellcraft +12, Stealth +10, Use Magic Device +15
Languages Common
SQ Arcane Bond - Object (1/day), Bardic Performance: Dweomercraft +2 (Su), Extended Performance (Su), Magical Talent +2 (1/day) (Ex)
Combat Gear +1 Mithral Chain Shirt, +1 Rapier, Arrow, Smoke (10), Arrows (40), Arrows, Blunt (20), Longspear, Longspear, Masterwork Shield, Light Steel, Shortbow, Comp. (Str +0), Shortbow, Comp. (Str +0), Whip (5), Whip, Scorpion (5); Other Gear Amulet, Cloak of Resistance, +1, Efficient Quiver (64 @ 31 lbs), Handy Haversack (5 @ 15 lbs), Wand of Cure Light Wounds
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SPECIAL ABILITIES
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Arcane Bond - Object (1/day) At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item. This ability replaces lore master.
DC 20 + spell level to cast spells without the bonded object. Once per day... -> you chose amulet
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (15 rounds/day) Your performances can create magical effects.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Dweomercraft +2 (Su) Bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities.
Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Extended Performance (Su) Sacrifice a spell slot to extend a performance beyond concentration by the slot's level.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Magical Talent +2 (1/day) (Ex) You add half your bard level to Knowledge (arcana), Spellcraft, and Use Magic Device checks
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
[b]Money left[b] 77gp
I have not added traits, I would suggest reactionary and resilient here.
This one will make use of the great wand abilities later on, so you can buy a wand of fireball and use your own CHA bonus for the DC at level 10. At level 16 you even use your caster level, and since you will keep putting ranks in use magic device for the next 4 (I recommend 5) levels, you will be able to pretty much auto-activate any kind of magic device. Get scrolls, wands, staffs... Use all of it.
Another key feature is quick draw: Use whips for maneuvers, drop them when they fail, immediately pull up another one (or weapon). Use spears to threaten with reach, knives to throw with strength bonuses (get different materials for damage reduction), bow for greater damage and distance. Remember to utilize arcane strike, so your damage will be acceptable.
Your druid buddy will love your dweomercraft, as will you for yourself. Enchant your amulet later on, it's cheap for you. Alternatively get a ring and make a ring of wizardry out of it, possibly sustenance or even combined.
You will be able to score hits repeatedly due to weapon finesse, especially once you start getting dex boost items or utilize spells for that.
Crowd control... Well, you're a bard with the entire package of fascinate, high charisma etc.
Your spells are a mixture between healing, control and self buffing (blur, vanish...). Your skill in stealth should be good enough to get by many things unnoticed.
Remember to counterspell, you get the feats for that. Also, I chose magic missile for first level, it's a very reliant spell. An iconic alternative could be shocking grasp or burning hands, depends on you. If you go for energy spells, you might want to look at elemental spell to increase your options. At level 6 and 10 you could choose scorching ray and lightning bolt. Maybe intensify as a feat would be useful for you then, you might want to consider getting the magical lineage trait for one of them and thus increasing their usability for a longer time.
Due to his AC (keep upgrading the armor), his spells and high dex, this one should be able to melee, ranged combat, cast, control, scout etc. Especially once you start using wands intensively and get to level 10, it will be nasty for your opponents.
That would be my suggestion here :-)
Jelani
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I'm sorry Sangalor. I suppose it would be helpful to know what the rest of the party is.
Switch hitting ranger
Reincarnated druid
Sohei mounted monk_____________
Interesting Jelani. I am allowed the CRB, APG, UC, UM and ISWG. Are tattoos in those books?
As someone mentioned it's in Inner Sea Magic, but even without the tattooed sorceror archetype the build is basically the same. The only difference would be you get your first level bloodline power back and lose the familiar. That and your conjuration spells are at -1 caster level which isn't a huge deal. Note, the sorceror has the same AC and more HP than the bard build posted. He has a greater range of control spells, with very high DCs. For a big bad, make them laugh. For a group, glitterdust. Use your +7 init mod to go near the top of the round and entangle everyone. Don't want to blow a big spell? If you're fighting humanoids they have a decent chance of failing against a daze. You also have aproximately 5000 gold left over to buy various wands and scrolls for situations your spell list can't cover. You won't be doing high damage, but your party will love you and you will control the fights.