Build Thread 2: Electric Boogaloo


Advice

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I Just wanted to see how high the CMB for trip attemps can be. It seems that unless the Monster is fliying or otherwise imune to Trip then Lendar would succes with ease aagainst CR equivalent monsters.

Lendar; Lore warden Lvl 20:
Lore warden 16
Sylph

Str 34
Con 18
Dex 22
Int 20
Wis 18
Cha 7

Init +10, perception +33. Blindsense 30 ft (only detetc living beings)
Fly speed 40 ft

-----------------------------------------------------------
Hp: 234
AC: 35 ( 8 Armor, 6 Dex, 5 Def, 5 Nat, 1 Insight)
CMD: 61

Saves:Fort +21; REF +19; Will +18 (reroll 1/day).

DR: 1/-

Fire, Cold, Acid resistances: 10
Electricy Resistance: 5
-----------------------------------------------------------

Full Attack: +43/+43/+38/+33/+28 ; +5 Keen holy naginata of speed (1d10 +33

19-20/x5)

Or

+43/+37/+33/+28/+23 ; +5 Keen holy naginata of speed (1d10 +51 19-20/x5)
[Power attack]

CMB: +40 (+63 for trip)

[20 BAB+ 12 Str+ 8 Maneuver master+ 6 Dex+ 5 Weapon + 6 weapon training+ 4 Greater trip +2 WS ]
----------------------------------------------------------
Skills:

Total Skills Ranks: 180

Rank (total Mod)

Acrobatics: 20 (+31)
Stealth: 20 (+36)
Diplomacy: 16 (+14)
Fly: 15 (+21)
Perception 20 (+33)
Sense motive: 15 (+24)

KN (Dungeonering): 11 (+24)
Kn (Engineering): 6 (+14)
Kn (History): 5 (+13)
Kn (local): 5 (+13)
Kn (Nobility):5 (+13)
Kn (Arcana): 12 ( +25)
Kn (religion): 10 ( +23)
Kn (Nature) : 15 ( +28 )
Kn (planes): 15 ( +28)

-----------------------------------------------------------
Traits: +1 to will; -1 armor check penalty.

1. Airy Step (Sylph), WF (Naginata)
2. Power attack, Combat Expertise
3. Furious focus, Maneuver Mastery (Ex) +2
4. Ws (NAginata)
5. Iron will, Weapon training +1 (Polearms)
6. Lunge
7. Combat reflexes, Know Thy Enemy (Ex)
8. Improved Trip
9. Wings of Air (Sylph), Weapong training +2 (close)
10. GWF (Naginata).
11. I. Iron will, Hair’s Breadth (Ex)
12. GWS (Naginata)
13. pIND DOWN ,Weapong training +3 (Heavy blades)
14. Dazzing assault, Swift Lore
15. Fury's Fall (Combat)
16. Death from above, Retrain dazzing assault for stuning assault
17. Greater Trip.
18. Felling Smash
19. lighthing reflexes, Know Weakness
20. Alertness (ioun stone), Improved initiative, Weapon Mastery (Naginata)

------------------------------------------------------------

Gear
+5 Keen holy naginata of speed (200 K)
Cloak of resistance +5 (20K)
Adamantine chain shirt of determination +5 ([Fire,Cold, Acid] Resistances , Sadow)

(90 K)
+1 Adamantine Holy Spiked gauntled (21K)
Belt of Physical perfection +6 (144 K)
Boots of Striding and Springing (5.5K)
Ring of protection +5 (50 K)
Ring of fredomm of movement (40 k)
Amulet of Nat armor +5 (50K)
Gloves of dueling (15 K)
Handy havershack (2K)
Headband of Int/Wis +6 (90 K)

Circlet of Mindsight (22 K)

Manual of gainful exercise +5 (137 K)

Ioun stones
Dusty rose (5K)
Clear Spindle (4K)
Dark Blue Rhomboid (10K)
Mossy Disk [Kn Arcana] (2.5K)
Mossy Disk [Planes] (2.5K)
Mossy Disk [Nature] (2.5K)
Mossy Disk [Dungeonering] (2.5K)
Mossy Disk [Religion] (2.5K)

Liberty's Edge

I would prefer we have builds go from first up. Starting at 20th level builds tend to theory craft past all the bumps you run into along the way.

Not saying "Don't" but instead saying "Please start at one and build up"

If it takes 20 posts, great. We now have 20 level specific NPCs to plug into a game.


Nicos wrote:

I Just wanted to see how high the CMB for trip attemps can be. It seems that unless the Monster is fliying or otherwise imune to Trip then Lendar would succes with ease aagainst CR equivalent monsters.

** spoiler omitted **...

You can get it far higher than this. I think I was seeing close to that number at around 12th level.

Work on your gear, etc.

-James


I was asked to generate a 'quick two handed weapon fighter' for someone new to the game to join our 10th level group this weekend. I didn't have a lot of time, but this is what I came up with. I think he still has around 10k gold to spend, some of which would probably be an amulet of natural armor, a bag of holding (for all his beer), and various normal adventurer's sundry items. And more beer.

He clocked my monk pretty hard when the DM made us fight him right off the bat.

20 pb. Changing for 15 pb would, I think, lower his dex by 1 and str by 1. Alternatively, he could be built with a 10 Wis and end up with the same str and one less point of dex. I liked the higher will. Makes him feel like an unstoppable movie villian.

Dolph the fighter:

================================================
10th Level Human Fighter
================================================
Race: Human
Init: +4 (Dex +2, Reactionary +2); Perception +1
Hp: 90 (50+10+30)
AC: 26 (Full Plate +3 (12), Ring of Protection +2 (2), Dex +2)
Fort +13, Ref +10, Will +9 (+ reroll)
==================================================
Speed 30 ft.
Melee: +20/+15 Ghost Touch Falchion (2d4+13) 15-20/*2
Melee: +20/+12 (Power Attack) Ghost Touch Falchion (2d4+22) 15-20/*2
Melee: +20 (Power Attack/Vital Strike) Ghost Touch Falchion (4d4+22) 15-20/*2
Ranged: +16 Composite Longbow +1 (Str 18) (1d8+6)
==================================================
Str 20 (18+2), Dex 14, Con 16(14+2), Int 13, Wis 12, Cha 10
BAB +10, CMB +15, CMD 27 (32 vs trip, 32 vs disarm, 37 vs grapple)
Traits: Reactionary (+2 init), Iron Liver (+2 Fort vs poison/drugs)
Favored Class: +5 CMD vs Trip/Grapple, +5 CMD vs Disarm/Grapple
Feats: (Human) Power Attack, (L1) Iron Will, (F1) Furious Focus, (F2) Weapon Focus (Falchion), (L3) Point Blank Shot, (F4) Weapon Specialization (Falchion), (L5) Improved Iron Will, (F6) Disruptive, (L7) Lightning Reflexes, (F8) Improved Critical (Falchion), (L9) Critial Focus, (F10) Vital Strike
Special: Weapon Training (Heavy Blades) +2, Weapon Training (Bows) +1, Bravery, Armor Training 2
Skill/Ranks(bonus) – Bluff/0(0), Climb/6(+10) , Diplomacy/0(0), Disguise/0(0), Escape Artist/0(-2), Fly/0(-2) , Heal/0(1), Handle Animal/0(0), Intimidate/10(+13), Knowledge [Dungeoneering]/3(+7), Knowledge [Engineering]/4(+8), Linguistics –, Perception/0(+1), Profession(Miner)/2(+6), Ride/2(+3), Sense Motive/0(+1), Stealth/0(-3) , Survival/2(+6), Swim/1(+5)
Equipment: Arrows (20), Composite Longbow (Str 18) +1, +2 Ghost Touch Falchion, +3 Full Plate, Ring of Protection +2, Cloak of Resistance +3, Belt of Physical Might (Str/Con) +2, Beer

Liberty's Edge

20 PB is fine. I would actually prefer it as I think it is closer to how people actually play.


ciretose wrote:
20 PB is fine. I would actually prefer it as I think it is closer to how people actually play.

But I prefer the challenge of making a viable character with 15 point buy (more accurately, the Elite Array). If I can do that, then anyone else can take the character and add 5 points to make it better.

The reason I haven't been worried about gear too much is by only buying what is needed, money is left over for anyone to customize the build to their own campaign.

All of these are really just me being lazy but I like the idea of someone else being able to complete a concept. Sometimes we just need a kernel to get us started in the right direction.


Yay, internet is back! I can post non-sense again!

Ah! Bob's builds! I was waiting for them!

I really like Hwesta. As bar-fighting cad has to be cool. And anything associated with Kor gets a bonus to awesomeness! Even an elf!

But his lowish AC and HP won't let him fight for long. He doesn't look the type who uses Weapon Finesse (or any finesse, for that matter) so he'll have trouble in melee. His awesomeness falls on his thrown weapon, I can't say how good they are, though, last thrown-weapon character I've seen was a Alchemist, and they are kinda made for that, so they are good anyway.

Also, I second ciretose's post:

ciretose wrote:

I would prefer we have builds go from first up. Starting at 20th level builds tend to theory craft past all the bumps you run into along the way.

Not saying "Don't" but instead saying "Please start at one and build up"

If it takes 20 posts, great. We now have 20 level specific NPCs to plug into a game.

But I can see it's a lot of work, so I don't blame anyone for making level specific builds.


Lemmy, the AC and hit points can be addressed with some gear.

I also agree that posting several levels of a build may be a bit daunting for some. I use Hero Lab and I build the characters one level at a time. It's easy for me to do that. Not everyone uses software though so I can see it as a bit of a hurdle for them.

I'll probably post more builds later. I have some ideas. I'm just temporarily losing interest in a lot of things. Life and I are not seeing eye-to-eye on how things should be going.


So I purchased the Advanced Race Guide for Hero Lab. I really need to get the book though.

Anyway, I was trying to decide on an interesting character and I looked at my Star Frontiers game box. I thought it would be interesting to make a yazirian scout. I think I captured the race fairly well. I think the build might need a little work but it does what I want. It's certainly not perfect though. I would be open to suggestions.

Eusyl, in a good mood and relaxed:

EUSYL CR 9
Male Yazirian Ranger (Skirmisher, Wild Stalker) 10
NG Medium Humanoid (Vanara)
Init +10; Senses Low-Light Vision; Perception +20
--------------------
DEFENSE
--------------------
AC 28, touch 15, flat-footed 24. . (+9 armor, +3 shield, +4 Dex, +1 natural, +1 deflection)
hp 94 (10d10+30)
Fort +10, Ref +11, Will +5
Defensive Abilities Cornered Fury, Evasion, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft., Gliding Wings
Melee +2 Longsword +14/+9 (1d8+6/19-20/x2)
Ranged +2 Longbow, Composite (Str +4) +14/+9 (1d8+5/20/x3)
Special Attacks Scent
--------------------
STATISTICS
--------------------
Str 14/16, Dex 16/18, Con 14/16, Int 12, Wis 12, Cha 8
Base Atk +10; CMB +13; CMD 28
Feats Acrobatic, Conceal Scent, Deadly Aim -3/+6, Endurance, Improved Initiative, Power Attack -3/+6, Skill Focus: Stealth
Traits Indomitable Faith, Reactionary
Skills Acrobatics +16, Climb +1, Escape Artist +2, Fly +16, Handle Animal +12, Knowledge (Geography) +14, Knowledge (Nature) +14, Perception +20, Ride +2, Stealth +21, Survival +14, Swim +1
Languages Common, Elven, Vanaran
SQ Animal Companion Link (Ex), Hunter's Trick: Bolster Companion (Ex), Hunter's Trick: Chameleon Step (Ex), Hunter's Trick: Uncanny Senses (Ex), Hunter's Tricks (6/day) (Ex), Rage (18 rounds/day) (Ex), Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Plains (+2 bonus) (Ex), Track +5, Wild Empathy +9 (Ex), Woodland Stride (Ex)
Combat Gear +2 Buckler, +2 Longbow, Composite (Str +4), +2 Longsword, Celestial Armor; Other Gear Amulet of Natural Armor +1, Belt of Physical Perfection, +2, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Celestial Armor - 0/1
Hunter's Tricks (6/day) (Ex) - 0/6
Rage (18 rounds/day) (Ex) - 0/18
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Conceal Scent Can't be tracked by scent, it detects at half distance & can't pinpoint square.
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Gliding Wings (Ex) DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Hunter's Trick: Bolster Companion (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the an
Hunter's Trick: Chameleon Step (Ex) The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Hunter's Trick: Uncanny Senses (Ex) As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Hunter's Tricks (6/day) (Ex) Various tricks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) While raging, you gain the scent ability.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Plains (+2 bonus) (Ex) +2 to rolls vs Plains.
Track +5 +5 to survival checks to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +9 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Eusyl is unique among the vanaran race. Instead of a tail he grew membranes that connect his arms to his waist and legs, much like a flying squirrel. He watched the skies and learned how to glide with them.

He spent a good portion of his life getting to know and understand nature. Eusyl found an injured hawk and nursed it back to life. Through the years they formed a bond that extended beyond simple respect for each other.

Growing up with "wings" was no easy task. Many in the tribe would pick on him. He always fought back even when it wasn't the right thing to do. He never did learn to control his temper. Being bullied will do that. He's not a bad vanaran; he's just quick tempered.

With no fear of heights and a healty respect for nature, he quickly became one of the tribe's greatest scouts. Along with his friend, Cloud, he spends a great deal of the time searching for those who would do his people harm.

Eusyl, really mad at whatever is threatening his people:

EUSYL CR 9
Male Yazirian Ranger (Skirmisher, Wild Stalker) 10
NG Medium Humanoid (Vanara)
Init +10; Senses Low-Light Vision, Scent; Perception +20
--------------------
DEFENSE
--------------------
AC 26, touch 13, flat-footed 22. . (+9 armor, +3 shield, +4 Dex, +1 natural, +1 deflection)
hp 114 (10d10+50)
Fort +12, Ref +11, Will +7
Defensive Abilities Cornered Fury, Evasion, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft., Gliding Wings
Melee +2 Longsword +13/+8 (1d8+18/19-20/x2)
Ranged +2 Longbow, Composite (Str +4) +13/+8 (1d8+12/20/x3)
Special Attacks Scent
--------------------
STATISTICS
--------------------
Str 14/20, Dex 16/18, Con 14/20, Int 12, Wis 12, Cha 8
Base Atk +10; CMB +15; CMD 28
Feats Acrobatic, Conceal Scent, Deadly Aim -3/+6, Endurance, Improved Initiative, Power Attack -3/+6, Skill Focus: Stealth
Traits Indomitable Faith, Reactionary
Skills Acrobatics +16, Climb +3, Escape Artist +2, Fly +16, Handle Animal +12, Knowledge (Geography) +14, Knowledge (Nature) +14, Perception +20, Ride +2, Stealth +21, Survival +14, Swim +3
Languages Common, Elven, Vanaran
SQ Animal Companion Link (Ex), Hunter's Trick: Bolster Companion (Ex), Hunter's Trick: Chameleon Step (Ex), Hunter's Trick: Uncanny Senses (Ex), Hunter's Tricks (6/day) (Ex), Rage (18 rounds/day) (Ex), Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Plains (+2 bonus) (Ex), Track +5, Wild Empathy +9 (Ex), Woodland Stride (Ex)
Combat Gear +2 Buckler, +2 Longbow, Composite (Str +4), +2 Longsword, Celestial Armor; Other Gear Amulet of Natural Armor +1, Belt of Physical Perfection, +2, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Celestial Armor - 0/1
Hunter's Tricks (6/day) (Ex) - 0/6
Rage (18 rounds/day) (Ex) - 0/18
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Conceal Scent Can't be tracked by scent, it detects at half distance & can't pinpoint square.
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Gliding Wings (Ex) DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Hunter's Trick: Bolster Companion (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the an
Hunter's Trick: Chameleon Step (Ex) The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Hunter's Trick: Uncanny Senses (Ex) As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Hunter's Tricks (6/day) (Ex) Various tricks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scent (Ex) While raging, you gain the scent ability.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Plains (+2 bonus) (Ex) +2 to rolls vs Plains.
Track +5 +5 to survival checks to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +9 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Eusyl is unique among the vanaran race. Instead of a tail he grew membranes that connect his arms to his waist and legs, much like a flying squirrel. He watched the skies and learned how to glide with them.

He spent a good portion of his life getting to know and understand nature. Eusyl found an injured hawk and nursed it back to life. Through the years they formed a bond that extended beyond simple respect for each other.

Growing up with "wings" was no easy task. Many in the tribe would pick on him. He always fought back even when it wasn't the right thing to do. He never did learn to control his temper. Being bullied will do that. He's not a bad vanaran; he's just quick tempered.

With no fear of heights and a healty respect for nature, he quickly became one of the tribe's greatest scouts. Along with his friend, Cloud, he spends a great deal of the time searching for those who would do his people harm.


Here's another one from Star Frontiers. It's a vrusk, which is an insectoid creature. I haven't written a background for it and I am not well versed with the magus so I'm again open to suggestions for how to improve it.

Spoiler:

KL'K CR 9
Male Vrusk Magus (Kensai) 10
LN Medium Monstrous Humanoid
Init +12; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 25, touch 18, flat-footed 19. . (+4 armor, +6 Dex, +3 natural, +2 deflection)
hp 73 (10d8+10)
Fort +8, Ref +6, Will +8
Defensive Abilities Canny Defense +3, Stability
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Greatsword +12/+7 (2d6+16/19-20/x2)
Special Attacks Spellstrike
Magus (Kensai) Spells Known (CL 10, 9 melee touch, 10 ranged touch):
--------------------
STATISTICS
--------------------
Str 14/18, Dex 16, Con 12, Int 16, Wis 10, Cha 8
Base Atk +7; CMB +11; CMD 29
Feats Combat Casting, Concussion, Improved Initiative, Power Attack -2/+4, Shock, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Traits Indomitable Faith, Reactionary
Skills Acrobatics +13, Concentration: Magus +13, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +16, Knowledge (Planes) +16, Spellcraft +16 Modifiers Curiosity
Languages Common, Draconic, Dwarven, Elven, Sylvan
SQ +3 to Survival checks., Arcane Pool (+3) (8/day) (Su), Chosen Weapon: Greatsword, Concentrate (1/day) (Ex), Critical Perfection +3 (Ex), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Iaijutsu (Ex), Improved Spell Combat (Ex), Perfect Strike (Ex), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Combat Gear +2 Greatsword; Other Gear Amulet of Natural Armor +2, Belt of Giant Strength, +4, Bracers of Armor, +4, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Arcane Pool (+3) (8/day) (Su) - 0/8
Concentrate (1/day) (Ex) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
+3 to Survival checks. You gain the Alertness feat while your familiar is within arm's reach.
Arcane Pool (+3) (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +3 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Greatsword Kensai abilities only function when wielding a weapon of this type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Concussion Your critical hits can knock the sense out
of your foe.
Critical Perfection +3 (Ex) Bonus to confirm threat & qualify early for critical feats with chosen weapon.
Curiosity (Ex) +4 on Diplomacy checks to gather information.
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.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Shock Your critical blows leave foes in shock.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stability (Ex) Gain +4 bonus to CMD vs bull rush/trip while standing on ground.


Here's one more from Star Frontiers. The dralasite is hard to copy because there are no single-cell macro entities in Pathfinder.

He is a social butterfly and makes a decent scout in and out of the city. He can infiltrate without being noticed and even if he is, all he has to do is change shape again and no one will know who is was.

Spoiler:

BLOOP CR 9
Male Dralasite Rogue (Chameleon) 10
NN Small Aberration
Init +7; Senses Darkvision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 16, flat-footed 18. . (+3 armor, +3 Dex, +1 size, +2 natural, +2 deflection)
hp 83 (10d8+30)
Fort +6, Ref +10, Will +3
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=14)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Shortsword +15/+10 (1d4+6/19-20/x2)
Special Attacks Bleeding Attack +5, Sneak Attack +5d6
--------------------
STATISTICS
--------------------
Str 16/18, Dex 14/16, Con 14/16, Int 10, Wis 10, Cha 12
Base Atk +7; CMB +10; CMD 25
Feats Deceitful, Fleet, Fleet, Improved Initiative, Rogue Weapon Proficiencies, Weapon Focus: Shortsword
Skills Bluff +18, Diplomacy +14, Disguise +18, Fly +5, Knowledge (Local) +13, Linguistics +13, Perception +13, Perform (Act) +14, Sense Motive +15, Stealth +24 Modifiers Camoflage (1/day)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon
SQ Change Shape, Greater (Su), Convincing Lie (6 days) (Ex), Effortless Sneak: Forest (Sp), Effortless Sneak: Plains (Sp), Effortless Sneak: Urban (Sp), Esoteric Scholar (1/day) (Ex), Hide in Plain Sight: Urban (Ex), Misdirection (14/day) (Ex)
Combat Gear +2 Shortsword; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +2, Bracers of Armor, +3, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Camoflage (1/day) (Ex) - 0/1
Esoteric Scholar (1/day) (Ex) - 0/1
Misdirection (14/day) (Ex) - 0/14
--------------------
SPECIAL ABILITIES
--------------------
Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage per round.
Camoflage (1/day) (Ex) 1/day craft camo from foliage that grants +4 stealth.
Change Shape, Greater (Su) Assume form of small/medium humanoid as alter self, can change each time.
Convincing Lie (6 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Darkvision (60 feet) You can see in the dark (black and white vision only).
Effortless Sneak: Forest (Sp) Can take 10 on Stealth checks in the selected terrain.
Effortless Sneak: Plains (Sp) Can take 10 on Stealth checks in the selected terrain.
Effortless Sneak: Urban (Sp) Can take 10 on Stealth checks in the selected terrain.
Esoteric Scholar (1/day) (Ex) Once a day, a rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hide in Plain Sight: Urban (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Misdirection (14/day) (Ex) Spend stealth points to gain a bonus to a Stealth check.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.


It's getting a little late. I'll see if I can do up a sathar tomorrow. For anyone interested in what the characters might look like:

Dralasite
Vrusk
Yazarian
Sathar


Would love to see some more stuff for Alchemists. This looks great, keep up the good work!


Here's the Sathar I promised. I haven't geared it up or given it a back story. He uses spells and feats from SSG's Lore of the First Language.

Spoiler:

TASHAR CR 9
Male Sathar Sorcerer 10
NE Medium Aberration
Init -1; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 9, touch 9, flat-footed 9. . (-1 Dex)
hp 42 (10d6)
Fort +3, Ref +3, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft.
Sorcerer Spells Known (CL 10, +6 melee touch, +4 ranged touch):
5 (3/day) Power Word Beguile
4 (6/day) Power Word Frighten, Power Word Mute
3 (7/day) Power Word Sicken, Power Word Bleed, Power Word Inspire
2 (7/day) Power Word Decelerate, Scorching Ray, Power Word Combust, Power Word Trip
1 (7/day) Power Word Dazzle, Charm Person (DC 15), Disguise Self (DC 15), Power Word Fascinate, Power Word Hesitate
0 (at will) Ray of Frost, Open/Close (DC 14), Read Magic (DC 14), Mage Hand, Ghost Sound (DC 14), Detect Magic, Prestidigitation (DC 14), Message, Jolt
--------------------
STATISTICS
--------------------
Str 12, Dex 9, Con 9, Int 14, Wis 11, Cha 19
Base Atk +5; CMB +6; CMD 15
Feats Eschew Materials, First Language Syntax, Greater First Language Syntax, Heighten Power Word, Lore of the First Language, Skill Focus: Linguistics, Toughness +10
Skills Concentration: Sorcerer +14, Intimidate +17, Knowledge (Arcana) +15, Knowledge (Planes) +12, Linguistics +21, Use Magic Device +17
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Infernal, Orc, Sathar, Sylvan, Undercommon
SQ Arcane Word: Command (Su), Hypnotic Gaze (1/day) (Ex), Life Sense (Su), Polyglot (Su), True Speaker

--------------------
TRACKED RESOURCES
--------------------
Hypnotic Gaze (1/day) (Ex) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Arcane Word: Command (Su) At ninth level, your mastery of the magic of words expands you spellcasting options. Select one 1st-level bard, cleric, or witch spell than is language dependent. You gain this as a bonus spell known, and treat it as a sorcerer spell. You may select
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
First Language Syntax Increase the hp categories of your power words by 10%
Greater First Language Syntax Power words now gain a 20% hp increase
Heighten Power Word Cast power words as higher level spells, with greater hp maximums
Hypnotic Gaze (1/day) (Ex) Hypnotism on a single target using gaze, effect lasts a single round.
Life Sense (Su) Your strong ties to the lifeforce-targeting abilities of power word spells allows you to easily judge a creature's remaining hit points. As a move action you can make a Heal or Perception check against any creature you can see to determine its remain
Lore of the First Language You can read magic at will and make yourself understood in any language
Polyglot (Su) At 3rd level, you can understand any form of speech or writing with a successful DC 15 Linguistics check, and may speak or write in any language with a DC 20 Linguistics check.
True Speaker Whenever you cast a spell with Verbal components, and no other components, you add your Charisma bonus to your caster level when determining the spell's range.


If anyone has played Alternity, this is a mechalus. Basically it's a borg from Star Trek. Since someone was asking for an alchemist, I figured I would give it a go. I don't generally build alchemists so this one is not optimized at all. I also still have 30k to spend.

Spoiler:

MACHELUS CR 9
Male Aleerin Alchemist (Grenadier) 10
CN Medium Humanoid (Half-construct, Human)
Init +6; Senses Low-Light Vision; Perception +14
--------------------
DEFENSE
--------------------
AC 21, touch 12, flat-footed 19. . (+9 armor, +2 Dex)
hp 73 (10d8+10)
Fort +8, Ref +9, Will +6
Defensive Abilities Plagueborn; Resist Construct Resistance
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Longsword +11/+6 (1d8+4/19-20/x2)
Ranged Acid Bomb +10/+5 (5d6+4 Acid) and
. . Bomb +10/+5 (5d6+4 Fire) and
. . Force Bomb +10/+5 (5d4+4 Force)
Special Attacks Acid Bomb, Bomb 5d6+4 (18/day) (DC 19), Fast Bombs, Force Bomb
Alchemist (Grenadier) Spells Known (CL 10, 9 melee touch, 9 ranged touch):
4 (2/day) Cure Critical Wounds (DC 18), Freedom of Movement (DC 18)
3 (4/day) Heroism (DC 17), Cure Serious Wounds (DC 17), Fly (DC 17), Monstrous Physique I (DC 17)
2 (5/day) Barkskin, Cure Moderate Wounds (DC 16), Cure Moderate Wounds (DC 16), Blur (DC 16), Blur (DC 16)
1 (6/day) Shield (DC 15), Enlarge Person (DC 15), Enlarge Person (DC 15), Cure Light Wounds (DC 15), Cure Light Wounds (DC 15), Bomber's Eye (DC 15)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 6
Base Atk +7; CMB +9; CMD 21
Feats Extra Bombs, Extra Bombs, Improved Initiative, Martial Weapon Proficiency: Longsword, Ricochet Splash Weapon, Splash Weapon Mastery, Throw Anything
Skills Acrobatics +0, Climb +0, Craft (Alchemy) +17, Disable Device +15, Escape Artist +0, Fly +0, Heal +14, Knowledge (Nature) +17, Linguistics +14, Perception +14, Ride +0, Spellcraft +17, Stealth +0, Swim +0, Use Magic Device +11 Modifiers Alchemy +10
Languages Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sylvan, Terran
SQ Alchemical Weapon (Swift Action) (Su), Directed Blast (Su), Fast Poisoning (Move Action) (Ex), Healing Touch, Mutagen (DC 19) (Su), Precise Bombs (Ex), Spontaneous Healing (50/day), Staggering Blast (DC 19) (Su), Swift Alchemy (Ex)
Combat Gear +2 Longsword, Celestial Armor; Other Gear Thieves' tools, masterwork
--------------------
TRACKED RESOURCES
--------------------
Bomb 5d6+4 (18/day) (DC 19) (Su) - 0/18
Celestial Armor - 0/1
Spontaneous Healing (50/day) - 0/50
--------------------
SPECIAL ABILITIES
--------------------
Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+4 (18/day) (DC 19) (Su) Thrown Splash Weapon deals 5d6+4 fire damage.
Construct Resistance +2 save vs. disease, mind-affecting, poison, and exhaustion/fatigue effects.
Directed Blast (Su) Bomb does damage in 30 ft cone, attack vs one foe and rest take splash dam.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 19) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Plagueborn (Ex) +2 save vs. disease, ingested poison, nauseated, sickened.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Spontaneous Healing (50/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Staggering Blast (DC 19) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Ah, more builds! Awesome!

I'm not very familiar with the races, but I really like Eusyl. I keep imagining him stealthly closing in to his targets and suddenly leaping on them from the shadows or from the top of trees. Gliding and entering Rage as his enemies despair.

He makes a great Predator-like character. Which is something every ranger should accomplish.


Talking in another thread, I remembered a catfolk ninja build I made when I was fooling around in HeroLab, not the most creative of builds, but I still really like it. What do you guys think?

I split skills in Maxed Out and Single Dip. Just so it's easier to check the math. All skills either have 1 rank or 7, no in-betweens.

*Funny fact, the Catfolk Exemplar (Sharp Claws) feat gives you the Cat's Claws racial trait, but HeroLab won't recogize it as such, even if it says so in the feat's description. It also lists Sprinter as one of my character abilities, even though I switched it for Climber.

Lucky Luke:

Lucky Luke CR 6
Male Catfolk Ninja 7
TN Medium Humanoid
Init +6; Senses Low-Light Vision, Darkvision, Scent; Perception +10
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 16. . (+5 Armor, +4 Dex, +1 Deflection)
hp 49 (7d8+14)
Fort +6, Ref +11, Will +3
Defensive Abilities Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft. Climb 20 ft
Melee Claw (x2) +10 (1d4+2/19-20/x2) and Katana +6 (1d8+1/18-20)
Ranged Composite Shortbow +9 (1d6+1)
Special Attacks Sneak Attack (4d6 - 4d8 if using claws)
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 14, Int 12, Wis 7, Cha 16/18
Base Atk +5; CMB +6; CMD 20
Feats Black Cat, Catfolk Exemplar (Sharp Claws), Aspect of the Beast (Darkvision), Catfolk Exemplar (Scent), Weapon Finesse (Rogue Talent)
Traits Indomitable Faith, Reactionary
Maxed Skills: Acrobatics(+13), Appraise(+11), Bluff(+14), Diplomacy(+14), Disable Device(+13), Perception (+10), Sense Motive (+8) and Stealth (+15).
Single Dip Skills: Climb (+13), Disguise (+8), Escape Artist (+7), Knowledge(Local) (+5), Knowledge Nobility (+5) (He gotta know who he should be robbing!), Linguistics (+5), Sleight of Hand (+7) and Swim (+5).
Languages Common, Catfolk, Infernal (He lives in Chelliax)
SQ +2 to Perception, Stealth and Survival checks.
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) (6/day)- 0/6
Black Cat (1/day)
Cat's Luck (1/day) (Ex) 0/1
--------------------
SPECIAL ABILITIES
--------------------
Climber: Gain a Climb Speed of 20ft and a +8 to Climb skill checks.
Ki Attack Speed - Spend Ki to make an additional attack
Ki Jump - Jump is always counted as having a running start
Ki Movement - Spend Ki to increase speed by 20ft
Ki Stealth - Spend Ki for a +4 bonus to Stealth
No Trace +1 - The DC to track you increases by +1. Gain a +1 bonus to Stealth and Disguise when standing still.
Poison Use - You can use poison without risk of accidentally poisoning yourself
Scent - Detect creatures by Scent
Sneak Attack (4d6 ~ 4d8 if using claws)
Vanishing Trick - Spend Ki to be invisible for 1 round per level.
--------------------
ITEMS
--------------------
Cloak of Resistance +2
Headband of Alluring Charisma +2
Rending Claw Blade
Ring of Protection +1
Chain Shirt +1
Remaining GP: 1745 (more than enough for consumables)

IDEAS and OBSERVATIONS:
- I think Luke makes a great Scout/Infiltrator/Party Face, in no small part thanks to his many special senses. He could make an even better Scout with a few ranks in Survival. His racial bonus to that skill compensates his low Wisdom score, and a trait can give him a +1 and make it a class skill. With 10 skill points per level, he can do whatever he wants out of combat.
- As with most rogues, his Fort and Will saves are pretty bad, so he should try to compensate for that somehow. Increasing his Wis by 1 at 8th level help with his low Will save. If 3.X material is allowed, Force of Personality could save his life.
- If you are feeling really persuasive, try and talk your DM into granting you a +2 circumstance bonus to Stealth checks made in dark places, as the Black Cat feat gives Luke black fur. Don't remind him of this when hiding in snowy areas! If he remembers by himself, tell him you are covered head to toes with white clothes. ^^
- Assigning a single rank to climb gives Luke a +13 bonus. Probably more than enough for his whole adventuring career.
- Scent is awesome. Vanish, pinpoint invisible enemies through Scent, humilitate them by sneak attacking the bastards while they are still invisible.
- Black Cat is not really necessary, but I like its flavor and visuals. Toughness, Piranha Strike, Iron Will and Combat Reflexes are probably more optimized.
- Taking the Sprinter racial trait instead of Climber allows you to take Nimble Striker and Claw Pounce at 14th level. Not bad, but many games don't even reach that level. You can also get Sprinter through the Catfolk Exemplar feats, but if you want both Sprinter and Climber, take Climber as the racial trait, as there is no Catfolk Exemplar feat that gives it to you.
- I believe Rending Claw Blade allows you to add enhancements to Claw attacks. Not sure, though. It's described as a +1 blade that affects your Claw attacks AND allows you to deal extra damage equal to 1d4 + 1.5x your Str modifier if you hit the same target twice in the same round.

Feat Progression:
L1 - Black Cat
L2 (Ninja Trick) - Vanishing Trick
L3 - Catfolk Exemplar (Sharp Claws)
L4 (Ninja Trick) - Finesse Rogue
L5 - Catfolk Exemplar (Darkvision)
L6 (Ninja Trick) - Deadly Scratch
L7 - Catfolk Exemplar (Scent)


Lemmy wrote:

Talking in another thread, I remembered a catfolk ninja build I made when I was fooling around in HeroLab, not the most creative of builds, but I still really like it. What do you guys think?

I split skills in Maxed Out and Single Dip. Just so it's easier to check the math. All skills either have 1 rank or 7, no in-betweens.

*Funny fact, the Catfolk Exemplar (Sharp Claws) feat gives you the Cat's Claws racial trait, but HeroLab won't recogize it as such, even if it says so in the feat's description. It also lists Sprinter as one of my character abilities, even though I switched it for Climber.

** spoiler omitted **...

It seems to be working fine in my version of HL. The Cat's Claws trait gives you 1d4 claw damage and if you take the feat that increases to 1d6. That's exactly what I'm seeing when I take them.

I like infiltrators. They can really add to the game if used right. Too often the party just has the wizard scry but something like this is better because it doesn't take as many resources and can help you gather better information if done right.

His Will is really low but if someone doesn't know he's there to target in the first place, he should be fine. Remember Mr Miyagi's Drum Technique? Same idea. The best way to avoid getting hit is to not be there. Your ninja just needs to apply that to infiltrating as well as combat.


I've been tossing around some other ideas but I haven't had much free time. My workload has changed quickly due to a coworker being in a car accident. He's going to be ok. He's already been released from the hospital. He just needs to rest. That means that I don't get to rest though. I plan on converting more races from other systems to see what can be done with the ARG. The more I play with HL, the more I know I will be buying this wonderful book. So far, there isn't much I can't do. I'm trying to stick with 10 RP. So far, so good.


Bob_Loblaw wrote:
It seems to be working fine in my version of HL. The Cat's Claws trait gives you 1d4 claw damage and if you take the feat that increases to 1d6. That's exactly what I'm seeing when I take them.

When I take it as a racial trait, all is okay, but if I get the claws through the Catfolk Exemplar (Sharp Claws) feat (instead of upgrading them), it shows the claws but acts as if I had done something illegal (like getting the rogue talents that require claws without having claws)

Bob_Loblaw wrote:
I like infiltrators. They can really add to the game if used right. Too often the party just has the wizard scry but something like this is better because it doesn't take as many resources and can help you gather better information if done right.

I'm a big fan of spies/infiltrators myself. Although is easy to run into the gaming problem where the infiltrator is either doing everything by himself or having his stealth ruined by his less-than-discreet companions.

Bob_Loblaw wrote:
His Will is really low but if someone doesn't know he's there to target in the first place, he should be fine. Remember Mr Miyagi's Drum Technique? Same idea. The best way to avoid getting hit is to not be there. Your ninja just needs to apply that to infiltrating as well as combat.

Yeah... Sadly, rogue/ninjas have the worst saves in the game... And yet, they have few other uses for Wisdom. I figure increasing his Wis by 1 and taking Iron Will is the best I can do without multiclassing (1 or 2 levels of monk or bard could really help, but it will cost 4~12 skill points! Ouch!) 2 Paladin levels would do wonders for Luke's saves, but not only that sacrifices *many* skill points, he'd also have to be LG. Paizo should publish more feats that make Cha a more relevant attribute. Do you have any suggestion to mitigate this weakness?

Sigh... I miss Force of Personality :(

Bob_Loblaw wrote:
I've been tossing around some other ideas but I haven't had much free time. My workload has changed quickly due to a coworker being in a car accident. He's going to be ok. He's already been released from the hospital. He just needs to rest. That means that I don't get to rest though.

I'm sorry to hear about your colleague. I wish him a speedy recovery.

Bob_Loblaw wrote:
I plan on converting more races from other systems to see what can be done with the ARG. The more I play with HL, the more I know I will be buying this wonderful book. So far, there isn't much I can't do. I'm trying to stick with 10 RP. So far, so good.

The ARG is a great book. But, honestly, the Race Builder is... Well, disappointing. It's a wonderful idea, but suffers of bad execution, IMHO. Less than well-thought ability pontuation cost and arbitrary prerequisites are pretty bad. I don't understand why they even added prerequisites at all! It' a GM tool!(I wish Herolab had an option to allow me to simply ignore the Race Creation prerequisites.)

The rest of the book is awesome though, as usual, there are a few things that are either too good (like the elf wizard archetype Spellbinder), cheesy (half-elf spell that allows them to cast any spell ever!) or too weak (undine feat: Water Skinned. The number 1 most useless feat ever!). No more than any other RPG book.

But overall, it's a great book, full of flavorful options (I personally think they made an exceptional work with Catfolk, Tieflings and Tengu. And Vishkanyas just entered my hall of favorite races! (In fact... I think I'll make a Vishkanya Paladin next!)


Lemmy wrote:
When I take it as a racial trait, all is okay, but if I get the claws through the Catfolk Exemplar (Sharp Claws) feat (instead of upgrading them), it shows the claws but acts as if I had done something illegal (like getting the rogue talents that require claws without having claws)

LW just did another update the other day. Are you using the Community created package as well as the LW version? That could be causing a problem too.

Quote:
I'm a big fan of spies/infiltrators myself. Although is easy to run into the gaming problem where the infiltrator is either doing everything by himself or having his stealth ruined by his less-than-discreet companions.

It takes a lot of work from the GM and so long as the player doesn't try to hog the spotlight, I am willing to give him some fun.

Quote:
Yeah... Sadly, rogue/ninjas have the worst saves in the game... And yet, they have few other uses for Wisdom. I figure increasing his Wis by 1 and taking Iron Will is the best I can do without multiclassing (1 or 2 levels of monk or bard could really help, but it will cost 4~12 skill points! Ouch!) 2 Paladin levels would do wonders for Luke's saves, but not only that sacrifices *many* skill points, he'd also have to be LG. Paizo should publish more feats that make Cha a more relevant attribute. Do you have any suggestion to mitigate this weakness?

Magic items and tactics are the two suggestions I have. Grabbing a headband and cloak are good options. I believe there is an ioun stone that might help too. There are several traits that can add +1 too.

Quote:

The ARG is a great book. But, honestly, the Race Builder is... Well, disappointing. It's a wonderful idea, but suffers of bad execution, IMHO. Less than well-thought ability pontuation cost and arbitrary prerequisites are pretty bad. I don't understand why they even added prerequisites at all! It' a GM tool!(I wish Herolab had an option to allow me to simply ignore the Race Creation prerequisites.)

The rest of the book is awesome though, as usual, there are a few things that are either too good (like the elf wizard archetype Spellbinder), cheesy (half-elf spell that allows them to cast any spell ever!) or too weak (undine feat: Water Skinned. The number 1 most useless feat ever!). No more than any other RPG book.

You can simply ignore the prerequisites. I do it all the time. I know you don't like the Red all over the place when you do that though. I'm with you on that.

I wish there was a way to save the race once I've created it. Certainly would make it easier for me as a GM.

Quote:
But overall, it's a great book, full of flavorful options (I personally think they made an exceptional work with Catfolk, Tieflings and Tengu. And Vishkanyas just entered my hall of favorite races! (In fact... I think I'll make a Vishkanya Paladin next!)

I would love to see that.


Bob_Loblaw wrote:
LW just did another update the other day. Are you using the Community created package as well as the LW version? That could be causing a problem too.

I only use the packages that come in the automatic updates. Never download a separate one.

Edit: BTW I made a mistake, the Rogue Talent Luke takes at 6th level is Vicious Claws, not Deadly Scratch

Bob_Loblaw wrote:
It takes a lot of work from the GM and so long as the player doesn't try to hog the spotlight, I am willing to give him some fun.

Same here. It's too much fun an open uo too many cool possibilities to be ignored. Besides, if that is the most troublesome thing to ever enter the game, we are in luck!

Bob_Loblaw wrote:
Magic items and tactics are the two suggestions I have. Grabbing a headband and cloak are good options. I believe there is an ioun stone that might help too. There are several traits that can add +1 too.

I actually did that. Even with a +2 Cloak of Resistance and a +1 trait bonus, his Will save is still pathetic. And the Ioun stone bonus does not stack with the Cloak of Resistance! Argh!

Oh, Force of Personality feat, why has thou abandoned me? (Did I write that correctly?)

Bob_Loblaw wrote:
You can simply ignore the prerequisites. I do it all the time. I know you don't like the Red all over the place when you do that though. I'm with you on that.

Yeah, as much as that red letters have no implication, they still really annoy me.

Bob_Loblaw wrote:
I wish there was a way to save the race once I've created it. Certainly would make it easier for me as a GM.

What a great idea! We should recommend that to LW (and hope they add it in the next update)

Bob_Loblaw wrote:
I would love to see that.

If you are talking about the book, my guess is that you really will. It's a great book (except for the Race Builder). If you are talking about the Vishkanya Paladin, just wait little, I'll post it as soon as I've finished making a few preparations for my next game session (I'm supposed to GM, after all -.-')


Here's a fraal I was working on. I don't build bards often and I don't know what I want to spend his money on so he has over 30,000 gold to spend. Keep in mind that I don't go for perfect conversion of a race. I go for the concept and see what I can do. The fraal have psionic abilities and I don't use psionics (nor does the race builder).

Spoiler:

EFRA CR 9
Male Fraal Bard (Archaeologist) 10
LN Small Outsider (Native)
Init +3; Senses Darkvision; Perception +18
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 16. . (+5 armor, +3 Dex, +1 size, +1 dodge)
hp 53 (10d8)
Fort +3, Ref +10, Will +7
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Longsword +11/+6 (1d6+3/19-20/x2)
Ranged +1 Crossbow, Light +12/+7 (1d6+1/19-20/x2)
Spell-Like Abilities Comprehend Languages (1/day), Detect Magic (1/day), Detect Poison (1/day), Read Magic (1/day)
Bard (Archaeologist) Spells Known (CL 10, +9 melee touch, +11 ranged touch):
4 (1/day) Cure Critical Wounds (DC 16), Legend Lore (DC 16)
3 (3/day) Cure Serious Wounds (DC 15), Clairaudience/Clairvoyance, Dispel Magic, Charm Monster (DC 15)
2 (5/day) Locate Object, Cure Moderate Wounds (DC 14), Summon Monster II, Create Treasure Map, Revelation
1 (6/day) Identify, Summon Monster I, Charm Person (DC 13), Cure Light Wounds (DC 13), Recharge Innate Magic (DC 13)
0 (at will) Open/Close (DC 12), Know Direction (DC 12), Mage Hand, Prestidigitation (DC 12), Message, Unwitting Ally (DC 12)
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +7; CMD 21
Feats Bard Weapon Proficiencies, Brew Potion, Craft Wondrous Item, Deep Sight, Dodge, Scribe Scroll
Skills Concentration: Bard +12, Disable Device +20, Fly +5, Knowledge (Arcana) +20, Knowledge (Dungeoneering) +20, Knowledge (Local) +20, Knowledge (Nature) +20, Knowledge (Planes) +20, Knowledge (Religion) +20, Linguistics +15, Perception +18, Spellcraft +15, Stealth +7 Modifiers Emissary (1/day), Follow Clues
Languages Aboleth, Abyssal, Celestial, Common, Common, Daemonic, Draconic, Dwarven, Elder Thing, Elven, Infernal, Polyglot, Shadowtongue, Undercommon
SQ Archaeologist's Luck +2 (6 rounds/day) (Ex), Bardic Knowledge +5 (Ex), Clever Explorer +5 (take 10 & magic traps) (Ex), Jack of All Trades: Trained skills (Ex), Lore Master (1/day) (Ex), Trap Spotter (Ex)
Combat Gear +1 Crossbow, Light, +2 Delving Leaf Armor, +2 Longsword; Other Gear Thieves' tools, masterwork
--------------------
TRACKED RESOURCES
--------------------
Archaeologist's Luck +2 (6 rounds/day) (Ex) - 0/6
Comprehend Languages (Envoy) (1/day) (Sp) - 0/1
Detect Magic (Envoy) (1/day) (Sp) - 0/1
Detect Poison (Envoy) (1/day) (Sp) - 0/1
Emissary (1/day) (Ex) - 0/1
Lore Master (1/day) (Ex) - 0/1
Read Magic (Envoy) (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +2 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +5 (Ex) Add + 5 to all knowledge skill checks.
Clever Explorer +5 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Comprehend Languages (Envoy) (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Detect Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Emissary (1/day) (Ex) Roll twice for Bluff or Diplomacy check, and take the better result.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Follow Clues (Ex) A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Read Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


So I took this idea from a Dragon Magazine article called 6-Guns and Sesheyans. He is meant to be a bounty hunter. He still has about 7k to spend which is good because I didn't give him any bullets. This is what they look like. Because they are winged creatures but there is no option for actual flight as part of the race builder, I worked with what I had to get as close as possible to the concept.

Spoiler:

THOROK CR 9
Male Sesheyan Gunslinger (Mysterious Stranger, Pistolero) 10
CG Medium Monstrous Humanoid
Init +11; Senses Darkvision; Perception +14
--------------------
DEFENSE
--------------------
AC 24, touch 18, flat-footed 18. . (+3 armor, +5 Dex, +3 natural, +2 deflection, +1 dodge)
hp 74 (10d10)
Fort +9, Ref +14, Will +12
Weakness Light Sensitivity
--------------------
OFFENSE
--------------------
Spd 30 ft., Gliding Wings
Ranged +2 Pistol +14/+9 (1d8+14/20/x4)
--------------------
STATISTICS
--------------------
Str 14, Dex 18/20, Con 10, Int 12, Wis 10/12, Cha 12/14
Base Atk +10; CMB +12; CMD 30
Feats Acrobatic, Deadly Aim -3/+6, Deep Sight, Dodge, Gunsmithing, Improved Initiative, Iron Will, Rapid Reload: Pistol
Traits Honeyed Tongue, Indomitable Faith
Skills Acrobatics +22, Diplomacy +16, Fly +16, Heal +6, Knowledge (Local) +11, Perception +14, Survival +11
Languages Common, Draconic, Undercommon
SQ Deed: Covering Shot (Ex), Deed: Dead Shot (Ex), Deed: Deadeye (Ex), Deed: Focused Aim (+2), Deed: Gunslinger Initiative (Ex), Deed: Gunslinger's Dodge (+2 AC) (Ex), Deed: Pistol-Whip (Ex), Deed: Targeting (Ex), Deed: Utility Shot, Grit (Ex), Pistol Training (+6, misfire value -2) (Ex), Stranger's Fortune (2/day) (Ex), Up Close and Deadly +3d6
Combat Gear +2 Pistol; Other Gear Amulet of Natural Armor +2, Belt of Incredible Dexterity, +2, Bracers of Armor, +3, Cloak of Resistance, +2, Glarecutter Goggles, Headband of Mental Prowess, WIS & CHA +2, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Grit (2/day) - 0/2
Stranger's Fortune (2/day) (Ex) - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Covering Shot (Ex) Use 1 grit, entangle missed foe for 1 round.
Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+2) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Gliding Wings (Ex) DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Pistol Training (+6, misfire value -2) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4.
Rapid Reload: Pistol You can reload fast with one type of Crossbow.
Stranger's Fortune (2/day) (Ex) Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
Up Close and Deadly +3d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
--------------------
Sesheyans dwell in dark rain forests and jungles, although some have begun to make forays into more civilized areas despite their misgivings about humans. Their alien appearance often startles the humans they encounter, and sesheyans find humans equally "alien" in appearance. A sesheyan has a light yet muscular frame, a bulbous head encircled by eight small eyes, large pointed ears, leathery wings, and a whiplike tail with an expandable fan-shaped tip that provides stability during flight. The wings can be folded tightly against the sesheyan's upper back when not in use. Though sesheyans walk with a hunched, labored gait, they exhibit a gracefulness while airborne that few other flying creatures can match. Sesheyans shun bright light, preferring to live in the darkness. Although they can use technology, most of them never become completely comfortable with it, and some deeply religious sesheyans refuse to have anything to do with it. Most humans feel uneasy in the presence of sesheyans because of their alien appearance and preference for lurking in the dark, and most sesheyans view humans as equally strange and unnatural. Sesheyans speak their own language and can learn to speak others as well. The average sesheyan stands between 5 and 6 feet tall and weighs 85 to 100 pounds.

Sovereign Court

Is thread about character builds, or NPC builds, or both?


Here is a t'sa fighter. He is small and very mobile. He gets in and gets out. It may not look like he does a lot of damage but he is meant to get a shot or two off and get back to safety while you bleed out. This is a picture of a t'sa. I haven't spent all his money yet. He needs some aerial ability or some ranged weapons besides his throwing axes.

Spoiler:

ZIP CR 9
Male T'sa Fighter (Mobile Fighter) 10
LG Small Humanoid (Reptilian)
Init +7; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 23, touch 15, flat-footed 19. . (+7 armor, +3 Dex, +1 size, +1 natural, +1 dodge)
hp 84 (10d10+20)
Fort +11, Ref +8, Will +6
Defensive Abilities Agility, Cat's Luck (1/day)
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee +1 Returning Axe, Throwing +15/+10 (1d4+5/20/x2) and
. . +1 Wounding Axe, Throwing +15/+10 (1d4+5/20/x2)
Special Attacks Leaping Attack +2
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Atk +10; CMB +11; CMD 25
Feats Bleeding Strike, Combat Reflexes (4 AoO/round), Dodge, Fleet, Fleet, Improved Initiative, Improved Sidestep, Mobility, Sidestep, Weapon Focus: Axe, Throwing, Weapon Specialization: Axe, Throwing
Traits Jenivere Crew: Acrobatics, Valashmai Veteran: Perception
Skills Acrobatics +16, Disable Device +19, Fly +5, Knowledge (Engineering) +5, Perception +12, Stealth +7, Survival +7 Modifiers Curiosity, Master Tinker
Languages Common, Common
SQ Armor Training 2 (Ex)
Combat Gear +1 Returning Axe, Throwing, +1 Wounding Axe, Throwing, +3 Mithral Armored Coat; Other Gear Boots of Striding and Springing, Cloak of Resistance, +2, Thieves' tools, masterwork
--------------------
TRACKED RESOURCES
--------------------
+1 Returning Axe, Throwing - 0/1
+1 Wounding Axe, Throwing - 0/1
Cat's Luck (1/day) (Ex) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Agility +3 (Ex) +3 save vs. Paralyzation, slowing, or entangling
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bleeding Strike Your critical hits cause foes to bleed lightly.
Cat's Luck (1/day) (Ex) Roll a reflex save twice and take the better result.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Curiosity (Ex) +4 on Diplomacy checks to gather information.
Improved Sidestep When an opponent misses you in melee, you can immediately take a 5' step, as long as you remain within their threatened area.
Leaping Attack +2 (Ex) +2 to hit and damage if you move at least 5' before attacking.
Master Tinker (Ex) You are proficient with any weapon you have personally crafted.
Mobility +4 to AC against some attacks of opportunity.
Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.
Valashmai Veteran: Perception +1 trait bonus on Survival in the jungle.
--------------------
Humans are reminded of motion when they look at t'sa (pronounced "t-sah"). Even when standing absolutely still (something that's almost impossible for a t'sa to do), a t'sa conveys an impression of speed and constant activity. Standing 1.4 meters tall, a t'sa is lightning-quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t'sa has a fine covering of interlocking scales that provide a modicum of natural protection. With their expressive eyes and childlike exuberance, the t'sa are extremely likeable.

Rising from a world that duplicated Earth's prehistoric era, the t'sa evolved into an intelligent species. Spurred on by natural curiosity and an undeniable lack of patience, the t'sa eventually established a starspanning society. They are motivated by a simple desire to see what lies in the next star system rather than by greed, power, or expansionism.

Everything a t'sa does, he does quickly. He's always on the move, always asking questions, always seeking answers. Although he's often misunderstood, a t'sa is nonetheless eager to please and make friends.


The Human Diversion wrote:
Is thread about character builds, or NPC builds, or both?

I don't think that ciretose specified anything. I've been posting playable PCs that might need some adaptation to a campaign. That's one reason why I haven't been spending all my money and why I have been using the elite array. I feel that it's easier to add points to stats if someone needs to instead of trying to figure out what to take away.

None of my characters are heavily optimized. They are meant to be fun and playable. If you have any questions about my builds or suggestions, I'm always open to hearing them.

If you have a request or just want to drop some characters in, go for it. I don't even know if ciretose is still reading this thread. I'm just having some fun seeing what I can come up.

Sovereign Court

I had a 3.5 character that would actually do better in Pathfinder to the improvement to a prestige class ...

Arcane Archer. Pathfinder gave 'em caster levels.

But, I didn't get there the traditional way. In order to qualify you need +6 BAB, point blank shot, precise shot, and weapon focus longbow or shortbow - most people get there with some levels of ranger or fighter and a enough caster levels to cast level 1 spells.

I did it a different way, I did Wizard 12 for the +6 BAB, which also gives you enough caster levels to cast a spell that just so happens to go perfectly with the level 2 Arcane Archer ability: Antimagic Field.

Think about it - no save, no SR, and it's an area spell, so with that 2nd level ability it's considered cast where the arrow lands. Say you're fighting something with a lot of caster levels that's flying around and hard to reach? Thwack, all of the sudden it's in an antimagic field centered on it that it can't dismiss.


Here is a weren. He doesn't really care about getting hit too much. He enjoys just beating the crap out of his enemies. Being a large creature, he enjoys being able to trip better than his smaller brothers. I wasn't sure if I wanted the amulet of mighty fists or not. If anyone has any suggestions, I'm open to them.

Spoiler:

HERSUIT CR 9
Male Weren Monk 10
LN Large Humanoid (Giant)
Init +7; Senses Low-Light Vision; Perception +18
--------------------
DEFENSE
--------------------
AC 22, touch 20, flat-footed 21. . (+2 armor, +1 Dex, -1 size, +2 deflection)
hp 93 (10d8+30)
Fort +12, Ref +10, Will +14
Defensive Abilities Evasion, Improved Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 60 ft.
Space 10 ft.; Reach 5 ft.
Special Attacks Flurry of Blows +11/+11/+11/+6/+6 BAB +3, Ki Strike, Lawful, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 18/20, Dex 12, Con 14/16, Int 10, Wis 16/20, Cha 6
Base Atk +7; CMB +16 (+20 Tripping); CMD 34 (36 vs. Bull Rush, 36 vs. Overrun, 38 vs. Trip)
Feats Combat Reflexes (2 AoO/round), Greater Trip, Improved Critical: Unarmed Strike, Improved Initiative, Improved Trip, Improved Unarmed Strike, Monk Weapon Proficiencies, Power Attack -2/+4, Skill Focus: Stealth, Stunning Fist (11/day) (DC 20), Tiger Claws, Tiger Style
Traits Reactionary
Skills Acrobatics +14, Fly -1, Intimidate +11, Perception +18, Stealth +16
Languages Common, Sylvan
SQ AC Bonus +8, Fast Movement (+30'), High Jump (+10/+30 with Ki point) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 50' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (2d6), Wholeness of Body (10 HP/use) (Su)
Other Gear Amulet of Mighty Fists +1, Belt of Physical Might, STR & CON +2, Bracers of Armor, +2, Cloak of Resistance, +2, Headband of Inspired Wisdom, +4, Ring of Protection, +2, Robe, Monk's
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/10
Stunning Fist (11/day) (DC 20) - 0/11
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +8 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of opportunity per round, and may make them while flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +11/+11/+11/+6/+6 BAB +3 (Ex) Make Flurry of Blows attack as a full action.
Greater Trip +2 to Trip, target provokes AoO when tripped.
High Jump (+10/+30 with Ki point) (Ex) +10 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (11/day) (DC 20) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Tiger Claws Make a single attack with both hands, and combine the results
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (10 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
You can't miss a weren (pronounced "wear-enn"). He stands 2.2 meters tall and weighs in at a hefty 150 kilograms. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he's not carrying a weapon. A great mane of hair flares from his head, and his fur ranges from black to shades of gray to almost white.

The weren have only reached a level of development equal to Earth's Renaissance. The printing press, the flintlock, the scientific method - these are the accomplishments of weren society. This age of enlightenment doesn't deter the weren from pursuing their true forte: war. Philosopher-warriors, weren appear to be a dichotomy of enlightened scholars and noble savages. They have combined the two ways of life well, effortlessly debating with words one moment and with claws and flintlocks the next.

Weren approach life with amazing intensity. When they embrace a new idea or belief, they become zealots. They profess the tenets of those beliefs with word, deed, and claw. Built for battle, they also love to talk and share ideas. They have a strict code concerning honor, combat etiquette, and noble acts.

There are legends of advanced weren that have retractable claws. They are rare, thankfully.


I love the weren monk. I think I'll use pit it against my players when I have the opportunity!


Oh... Forgot about my Paladin!

Vishkanya Paladin:

Saiki CR 8
Male Vishkanya Paladin (Oath of Vengeance) 9
LG Medium Humanoid (Vishkanya)
Init +3; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 23 (25 with shield), touch 12, flat-footed 22 (+10 armor, +1 Dex, +1 natural, +1 deflection)
hp 72 (9d10+18)
Fort +13, Ref +9, Will +9
Immune charm, fear, disease; Resist Poison Resistance +9
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash +13/+8 (1d4+4/20/x2) and
+1 Cold Iron Longsword +14/+9 (1d8+5/19-20/x2) and
+1 Silversheen Bardiche +14/+9 (1d10+7/19-20/x2)
Ranged +1 Longbow, Composite (Str +3) +11/+6 (1d8+4/20/x3)
Special Attacks Smite Evil (3/day)
Spell-Like Abilities Detect Evil (At will), Light (At will)
Paladin (Oath of Vengeance) Spells Prepared (CL 6, 13 melee touch, 10 ranged touch):
2 (2/day) Inheritor's Smite, Inheritor's Smite
1 (4/day) Divine Favor (DC 16), Protection from Evil (DC 16), Grace (DC 16), Grace (DC 16)
--------------------
STATISTICS
--------------------
Str 17/19, Dex 12, Con 14, Int 13, Wis 7, Cha 16/20
Base Atk +9; CMB +13; CMD 25
Feats Antagonize, Cornugon Smash, Intimidating Prowess, Power Attack -3/+6, Sleep Venom
Traits Bully, Reactionary
Skills Diplomacy +16, Escape Artist +3, Intimidate +22, Knowledge (Religion) +5, Perception +9, Sense
Motive +10, Stealth +3
Languages Celestial, Common, Vishkanya
SQ Aura of Courage +4 (10' radius) (Su), Aura of Good (Ex), Aura of Resolve +4 (10' radius) (Su),
Channel Wrath (Su), Divine Weapon +2 (9 minutes) (2/day) (Sp), Lay on Hands (4d6) (9/day) (Su), Mercy:
Exhausted (Su), Mercy: Fatigued (Su), Mercy: Staggered (Su), Poison Use (Ex), Ring of Sustenance, Toxic
(2/day) (DC 12) (Ex), Wayfinder, Standard (1 @ 0 lbs)
Combat Gear +1 Cold Iron Longsword, +1 Full Plate, +1 Longbow, Composite (Str +3), +1 Silversheen
Bardiche, Shield, Heavy Steel; Other Gear Amulet of Natural Armor +1, Belt of Giant Strength, +2,
Headband of Alluring Charisma, +4, Ioun Stone, Clear Spindle, Ring of Protection, +1, Ring of
Sustenance, Wayfinder, Standard (1 @ 0 lbs)
--------------------
SPECIAL ABILITIES
--------------------
Antagonize Use Diplomacy or Intimidate to goad creatures
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus
to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus
to saves vs charm.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on
hands ability to gain an extra use of smite evil that day.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate
Intimidate check as a free action to attempt to demoralize your opponent.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Weapon +2 (9 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses
or chosen properties.
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (4d6) (9/day) (Su) You can heal 4d6 damage, 9/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy: Exhausted (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy: Fatigued (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy: Staggered (Su) When you use your lay on hands ability, it also removes the staggered condition.
This does not help if the target is at 0 HP.
Poison Resistance +9 Gain listed bonus to saves vs poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring
also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit
of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the
owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Sleep Venom Can change venom to stagger 1d4 rds (initial) and knock out (secondary) instead of Dex
dam.
Smite Evil (3/day) (Su) +5 to hit, +9 to damage, +5 deflection bonus to AC when used.
Toxic (2/day) (DC 12) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Wayfinder, Standard (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a
wayfinder is typically made from silver and bears gold accents. With a command word, you can use a
wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass,
granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a
small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its
normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the
magic of the wayfinder itself (see Seeker of Secrets page 51).

Saiki is a pretty charming guy. He is great at reading people and even better at talking to them. However he'll never be nearly as charming as he's scary. He knows that people are less likely to commit evil if they are terrified by the forces of good. And Saiki can be scary like noone else. His strong build and natural charisma are usually enough to make people think twice before acting with ill-will. The fact that such a scary guy can see the evil in their hearts and bring divine wrath upon them also helps.
Despite this, Saiki is a good person. He'll often offer criminals the chance to surrender, and has even learned a technique to turn his natural Venom into a Sleep Venom, so he can more easily aprehend criminals without killing them. He believes in second chances, but will not grant a third one.
However, he knows there is evil beyond redemption in this world. Devils, Demons and other creatures whose mere existence is an act of evil shall not be spared.

In battle, Saiki will do his best to draw enemy fire, sparing his comrades from injury, and he'll make sure his foes fear The Inheritor's Justice by the end of the encounter.

Saiki is proud, and refuses to allow evil to use him to cause harm to his friends. His Paladins powers are useful for this, but just to make sure, Saiki acquired a Wayfinder and a resonant Clear Spindle Ioun Stone in order to shield his will from would be mind-controllers (works like the mind-shield caused by Protection From Evil). If his allies have the resources, he'll insist they do the same.

Edit: Spoiler'ized for length

Ideas & Obervations:
- Most Paladins are great Party Faces. Saiki is no exception. But unlike most, he's more intimidating than charming. It seems fit for an Oath of Vengeance Paladin.
- His saves are pretty good. And he is simply immune to a variety of effects (charm, fear, diseases) and is even resistant to poison! His Wayfinder + Clear Spindle Ioun Stone make him downright immune to possession and mind-control by evil creatures! And for just 4500 gp! A good investment for classes with poor will saves!
- Since Fear effects scale, chances are that after 2 or 3 rounds at least 1 enemy is frightened or even panicked.
- He carries a silversheen bardiche and a cold iron longsword just in case. Different materials are a lot more useful (and cheaper) than a +2 bonus, specially so for a character who can buff his weapon for 9min/day.
- His AC is decent, but not amazing. He wants enemies to target him, remember?
- The Inheritor's Smite spell is awesome!
- He doesn't even need the Bully trait to be scary (but it does mean a sweet +4 to Intimidate!), you can switch it for Magical Knack without worries.
- Extra traits can be useful for getting Magical Knack and adding Perception as a class skill. (His racial bonus to perception compensates for his low Wisdom score, but he'll never be great at it)
- The Extra Lay on Hands feat doubles as "Extra Smite Evil" for Oath of Vengeance Paladins!
- I'm not sure, but I think using poison is not an evil action in PF. So Saiki can do it without problems. Maybe even milk his saliva/blood for crafting poison so the party rogue/ninja can use.
- Between good Fort-save progression, decent Con, High Cha and Poison Resistance, Saiki is pretty much immune to poison (+22 save against poison!), which is good. Poison is everywhere!
- Sleep Venom is not essential (I just like the feat) and the DC to resist the poison is kinda low. It can be easily switched for more powerful feats, such as Unsanctioned Knowledge (see that 13 Int?).
- Fey Foundling is awesome for any Paladin, but I don't think it fits this character.


I'm currently messing around with a shield tank idea and this is what i have come up with

Shielded Tanker:
Human Shielded Fighter 11 Init: +4 Perception +13
HP 109 AC 43 to 21 ff 35 (Full Plate +12, Spiked Heavy Steel +8, Dex +1(2), Defensive +7, +2 Deflection, +2 Natural)

Str 20(22)Dex 15 Con 14(16)Int 07 Wis 14 Cha 07

Fort: +12 Ref: +7 Wil +7(+2 vs compulsion/charm; +3 vs fear)
Traits: Reactionary, Birthmark

Skills Acrobatics 3 Perception 11 Survival 8

Attack
+5 Bashing Heavy Shield + 21/+16/+11 1d8+21(x2)

Feats:
H Dodge
L1 Improved Shield Bash
F1 Improved Unarmed Strike
F2 Crane Style
L3 Weapon Focus Spiked Shield
F4 Weapon Spec Spiked Shield +1 Str
L5 Crane Wing
F6 Power Attack
L7 Shield Focus
F8 Crane Riposte +1 Dex
L9 Two Weapon Fighting
F10 Shield Slam
L11 Shield Master

+5 Bashing Heavy Shield 36000 36170
+3 Full Plate 09000 46920
+2 Ring of Prot 08000 54920
+2 Amulet Nat 08000 62920
+2 Belt Phys Mite (S/C) 10000 72920
+2 Cloak of Resistance 04000 76920

He/She is really hard to hit and if you do he/she can riposte and slam you with a shield for lots of damage


I'd take TWF a lot earlier, and probably add Antagonize to the list. Having too high AC without great damage wll only make smarter enemies avoid attacking him.

You gotta give them a reason to attack you, high damage is a good way. Antagonize and Step Up can help them close to you. Maybe use a net to entangle them.

You can always TWF with 2 shields too. I don't like the visuals of such idea, but it's actually viable.


Actually TWFing stops you from using the crane style feats unfortunately i only took the feat for shield slam (always fun to knock them around the battlefield) and mastery :)

Added cheese layers such as two handing the shield when attacking and 1 handing it when not could be used although i dislike such tricks myself.

The shielded fighter archetype does allow for an ac boost to companions and if you are willing to use a move action a debuff on an enemy.


I like Saiki. I get bored with the goody-two-shoes paladins that are afraid to do anything because they could lose their lawful good status. I would see if there was a way to squeeze in some way to Intimidate multiple creatures at a time. I love the idea of a paladin walking into a crowded room, looking around and simply saying, "I don't know how many of you it will take to kick my ass, but I do know you don't have enough."


The next few characters I’m going to create are inspired from a game that one of my players helped create. It’s called Hellas. It’s a Greek inspired space opera. You can find it here.

The first one is an Amazoran archer. She is rather effective with her bow. Her sword is her backup and hopefully she won’t need it often. With her initiative at +13, she is probably going first. With her Stealth and Perception checks what they are, it is unlikely that you will know she’s there until it’s too late. If you can hear her arrows, that means she missed. She can fire 4 arrows per round, each successful hit dealing more than the previous. To make it worse, she can choose to fire fewer arrows and increase your pain by increasing the chance of a critical hit (16-20 threat range). Her clusters shots and hammer the gap help her deal with the damage reduction of some of her opponents. Dinara can disarm or sunder your weapon as needed. She also has a slightly higher speed than other races which can give her a slight advantage with mobility especially if she needs to get out of melee and into a more favorable position. I still have 23k gold to spend. Plenty of money left over for cool toys and probably some ammunition (since I didn’t buy any yet).

Spoiler:

DINARA
Male Amazoran Fighter (Archer) 10
LN Medium Humanoid (Human)
Init +13; Senses Perception +16
--------------------
DEFENSE
--------------------
AC 23, touch 15, flat-footed 18. . (+5 armor, +3 shield, +5 Dex)
hp 94 (10d10+20)
Fort +9, Ref +8, Will +3
Defensive Abilities Eternal Hope (1/day)
--------------------
OFFENSE
--------------------
Spd 35 ft., Sprinter
Melee +2 Longsword +13/+8 (1d8+5/19-20/x2)
Ranged +2 Longbow, Composite (Str +3) +14/+14/+9 (1d8+13/19-20/x3)
--------------------
STATISTICS
--------------------
Str 14/16, Dex 18/20, Con 14, Int 12, Wis 10, Cha 10
Base Atk +10; CMB +13; CMD 28
Feats Clustered Shots, Cosmopolitan: Knowledge (Local), Perception, Deadly Aim -3/+6, Fleet, Focused Attack, Hammer the Gap, Improved Critical: Longbow, Improved Initiative, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Run (Fleet-Footed)
Traits Bandit (River Kingdoms): Stealth, Reactionary
Skills Acrobatics +9, Knowledge (Local) +10, Perception +16, Stealth +19
Languages Common, Draconic, Dwarven, Elven
SQ Safe Shot (Ex), Trick Shot: Disarm, Trick Shot: Sunder
Combat Gear +2 Buckler, +2 Longbow, Composite (Str +3), +2 Longsword, +2 Studded Leather; Other Gear Belt of Physical Might, STR & DEX +2
--------------------
TRACKED RESOURCES
--------------------
Eternal Hope (1/day) (Ex) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Bandit (River Kingdoms): Stealth +1 to Stealth checks, Stealth is always a class skill for you.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eternal Hope (1/day) (Ex) +2 to save vs fear/despair effects. Can reroll a natural 1.
Focused Attack You can concentrate on a single attack to
improve your chance of scoring a critical hit
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Run (Fleet-Footed) You run faster than normal.
Safe Shot (Ex) You do not provoke attacks of opportunity when making ranged attacks with your Archetype's focused weapon (Bows or Crossbows).
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Trick Shot: Sunder Sunder with a bow at 30' and -4 CMB.


The next character is a Goregon. He still has 30k gold to spend. I can definitely see a cloak of resistance and something to boost his Dexterity.

Spoiler:
AVEL CR 9
Male Goregon Cleric 10
LE Medium Aberration
Init -1; Senses Darkvision; Perception +4
--------------------
DEFENSE
--------------------
AC 21, touch 9, flat-footed 21. . (+9 armor, +3 shield, -1 Dex)
hp 103 (10d8+40)
Fort +10, Ref +2, Will +11
Defensive Abilities Poison Resistance
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Greatsword +13/+8 (2d6+8/19-20/x2)
Ranged +2 Crossbow, Light +8/+3 (1d8+2/19-20/x2)
Special Attacks Battle Rage (7/day), Ferocious Strike (+5) (7/day)
Spell-Like Abilities Battle Rage (7/day)
Cleric Spells Prepared (CL 10, 11 melee touch, 6 ranged touch):
5 (2/day) Righteous Might (DC 19), Plane Shift (DC 19), Commune (DC 19)
4 (4/day) Spiritual Ally, Cure Critical Wounds (DC 18), Divine Power (DC 18), Summon Monster IV, Infernal Healing, Greater
3 (4/day) Bestow Curse (DC 17), Cure Serious Wounds (DC 17), Rage, Blood Rage, Deadly Juggernaut (DC 17)
2 (5/day) Bear's Endurance (DC 16), Cure Moderate Wounds (DC 16), Spiritual Weapon, Summon Monster II, Summon Monster II, Sentry Skull
1 (5/day) Divine Favor (DC 15), Summon Monster I, Summon Monster I, Entropic Shield (DC 15), Magic Weapon (DC 15), Cure Light Wounds (DC 15)
0 (at will) Bleed (DC 14), Read Magic (DC 14), Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 16/18, Dex 8, Con 16, Int 10, Wis 16/18, Cha 10
Base Atk +7; CMB +11; CMD 20
Feats Channeled Shield Wall, Craft Magic Arms & Armor, Toughness +10, Weapon Focus: Greatsword
Skills Acrobatics -5, Climb +2, Escape Artist -5, Fly -5, Intimidate +9, Ride -5, Spellcraft +12, Stealth -5, Swim +0
Languages Common
SQ Aura (Ex), Cleric Channel Negative Energy 5d6 (3/day) (DC 15) (Su), Cleric Domain: Ferocity, Cleric Domain: War, Hypnotic Gaze (1/day) (Ex), Might of the Gods (10 rounds/day) (Su), Spontaneous Casting, Weapon Master (10 rounds/day) (Su), Weapons Variant Channeling (±3 Profane)
Combat Gear +2 Buckler, +2 Crossbow, Light, +2 Field Plate, +2 Greatsword; Other Gear Belt of Giant Strength, +2, Headband of Inspired Wisdom, +2
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (7/day) (Sp) - 0/7
Cleric Channel Negative Energy 5d6 (3/day) (DC 15) (Su) - 0/3
Ferocious Strike (+5) (7/day) (Su) - 0/7
Hypnotic Gaze (1/day) (Ex) - 0/1
Might of the Gods (10 rounds/day) (Su) - 0/10
Weapon Master (10 rounds/day) (Su) - 0/10
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (7/day) (Sp) Grant +5 to a melee damage rolls.
Channeled Shield Wall Enhance your shield and the shields of allies adjacent to you
Cleric Channel Negative Energy 5d6 (3/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Ferocity Associated Domain: Strength
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferocious Strike (+5) (7/day) (Su) +5 damage for an attack.
Hypnotic Gaze (1/day) (Ex) Hypnotism on a single target using gaze, effect lasts a single round.
Might of the Gods (10 rounds/day) (Su) Add your cleric level to your STR for checks.
Poison Resistance +10 (Ex) Gain listed bonus to saves vs poison.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon Master (10 rounds/day) (Su) Gain the temporary use of a combat feat.
Weapons Variant Channeling (±3 Profane) Attack bonus with favored weapon/Attack penalty
--------------------
Avel is not a nice goregon at all. He revels in the death and destruction of his enemies. He grew up in a harsh environment and he wishes that same pain on others. He is loyal to his faith and the followers of Szuriel and that's about it.


Here we have a Hellenes. Basically, they are a different breed of humans. I used the war master class from Super Genius Games to see what kind of fun I could have. I haven’t used this class before but I can see its usefulness.

Spoiler:

IOLAUS CR 9
Male Hellenes War Master 10
LN Medium Humanoid (Human)
Init +8; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 27, touch 17, flat-footed 22. . (+3 armor, +5 shield, +2 Dex, +2 natural, +2 deflection, +3 dodge)
hp 114 (10d10+40)
Fort +7, Ref +10, Will +7
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +13/+8 (1d4+3/20/x2) and
. . +2 Shortspear +16/+11 (1d6+5/20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 8, Cha 12
Base Atk +10; CMB +13; CMD 30
Feats Dodge, Improved Initiative, Leadership (Base Score 16), Shield Focus, Toughness +10, Weapon Focus: Shortspear
Traits Natural-Born Leader, Reactionary
Skills Acrobatics +8, Bluff +3, Climb +2, Diplomacy +15, Disguise +3, Escape Artist +1, Fly +1, Intimidate +16, Knowledge (Local) +7, Perception +12, Ride +1, Stealth +1, Swim +2
Languages Common
SQ Assail(multiple foes) (Ex), Battle Tactics (23 rounds/day), Battle Tactics: Move Action, Born Leader (Ex), Consul (Ex), Contacts (Ex), Coordinated Attacks* (Ex), Countering Tactics (Ex), Covering Maneuvers(+2) (Ex), Deployment(+15ft) (Ex), Goad (DC 15) (Su), Guarded Tactics (Ex), Individual tactics(2/feat) (Ex), Mark of Quality, Raid Tactics (Ex), Realm of Expertise: Charisma (Ex), Shout of Warning (Ex)
Combat Gear +2 Shield, Heavy Steel, +2 Shortspear; Other Gear Amulet of Natural Armor +2, Bracers of Armor, +3, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
+2 Shortspear - 0/1
Battle Tactics (23 rounds/day) - 0/23
--------------------
SPECIAL ABILITIES
--------------------
Assail(multiple foes) (Ex) At 1st level a war master learns to direct his allies to overwhelm a foe’s defenses, forcing the enemy to divide its attention among multiple targets. The war master selects one foe he can see. If that foe is threatened by three or more of the war ma
Battle Tactics (23 rounds/day) A war master is trained to use tactics to direct units and individuals to create beneficial combat situations that favor his allies. (A war master may always choose to count himself as one of his own allies, both for fulfilling conditions required by
Battle Tactics: Move Action At 7th level, a war master can start a battle tactic as a move action instead of a standard action.
Born Leader (Ex) This talent adds half a war master’s class level to his Leadership score, for purpose of determining the total number of followers he gains from the Leadership feat (but NOT to determine the level of his cohort) . If this bonus causes the war master’
Consul (Ex) Though not all war masters move in highly-placed circles, they all learn the ins-and-outs of political maneuvering as part of their training in the art of war. At 2nd level a war master learns to use his understanding of the rules of the courts and p
Contacts (Ex) As a leader of men and lord of command, a war master is likely to have contacts among any large population. Upon reaching a new community, the war master may immediately make a Diplomacy check to see if he is aware of a contact in the community. A ch
Coordinated Attacks* (Ex) All allies affected by the war master’s battle tactics coordinate their attacks, aiding each other in locating and targeting foes. An ally can ignore a target’s concealment, or treat total concealment as normal concealment, if he can hear an ally aga
Countering Tactics (Ex) At 1st level, a war master learns to counter the advantages foes gain by superior planning, morale, or position. Each round of the countering tactics he makes a Knowledge (nobility) skill check. The war master compares this to every foe he can see an
Covering Maneuvers(+2) (Ex) A 1st-level war master can use his tactics to direct his allies to watch out for one another, and assist each in remaining safe and protected. Any ally who is eligible to be affected by battle tactics and is adjacent to at least one additional ally r
Deployment(+15ft) (Ex) At 1st-level a war master can direct allies to get into advantageous positions quickly. All allies the war master can see gain a +10 foot enhancement bonus to their base movement if they take a double move or run action. At 10th level this becomes a
Goad (DC 15) (Su) A war master of 5th level or higher can use his tactics to force a foe into immediate action. He selects one foe within 60 feet that he can see and has line of effect to. That target must make a Will save against a DC of (10 + ½ the war master’s clas
Guarded Tactics (Ex) A war master of 7th level or higher can employ tactics to protect weaker allies from being hampered by complex maneuvers by foes. All allies within 60 feet who are able to see and hear the war master may use his CMD rather than their own, if they cho
Individual tactics(2/feat) (Ex) A war master of 3rd level or higher can use his tactics to help an ally use combat strategies outside the ally’s normal repertoire. The war master may select one combat feat to which he has access and one ally who is within 30 feet of the war master.
Leadership (Base Score 16) You attract loyal companions and devoted followers.
Mark of Quality At 5th level the war master’s experience with high-quality gear grows into a knack for getting more out of masterwork equipment. Anytime the war master uses a masterwork weapon, armor, tool kit or similar item he receives a +1 circumstance bonus. If
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Raid Tactics (Ex) A war master of 9th level or higher can use his tactics to develop quick raids that maximize the potency of his allies while minimizing their weaknesses. This ability affects allies within 60 feet that can see and hear the war master. Affected allies
Realm of Expertise: Charisma (Ex) A war master with this talent has learned how to maximize his efforts within a certain class of skills. The war master gains a +1 bonus to all skill and ability checks based on a single ability score selected when this talent is taken. If the war mas
Shield Focus +1 Shield AC
Shout of Warning (Ex) As a move action a war master can shout a warning of impending danger to his allies. All allies able to hear him cease to be flat-footed, even if they are surprised.
--------------------
Iolaus is a leader among the Hellenes. He has been selected by the gods and does his best to fulfill that destiny. He doesn't always make the wisest of decisions but with some help from Auros, he does very well. He may only have about 30 followers at this time, but his connections throughout the world certainly means that he can call upon the aid of others beyond his retinue.

He doesn't seek to get into combat himself, trying to keep an eye on the battle and guiding his allies instead. He looks impressive but has let his skill with his spear wane while he focused on improving others.

Spoiler:

AUROS CR 7
Male Dragon, Gold, Wyrmling
LG Small Dragon (Fire)
Init +2; Senses Blindsense, Darkvision, Dragon Senses, Low-Light Vision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 18. . (+2 Dex, +1 size, +7 natural, +1 dodge)
hp 68 (8d12+16)
Fort +8, Ref +8, Will +8
Immune fire, paralysis, sleep
Weakness Vulnerability to Cold
--------------------
OFFENSE
--------------------
Spd 60 ft., Flight (150 feet, Average), Swimming (60 feet)
Melee Bite (Dragon, Gold, Wyrmling) +9 (1d6+13/20/x2) and
. . Claw x2 (Dragon, Gold, Wyrmling) +9 x2 (1d4+9/20/x2)
Special Attacks Breath Weapon (20-ft. cone, 2d10 fire, every 1d4 r
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 14
Base Atk +8; CMB +10; CMD 23 (27 vs. Trip)
Feats Dodge, Multiattack, Power Attack -3/+6, Vital Strike
Skills Diplomacy +13, Fly +15, Intimidate +13, Knowledge (Religion) +13, Perception +13, Spellcraft +13, Stealth +17, Swim +11, Use Magic Device +13
Languages Common, Draconic
SQ Weakening Breath (DC 16) (Su)

--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (20-ft. cone, 2d10 fire, every 1d4 rounds, Ref half) (DC 16) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (20-ft. cone, 2d10 fire, every 1d4 rounds, Ref half) (DC 16) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Flight (150 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swimming (60 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
Weakening Breath (DC 16) (Su) Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half ).

I'll try to post some more tomorrow.


I like Dinara. I'm always a sucker for stalker/sniper type of characters. I like how she can deal with DR and I personally love the Trick Shot ability. Although I'd probably have chosen Trip instead of Sunder (I'm like sundering, but I always feel bad destroyng possible loot).
*Fun fact - She is described as male in her stat block, I'm guessing that is because you forgot to change the gender tab in HL. I do that all the time.

The Goregon cleric is visually awesome. It looks scary and can deal a lot of damage, but his low Initiative could be a problem. He also should probably get Selective Channel, as that could highly increases his offense, specially if paired with a variant Channel Energy that boosts his combat prowess even more.

His lowish AC and terrible Reflex save don't hurt much, thanks to his abominable amount of HP and Channeled Shield Wall.

I can't comment on the War Master, as I'm not familiar with the class, and the description-text of most abilities is cut in half. He has a pet dragon, so he can't be bad. Although I'm guessing that is thanks to the Leadership feat, not the class itself (unless the class gives the feat).


I did forget to change Dinara's sex. I hate when I do that. I was even on that tab making sure her age, height, and weight were not all zeroes. I don't worry much about sundering. She doesn't have to sunder to destroy something. Just giving it the broken condition can help minimize the damage coming at the party, impede skills (armor check penalties are doubled), lower AC, and force charges to be used faster on wands. Then, if the item is worth keeping they can fix it. If not, sell it off. They only lose 50% of the value of selling it.

I don't build clerics much. I don't like playing them so I haven't really worked with them. The good news is that he can probably make up for some of his weaknesses with a better spell selection.

I really don't like how Hero Lab cuts off the ability descriptions. The dragon is from the Leadership feat. The war master is a leader so I wanted something that would reflect that. The dragon was originally more powerful until I remembered that it had to be CR 8 or lower regardless of the Leadership score.


This is a kyklopes. I went with a cliché, the Oracle at Delphi, but I think it’s alright. She isn’t meant to get into combat. Instead she is meant to give a lot of information to the rest of the party. There is little that she doesn’t see, even with her eyes bound. She still has about 8k gold to spend. She has some duplicate abilities, like read magic, but that’s just a virtue of her race. She would be a good addition to a party that relishes knowledge since knowledge is power. Any party that knows how to use good tactics would welcome her in their group. She is someone that would need some protection but the payoff for keeping her alive is well worth it. She probably wouldn’t be targeted much anyway since she doesn’t have much in the way of combat.

Spoiler:

DELPHI CR 9
Female Kyklops Oracle 10
NG Medium Humanoid (Human)
Init +0; Senses Blindsense, Clouded Vision, Darkvision; Perception +16
--------------------
DEFENSE
--------------------
AC 25, touch 16, flat-footed 19. . (+9 armor, +6 Dex)
hp 73 (10d8+20)
Fort +5, Ref +9, Will +7
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Morningstar +8/+3 (1d8+1/20/x2)
Spell-Like Abilities Arcane Mark (1/day), Automatic Writing (Commune) (1/day), Comprehend Languages (1/day), Comprehend Languages (1/day), Detect Magic (1/day), Detect Poison (1/day), Dream (1/day), Message (1/day), Read Magic (1/day), Read Magic (1/day)
Oracle Spells Known (CL 10, +7 melee touch, +7 ranged touch):
5 (4/day) Cure Light Wounds, Mass (DC 21), Scrying (DC 22), Contact Other Plane (DC 22)
4 (6/day) Cure Critical Wounds (DC 20), Legend Lore (DC 21), Summon Monster IV, Divination (DC 21)
3 (7/day) Locate Object, Summon Monster III, Bestow Curse (DC 19), Prayer, Cure Serious Wounds (DC 19)
2 (8/day) Cure Moderate Wounds (DC 18), Summon Monster II, Augury (DC 19), Tongues (DC 19), Blessing of Luck and Resolve (DC 18), Status (DC 19)
1 (8/day) Moment of Greatness, Bless, Identify, Summon Monster I, Cure Light Wounds (DC 17), Forbid Action (DC 18), Know the Enemy
0 (at will) Stabilize, Read Magic (DC 17), Detect Poison, Purify Food and Drink (DC 16), Mending, Create Water, Detect Magic, Guidance, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 14, Int 14, Wis 10, Cha 18/22
Base Atk +7; CMB +7; CMD 17
Feats Blind-Fight, Craft Wondrous Item, Magical Aptitude, Oracular Intuition, Prophetic Visionary (1/day), Skill Focus: Diplomacy (Focused Study), Skill Focus: Perception (Focused Study)
Traits Cosmopolitan, Dangerously Curious
Skills Acrobatics -2, Climb -2, Concentration: Oracle +16, Diplomacy +13, Escape Artist -2, Fly -2, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Engineering) +13, Knowledge (Geography) +13, Knowledge (History) +13, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Nobility) +13, Knowledge (Planes) +13, Knowledge (Religion) +13, Linguistics +12, Perception +16, Ride -2, Sense Motive +12, Spellcraft +13, Stealth -2, Swim -2, Use Magic Device +14 Modifiers Lore Keeper
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Orc, Shadowtongue
SQ Book of the Loremaster (3/day), Magical Linguist (Ex)
Combat Gear +1 Morningstar, Celestial Armor; Other Gear Book of the Loremaster (3/day), Headband of Alluring Charisma, +4
--------------------
TRACKED RESOURCES
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) - 0/1
Automatic Writing (Commune) (1/day) (Su) - 0/1
Book of the Loremaster (3/day) - 0/3
Celestial Armor - 0/1
Comprehend Languages (Envoy) (1/day) (Sp) - 0/1
Comprehend Languages (Magical Linguist) (1/day) (Sp) - 0/1
Detect Magic (Envoy) (1/day) (Sp) - 0/1
Detect Poison (Envoy) (1/day) (Sp) - 0/1
Dream (Dreamspeaker) (1/day) (Sp) - 0/1
Message (Magical Linguist) (1/day) (Sp) - 0/1
Prophetic Visionary (1/day) - 0/1
Read Magic (Envoy) (1/day) (Sp) - 0/1
Read Magic (Magical Linguist) (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Arcane Mark once per day.
Automatic Writing (Commune) (1/day) (Su) Use Commune as a spell-like ability.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Book of the Loremaster (3/day) This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.

Construction
Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 7,500 gp
Clouded Vision You cannot see beyond 60'
Comprehend Languages (Envoy) (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Comprehend Languages (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Dream (Dreamspeaker) (1/day) (Sp) With Charisma 15+, cast Dream once per day.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Magical Linguist (Ex) +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Message (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Message once per day.
Prophetic Visionary (1/day) Once per day, enter a deep trance and gain a prophetic vision
Read Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Read Magic (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Read Magic once per day.


Odela is a myrmidon. I don’t have a link to a picture that would do this race justice. Let me paraphrase the description in the book. A myrmidon is a hive culture of tiny living creatures. They form colonies that take on a humanoid form. They vary in color from bright red to deep black with their “skin,” “hair,” and “eyes” being slightly different shades, ever-shifting and in motion. Their voices are made from the crackling buzz created by hundreds of insects rubbing their legs together. They smell of ammonia. They are made up of hundreds of specialized insects that allow it to move, feed, protect, or reproduce the colony. They act as one, controlled by a queen who lives in the “head.” Most identify as female because of this, but they are actually sexless.

My goal was to create a sorcerer that uses his magic to allow it to fight in melee. I don’t think I did what I wanted though. I tried to use its magic as a way to have the hive adjust itself. I really liked the visuals but I’m not convinced that I captured that well. The only reason it has Fast Crawl is because I really liked the idea of it lying on the ground and the insects crawling away instead of standing up. It’s a wasted feat though and I should put something better in its place. I also still have 10k gold to spend.

Spoiler:

ODELA CR 9
Male Myrmidon Sorcerer (Wildblooded) 10
LN Medium Aberration (Swarm)
Init +9; Senses Darkvision; Perception +10
--------------------
DEFENSE
--------------------
AC 19, touch 16, flat-footed 15. . (+3 armor, +3 Dex, +2 deflection, +1 dodge)
hp 72 (10d6+30)
Fort +5, Ref +6, Will +7
Defensive Abilities Plagueborn, Unusual Anatomy 25%; Immune flanking, staggered, critical hits, precision damage, Swarm Traits
Weakness Vulnerability to Area Effects
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Morningstar +7 (1d8+2/20/x2)
Ranged Crossbow, Light +8 (1d8/19-20/x2)
Special Attacks Distraction (DC 12), Long Limbs +5', Swarm Attack (2d6)
Sorcerer (Wildblooded) Spells Known (CL 10, +7 melee touch, +8 ranged touch):
5 (4/day) Overland Flight (DC 20)
4 (6/day) Black Tentacles, Enervation, Animal Aspect, Greater, Monstrous Physique II (DC 19)
3 (7/day) Tongues (DC 18), Magic Weapon, Greater (DC 18), Displacement (DC 18), Summon Monster III, Monstrous Physique I (DC 18)
2 (7/day) Cat's Grace (DC 17), Summon Monster II, See Invisibility (DC 17), Blur (DC 17), Animal Aspect
1 (8/day) Shield (DC 16), Summon Monster I, Enlarge Person (DC 16), True Strike (DC 16), Magic Weapon (DC 16), Polypurpose Panacea (DC 16)
0 (at will) Bleed (DC 15), Read Magic (DC 15), Daze (DC 15), Detect Poison, Touch of Fatigue (DC 15), Mending, Detect Magic, Prestidigitation (DC 15), Jolt
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 14/20
Base Atk +5; CMB +7; CMD 23 (can't be Bull Rushedcan't be Grappledcan't be Tripped)
Feats Dodge, Eschew Materials, Expanded Arcana: Sorcerer (Wildblooded), Expanded Arcana: Sorcerer (Wildblooded), Fast Crawl, Improved Initiative, Toughness +10
Traits Adopted, Ever Wary, Reactionary
Skills Fly +7, Intimidate +14, Perception +10, Spellcraft +5 Modifiers Nimble Faller
Languages Common
SQ Change Shape, Lesser (Su), Warp Touch (8/day) (DC 20) (Sp), Warped
Combat Gear Crossbow, Light, Morningstar; Other Gear Bracers of Armor, +3, Headband of Alluring Charisma, +6, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Warp Touch (8/day) (DC 20) (Sp) - 0/8
--------------------
SPECIAL ABILITIES
--------------------
Change Shape, Lesser (Su) Assume form of specific small/medium humanoid.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Distraction (DC 12) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifie
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ever Wary Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC
Fast Crawl While prone, you can move at half speed.
Immune to Flanking You are immune to flanking.
Immune to Staggered Immune to staggered.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Long Limbs +5' (Ex) Your reach for melee touch attacks increases +5'
Nimble Faller (Ex) You always land on feet after a fall.
Plagueborn (Ex) +2 save vs. disease, ingested poison, nauseated, sickened.
Swarm Attack (2d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits Imm to effects targeting number of creatures (unless mind affect vs hive mind).
Unusual Anatomy 25% (Ex) 25% chance to ignore critical hits/sneak attacks.
Vulnerability to Area Effects You are vulnerable (+50% damage) to spells and effects that damage an area.
Warp Touch (8/day) (DC 20) (Sp) Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). Y
Warped The alien taint in your blood causes malformations and mutations in others.

Associated Bloodline: Aberrant.

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random e


This is a nephelai. I couldn’t really do the race justice by going with the standard 10 points but I really want to make sure that each new race I use is about equal to other races. I needed a way to have them be ageless, intangible (this would be a temporary form), and to be able to communicate with whispers on the wind.

I like this build. It feels like a Christian Soldier heading into war. I was hoping to get a flying mount somehow but I didn’t see any options. I’m sure there is something out there though.

Thallo:

THALLO CR 9
Male Nephelai Cavalier (Beast Rider) 10
LG Medium Outsider (Native)
Init +3; Senses Darkvision; Perception +15
--------------------
DEFENSE
--------------------
AC 25, touch 11, flat-footed 24. . (+8 armor, +4 shield, +1 Dex, +2 natural, +2 deflection)
hp 84 (10d10+20)
Fort +9, Ref +4, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 20 ft., Gliding Wings
Melee Heavy Shield Bash +11/+6 (1d4+20/20/x2) and
. . Flame Tongue +12/+7 (1d8+21/19-20/x2)
Special Attacks Cavalier's Charge, Sword's Challenge +10 (4/day)
--------------------
STATISTICS
--------------------
Str 16/18, Dex 12, Con 13/15, Int 12, Wis 13, Cha 10
Base Atk +10; CMB +14; CMD 25
Feats Indomitable Mount, Mounted Blade, Mounted Combat, Paired Opportunists, Power Attack -3/+6, Ride-by Attack, Shake It Off, Spirited Charge, Wheeling Charge
Traits Reactionary, Valashmai Veteran: Perception
Skills Acrobatics -3, Climb +0, Diplomacy +13, Escape Artist -3, Fly +6, Handle Animal +13, Intimidate +12, Perception +15, Ride +15, Sense Motive +6, Stealth -3, Swim +0 Modifiers +4 Ride while riding your bonded mount., Sword's Skills
Languages Celestial, Common, Draconic
SQ Animal Companion Link (Ex), Banner +3/+2 (Ex), Greater Tactician (Paired Opportunists or Shake It Off) 8 rds (3/day) (Ex), Mounted Mastery (Ex)
Combat Gear +2 Champion, Jousting Breastplate, +2 Shield, Heavy Steel, Flame Tongue; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +2, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Greater Tactician (Paired Opportunists or Shake It Off) 8 rds (3/day) (Ex) - 0/3
Sword's Challenge +10 (4/day) (Ex) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Gliding Wings (Ex) DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Greater Tactician (Paired Opportunists or Shake It Off) 8 rds (3/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Indomitable Mount Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.
Mounted Blade When use Ride-By Attack gain 2nd att vs adj foe at -5.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Mounted Mastery (Ex) +4 AC against attacks set against your charge, add mount's STR mod to mounted charge damage.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Shake It Off Gain +1 to all saving throws per adjacent ally
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Sword's Challenge +10 (4/day) (Ex) +10 to damage target, -2 AC vs. others when used, +3 to hit while riding your mount.
Sword's Skills +5 (Ex) +5 to Sense Motive opposing Bluff.
Valashmai Veteran: Perception +1 trait bonus on Survival in the jungle.
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.


--------------------
Laeos:

LAEOS
Male Lion
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +15
--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 18. . (+4 Dex, -1 size, +9 natural, +1 dodge)
hp 90 (+45)
Fort +10, Ref +10, Will +6
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Lion) +12 (1d8+7/20/x2) and
. . Claw x2 (Lion) +12 x2 (1d6+7/20/x2) and
. . Rake x2 (Lion) +12 x2 (1d6+7/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce
--------------------
STATISTICS
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 16, Cha 10
Base Atk +6; CMB +14 (+18 Grappling); CMD 29 (33 vs. Trip)
Feats Bloody Assault, Dodge, Draconic Defender, Endurance, Multiattack (Multiattack / Extra Attack), Power Attack -2/+4, Toughness +9
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Work [Trick]
Skills Fly +2, Perception +15, Stealth +0 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Fetch [Trick], Multiattack / Extra Attack, Seek [Trick], Work [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Draconic Defender One ally in reach gains your dodge bonus from combat expertise as nat armor.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Work [Trick] The animal pulls or pushes a medium or heavy load.

I have two more races to use but I think I need to take a break from building and go get some grub.


Heh... The idea of a sorcerer composed by many insecs sharing a hivemind is prety cool! It reminds me of the good old Worm-That-Walks, but (slightly) less creepy and more creative (I find it being a colony of bugs much cooler than being a bunch of worms controlled by a dead mage)

It's a very cool race. How many RP did it cost? What are its racial traits?

The Cavalier Nephelai seems like a great fron-liner. I honestly don't know muc about Cavalier/Samurai bulds to be able to say how powerful he is, but the ability to deal triple damage with a charge, plus all benefits he gains on charges must be enough to scare the hell out of opponents and show them he's too dangerous to be ignored.

I intended to post 2 more builds, but right now I'm at my father's house, and I don't have HL (or any books) here.

I think I'll make a Ranger next. Maybe a Magus too.


Everything I'm building uses only 10 RP. I'm trying to avoid going for more powerful races. I might look at upgrading some (the weren is an example) because I had to reduce their power a little bit to get them to fit the 10 RP.

The myrmidon was built like this: aberration (swarm subtype), specialized stats (+2 Dex, +2 Con, -2 Cha), change shape (lesser), nimble faller, plagueborn.

The original race has some abilities that I just couldn't duplicate with the race builder (10 points). It has regeneration. It also can cluster with other myrmidons to create larger structures like bridges or airtight crafts that can travel through space. It has the ability to create a homunculus by breaking part of the colony off itself. I was very tempted to build an alchemist with the tumor familiar to mimic this ability. It also has all-around vision.

For the cavalier, I wanted a flying mount so that I could have him charge on his mount from the air or dismount in flight and be even more impressive looking. However, I couldn't get the build to come out quite the way I wanted.


The nymphas are two different species. This first one is the Naiad, a water dwelling creature. I was torn with some of the choices for the racial abilities. In the end, I figured that there are lesser versions that grow into greater ones that have more of the abilities. Basically, this would be a young version.

She is a hunter and guide for the oceans. Philomena spends as much time in shark form as she can. Usually she takes the form of a shark species that is not only dominant in her area but also one that would be seen with others of its kind. Her preferred form is the hammerhead shark. Along with her companion, they protect the waters.

I don’t build druids well because I don’t play them well. I’m just not someone who gets into the class. I’ve tried. That being said, I don’t think this one turned out bad. I still have 23k gold to spend and I haven’t selected the spells yet. I do want to increase her damage with her spear and increase her armor class. I feel an attachment to the armored coat though. I just love the idea of a shark stepping out of the water and turning into a fey creature while wearing a leather jacket and carrying a spear. I think it just looks cool.

Philomena:

PHILOMENA CR 9
Female Naiad Druid (Shark Shaman) 10
NN Medium Fey
Init +7; Senses Low-Light Vision; Perception +17
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15. . (+5 armor, +1 Dex)
hp 73 (10d8+20)
Fort +9, Ref +4, Will +11
Defensive Abilities Hydrated Vitality (20 HP/day)
--------------------
OFFENSE
--------------------
Spd 20 ft., Swimming (30 feet)
Melee +2 Spear +10/+5 (1d8+3/20/x3)
Druid (Shark Shaman) Spells Prepared (CL 10, 8 melee touch, 8 ranged touch):
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 14, Int 10, Wis 14/18, Cha 12
Base Atk +7; CMB +8; CMD 19
Feats Aspect of the Beast (Wild Instinct), Druid Weapon Proficiencies, Fast Empathy, Fey Foundling, Improved Initiative, Natural Spell, Wild Speech
Skills Acrobatics +0, Climb +0, Concentration: Druid +14, Escape Artist +0, Fly +0, Handle Animal +14, Heal +8, Knowledge (Geography) +10, Knowledge (Nature) +12, Perception +17, Ride +0, Spellcraft +12, Stealth +0, Survival +14, Swim +14
Languages Aquan, Common, Druidic
SQ Animal Companion Link (Ex), Nereid Fascination (1/day) (DC 11) (Su), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Shark Wild Shape (5/day) (Su), Shark's Totem Transformation (Move Action) (10 minutes/day) (Su), Shark's Totemic Summons (Su), Spontaneous Casting, Trackless Step (Ex), Water Breathing, Wild Empathy +11 (Ex), Wild Shape (3/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body II: Small - Medium elemental), Wild Shape (Plant Shape I: Small - Medium plant creature), Woodland Stride (Ex)
Combat Gear +1 Wild Ironwood Armored Coat, +2 Spear; Other Gear Headband of Inspired Wisdom, +4
--------------------
TRACKED RESOURCES
--------------------
+2 Spear - 0/1
Hydrated Vitality (20 HP/day) (Ex) - 0/20
Nereid Fascination (1/day) (DC 11) (Su) - 0/1
Shark Wild Shape (5/day) (Su) - 0/5
Shark's Totem Transformation (Move Action) (10 minutes/day) (Su) - 0/10
Wild Shape (3/day) (Su) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Fey Foundling Magical healing works better on you
Hydrated Vitality (20 HP/day) (Ex) When submerge in free water gain Fast Healing 2 for 1 rd.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Nereid Fascination (1/day) (DC 11) (Su) Fascinate humanoids in a 20-ft radius (Will neg).
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Shark Wild Shape (5/day) (Su) Shapeshift into a shark one or more times per day.
Shark's Totem Transformation (Move Action) (10 minutes/day) (Su) Adopt aspect of the shark while in normal form.
Shark's Totemic Summons (Su) Standard action to summon sharks/rays and grant temp Hp.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Swimming (30 feet) You have a Swim speed.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Water Breathing You can breathe water as well as air.
Wild Empathy +11 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small - Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small - Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.

Shara:

SHARA CR 9
Male Shark
NN Medium Animal (Aquatic)
Init +3; Senses Blindsense, Low-Light Vision, Scent; Perception +15
--------------------
DEFENSE
--------------------
AC 23, touch 13, flat-footed 20. . (+3 Dex, +10 natural)
hp 81 (+36)
Fort +10, Ref +9, Will +4
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 0 ft., Swimming (60 feet)
Melee Bite (1 extra at -5) (Shark) +11 (1 extra at -5) (1d8+7/20/x2)
--------------------
STATISTICS
--------------------
Str 20, Dex 16, Con 18, Int 2, Wis 12, Cha 2
Base Atk +6; CMB +11; CMD 24
Feats Bleeding Strike, Bloody Assault, Improved Natural Attack: Bite (1 extra at -5) (Shark), Power Attack -2/+4, Skill Focus: Perception
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Hunting [Trick], Seek [Trick], Track [Trick]
Skills Perception +15, Swim +17
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Guard [Trick], Hunting [Trick], Multiattack / Extra Attack

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Bleeding Strike Your critical hits cause foes to bleed lightly.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (60 feet) You have a Swim speed.


This one fills pretty much the same role as Philomena but for the forest. I still have 7500 gold to spend. Not really sure what I want to spend it on though.

The oread is a small fey creature tied to the earth.

Lycurgus:

LYCURGUS CR 9
Male Oread Druid (Bear Shaman) 10
NN Small Fey
Init +2; Senses Low-Light Vision; Perception +17
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 18. . (+5 armor, +2 Dex, +1 size, +2 natural)
hp 93 (10d8+40)
Fort +10, Ref +5, Will +11
Defensive Abilities Bond to the Land (Forest)
--------------------
OFFENSE
--------------------
Spd 20 ft., Terrain Stride (Forest)
Melee (M) +2 Spear +10/+5 (1d8+5/20/x3) and
. . Claw x2 (Aspect of the Beast (Claws of the Beast)) +10 x2 (1d4+2/20/x2)
Druid (Bear Shaman) Spells Prepared (CL 10, 10 melee touch, 10 ranged touch):
--------------------
STATISTICS
--------------------
Str 12/14, Dex 12/14, Con 14/16, Int 10, Wis 14/18, Cha 12
Base Atk +7; CMB +8; CMD 20
Feats Aspect of the Beast (Claws of the Beast), Druid Weapon Proficiencies, Endurance, Fey Foundling, Improved Natural Attack: Claw x2 (Aspect of the Beast (Claws of the Beast)), Natural Spell, Powerful Shape, Toughness +10
Traits Bully
Skills Acrobatics +0, Climb +5, Concentration: Druid +14, Escape Artist +0, Handle Animal +10, Intimidate +14, Knowledge (Geography) +10, Knowledge (Nature) +12, Perception +17, Ride +7, Stealth +4, Survival +13, Swim +4
Languages Common, Druidic
SQ Animal Companion Link (Ex), Bear Wild Shape (5/day) (Su), Bear's Totem Transformation (Move Action) (10 minutes/day) (Su), Bear's Totemic Summons (Su), Nereid Fascination (1/day) (DC 11) (Su), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +11 (Ex), Wild Shape (3/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Beast Shape III: Diminutive - Huge totem animal), Wild Shape (Elemental Body II: Small - Medium elemental), Wild Shape (Plant Shape I: Small - Medium plant creature), Woodland Stride (Ex)
Combat Gear +1 Wild Hide, +2 Spear; Other Gear Belt of Physical Perfection, +2, Headband of Inspired Wisdom, +4
--------------------
TRACKED RESOURCES
--------------------
+2 Spear - 0/1
Bear Wild Shape (5/day) (Su) - 0/5
Bear's Totem Transformation (Move Action) (10 minutes/day) (Su) - 0/10
Nereid Fascination (1/day) (DC 11) (Su) - 0/1
Wild Shape (3/day) (Su) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bear Wild Shape (5/day) (Su) Shapeshift into a bear one or more times per day.
Bear's Totem Transformation (Move Action) (10 minutes/day) (Su) At 2nd level, a bear shaman may adopt an aspect of the bear while retaining her normal form. She gains one of the following bonuses: movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks), senses (low-light vision, scent), tou
Bear's Totemic Summons (Su) At 5th level, a bear shaman may cast summon nature’s ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level. She can apply the young template to any bear to reduce the level of the summon
Bond to the Land: Forest (Ex) +2 dodge bonus to AC when in chosen terrain type.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fey Foundling Magical healing works better on you
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Nereid Fascination (1/day) (DC 11) (Su) Fascinate humanoids in a 20-ft radius (Will neg).
Powerful Shape While in wild shape, you are treated as one size category larger
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Terrain Stride: Forest (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +11 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Beast Shape III: Diminutive - Huge totem animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small - Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small - Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Boras:

BORAS CR 9
Male Bear
NN Medium Animal
Init +3; Senses Low-Light Vision, Scent; Perception +10
--------------------
DEFENSE
--------------------
AC 21, touch 13, flat-footed 18. . (+3 Dex, +8 natural)
hp 81 (+36)
Fort +9, Ref +9, Will +4
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bear) +12 (1d6+6/20/x2) and
. . Claw x2 (Bear) +12 x2 (1d6+6/20/x2)
--------------------
STATISTICS
--------------------
Str 23, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +12; CMD 25 (29 vs. Trip)
Feats Eldritch Claws, Improved Natural Attack: Claw x2 (Bear), Multiattack (Multiattack / Extra Attack), Power Attack -2/+4, Toughness +9, Vital Strike
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Riding [Trick], Seek [Trick], Stay [Trick], Work [Trick]
Skills Climb +10, Perception +10, Stealth +8
Languages
SQ Attack [Trick], Attack Any Target [Trick], Defend [Trick], Devotion +4 (Ex), Down [Trick], Guard [Trick], Multiattack / Extra Attack, Riding [Trick], Seek [Trick], Work [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Riding [Trick] The animal has been trained to bear a rider.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Vital Strike Standard action: x2 weapon damage dice.
Work [Trick] The animal pulls or pushes a medium or heavy load.


This is one of the more interesting races in the Hellas game. It is the zintar. They are cephalopods that have mastered crafting body-vehicles so they can travel on land. Imagine the tinker gnomes from World of Warcraft but as octopuses or squids.

Hero Lab can’t handle the synthesist yet. I also wasn’t sure if I wanted to go that route or just build a riding eidolon. As it stands, I am going with the synthesist so I can have the improved physical abilities. It seems to be closer to what I see from the race. I didn’t gear him up much at all. I still have nearly all the money left. I’m not sure yet how I want him geared. Since Hero Lab doesn’t handle the archetype, I wasn’t really sure which items I would need either. I’m still playing around with the summoner. He also has one extra feat but that is only because he is proficient with any weapon he crafts and Hero Lab doesn’t have that as an option so I had to give him Exotic Weapon Proficiency so he could be proficient with the pistol.

Xithos:

XITHOS CR 9
Male Zintar Summoner (Synthesist) 10
CN Medium Aberration
Init -1; Senses Bond Senses (10 rounds/day), Darkvision; Perception +14
--------------------
DEFENSE
--------------------
AC 9, touch 9, flat-footed 9. . (-1 Dex)
hp 73 (10d8+20)
Fort +5, Ref +2, Will +8
--------------------
OFFENSE
--------------------
Spd 20 ft., Swimming (30 feet)
Ranged +1 Reliable Pistol +7/+2 (1d8+1/20/x4)
Spell-Like Abilities Summon Monster V (7/day)
Summoner (Synthesist) Spells Known (CL 10, +6 melee touch, +6 ranged touch):
4 (2/day) Teleport, Evolution Surge, Greater (DC 18)
3 (4/day) Summon Monster IV, Evolution Surge (DC 17), Life Conduit, Improved (DC 17), Rejuvenate Eidolon
2 (5/day) Haste (DC 16), Summon Monster II, Invisibility, Evolution Surge, Lesser (DC 16), Restore Eidolon, Lesser (DC 16)
1 (6/day) Shield (DC 15), Identify, Summon Monster I, Infernal Healing, Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Open/Close (DC 14), Read Magic (DC 14), Daze (DC 14), Detect Magic, Message
--------------------
STATISTICS
--------------------
Str 8, Dex 8, Con 14, Int 16, Wis 12, Cha 18
Base Atk +7; CMB +6; CMD 15
Feats Extra Evolution, Extra Evolution, Gunsmithing, Magical Aptitude, Scholar: Knowledge (Arcana), Knowledge (Engineering)
Skills Concentration: Summoner +14, Craft (Alchemy) +18, Craft (Armor) +11, Craft (Weapons) +11, Knowledge (Arcana) +14, Knowledge (Engineering) +12, Perception +14, Spellcraft +12, Stealth +12, Swim +10, Use Magic Device +17 Modifiers Master Tinker
Languages Aquan, Common, Draconic, Grippli
SQ Amphibious (Ex), Aspect (Su), Eidolon Link (Ex), Fused Eidolon, Fused Link (Su), Maker's Jump (1/day) (Sp), Ring of Force Shield, Share Spells with Eidolon (Ex), Shielded Meld (Ex)
Combat Gear +1 Reliable Pistol; Other Gear Alchemist's lab, Artisan's tools, masterwork: Craft (Armor), Artisan's tools, masterwork: Craft (Weapons), Portable Hole (3 @ 50 lbs), Ring of Force Shield
--------------------
TRACKED RESOURCES
--------------------
Bond Senses (10 rounds/day) (Ex) - 0/10
Maker's Jump (1/day) (Sp) - 0/1
Summon Monster V (7/day) (Sp) - 0/7
--------------------
SPECIAL ABILITIES
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Aspect (Su) You may take some of your Eidolon's evolution points to add evolutions to yourself.
Bond Senses (10 rounds/day) (Ex) Share your Eidolon's senses.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Master Tinker (Ex) You are proficient with any weapon you have personally crafted.
Ring of Force Shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Scholar: Knowledge (Arcana), Knowledge (Engineering) +2 bonus on two Knowledge skills
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.
Summon Monster V (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Swimming (30 feet) You have a Swim speed.

EIDOLON:

Quadruped
CN Medium Outsider
Init +6; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 26, touch 16, flat-footed 20. . (+6 Dex, +10 natural)
hp 56 (+16)
Fort +8, Ref +12, Will +2
Defensive Abilities Evasion; DR 5/lawful
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bite) +14 (1d6+6/20/x2) and
. . Claw x2 (Claws) +14 x2 (1d4+6/20/x2)
--------------------
STATISTICS
--------------------
Str 22, Dex 22, Con 14, Int 7, Wis 10, Cha 12
Base Atk +8; CMB +14; CMD 30 (34 vs. Trip)
Feats Multiattack (Multiattack / Extra Attack)
Skills
Languages Common
SQ Devotion +4 (Ex), Multiattack / Extra Attack, Shadow Blend (Su)

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (5/lawful) You have Damage Reduction against all except Lawful attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Shadow Blend (Su) Outside of bright light, gain 20% concealment. With Shadow Form increase to 50%.


The Human Diversion wrote:

I had a 3.5 character that would actually do better in Pathfinder to the improvement to a prestige class ...

Arcane Archer. Pathfinder gave 'em caster levels.

But, I didn't get there the traditional way. In order to qualify you need +6 BAB, point blank shot, precise shot, and weapon focus longbow or shortbow - most people get there with some levels of ranger or fighter and a enough caster levels to cast level 1 spells.

I did it a different way, I did Wizard 12 for the +6 BAB, which also gives you enough caster levels to cast a spell that just so happens to go perfectly with the level 2 Arcane Archer ability: Antimagic Field.

Think about it - no save, no SR, and it's an area spell, so with that 2nd level ability it's considered cast where the arrow lands. Say you're fighting something with a lot of caster levels that's flying around and hard to reach? Thwack, all of the sudden it's in an antimagic field centered on it that it can't dismiss.

You should post the build. If you want, when I get time I can use the information you give to build it and put it into Hero Lab.

Sovereign Court

Bob_Loblaw wrote:
You should post the build. If you want, when I get time I can use the information you give to build it and put it into Hero Lab.

I'll grab a snapshot of the herolab writeup later tonight (post from work on lunch break right now).

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