Build Thread 2: Electric Boogaloo


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Nicos wrote:


I have a question , Does Weapon training and WF help with Unarmed Trips attemps?

I believe so.


Bob_Loblaw wrote:
Nicos wrote:


I have a question , Does Weapon training and WF help with Unarmed Trips attemps?

I believe so.

Seconded


Great, so what people think about the last builds?


Tsc, I wish my home internet connection wasn't messed up right now. So I could post a few more builds and check this thread more often.

Guys, it'd be a nice idea if you put a little description of the character's prefered role/strategy along with its stat block. This way, it's easier to see what is it that you want her to do, how well she does it, and how early can she do it.


I've come up with a new theme for the next batch of characters I post. It's going to take me a few days. Life is hectic right now. I will also try to add the role/strategy so everyone can see what I was trying to accomplish.


Here is the first in my new theme of characters. I'm not a fan of the witch. I just don't like the spell selection. I'm still tweaking this character a bit. I'm open to suggestions on spell choices.

Spoiler:

TOMINGERI CR 7
Male Catfolk Arcane Trickster 1 Rogue (Charlatan) 3 Witch (Beast-Bonded) 4
CG Medium Humanoid (Catfolk)
Init +3; Senses Low-Light Vision, Scent; Perception +13
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 53 (3d8+5d6+16)
Fort +4, Ref +8, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Morningstar +6 (1d8+2/20/x2) and
. . Dagger +5 (1d4+1/19-20/x2)
Ranged +1 Crossbow, Light +8 (1d8+1/19-20/x2)
Special Attacks Misfortune (DC 17), Sneak Attack +2d6
Witch (Beast-Bonded) Spells Prepared (CL 5, 5 melee touch, 7 ranged touch):
3 (2/day) Summon Monster III, Gloombind Bolts (DC 18)
2 (3/day) Cure Moderate Wounds (DC 17), Cure Moderate Wounds (DC 17), Summon Monster II
1 (5/day) Summon Monster I, Ray of Enfeeblement (DC 16), Obscuring Mist, Cure Light Wounds (DC 16), Cure Light Wounds (DC 16)
0 (at will) Read Magic (DC 15), Detect Magic, Dancing Lights, Message
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 14, Int 16/20, Wis 8, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Black Cat (1/day), Boon Companion: Witch (Beast-Bonded), Catfolk Exemplar (Scent), Deceitful, Rogue Weapon Proficiencies
Traits Fast-Talker, Valashmai Veteran: Perception
Skills Bluff +14, Concentration: Witch +10, Diplomacy +11, Disable Device +16, Disguise +16, Escape Artist +10, Knowledge (Arcana) +16, Knowledge (Nature) +10, Linguistics +16, Perception +13, Sleight of Hand +11, Spellcraft +13, Stealth +16, Survival +1, Use Magic Device +10
Languages Abyssal, Catfolk, Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Shadowtongue, Sylvan, Undercommon
SQ +2 to Fortitude saves, Cat's Luck (1/day) (Ex), Convincing Lie (1 days) (Ex), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Enhanced Familiar (Su), Natural Born Liar (Ex), Ranged Legerdemain (Su), Rumormonger (Ex), Share Spells with Familiar, Sprinter (Ex), Ward +2 (Su)
Combat Gear +1 Crossbow, Light, +1 Morningstar, Dagger; Other Gear Bracers of Armor, +3, Hat of Disguise, Headband of Vast Intelligence, +4: Knowledge (Arcana), Linguistics, Thieves' tools, masterwork, Wand of Ventriloquism
--------------------
TRACKED RESOURCES
--------------------
Black Cat (1/day) - 0/1
Cat's Luck (1/day) (Ex) - 0/1
Dagger - 0/1
Rumormonger (Ex) - 0/0
Wand of Ventriloquism - 0/50
--------------------
SPECIAL ABILITIES
--------------------
+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Black Cat (1/day) Once per day, make enemy reroll an attack vs you with a -4 penalty.
Boon Companion: Witch (Beast-Bonded) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Convincing Lie (1 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
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.
Enhanced Familiar (Su) At 4th level, the beast-bonded witch's connection with her familiar strengthens. For the purposes of determining her familiar's powers and abilities, she treats her familiar as if she were one level higher than her actual witch level. This ability re
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (1 round(s)) (DC 17) (Su) Target must take the lower of 2d20 for rolls.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours.
Ranged Legerdemain (Su) Disable Device, Sleight of Hand from 30 feet away.
Rumormonger (Ex) Use Bluff to spread a rumor through a community.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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).
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Valashmai Veteran: Perception +1 trait bonus on Survival in the jungle.
Ward +2 (Su) Target receives +2 AC and save bonus until they are hit or fail a saving throw.
--------------------

Quote:

Tomingeri is a bit of a trickster. He always has been. When he was younger he used to put his pet mouse in his sister's bed while she was sleeping. There were a few times when she almost ate Squeek out of anger.

He prefers to stay out of direct combat because it's very dangerous there. His prefered tactic is to make the enemy think that there are more creatures hidden in the shadows and ready to attack. He uses his Bluff and a wand of ventriloquism to great effect for that.

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

SQUEEK CR 1/4
Male Rat
NN Tiny Magical Beast ((Animal))
Init +2; Senses Low-Light Vision, Scent; Perception +12
--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 17. . (+2 Dex, +2 size, +5 natural)
hp 26 (1d8)
Fort +2, Ref +7, Will +7
--------------------
OFFENSE
--------------------
Spd 15 ft., Climbing (15 feet), Swimming (15 feet)
Melee Bite (Rat) +8 (1d3-4/20/x2)
Space 2 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 2, Dex 15, Con 11, Int 10, Wis 13, Cha 2
Base Atk +4; CMB +4; CMD 10 (14 vs. Trip)
Feats Weapon Finesse
Skills Bluff +4, Climb +10, Diplomacy +4, Disable Device +8, Disguise -3, Escape Artist +6, Fly +6, Linguistics +8, Perception +12, Sleight of Hand +7, Spellcraft +5, Stealth +25, Swim +10, Use Magic Device +3
Languages
SQ Improved Evasion (Ex)

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (15 feet) You have a Swim speed.


@Bob

What is the intended role of Tomingeri?


Dang it. When I created him in Hero Lab as an NPC, the role was there but then I switched him to be a PC and it deleted the role so it didn't print. He's supposed to be the party face and an infiltrator. During combat, he distracts the enemy rather than engages them directly.


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First, I'm going to fully admit to just doing a cut-and-paste plagiarism of Wikipedia for this character. I'm not ashamed of that. I have seen the movie I stole it all from a few times. I'm a little ashamed of that.

So, here is an unarmed fighter that enjoys sailing and drinking potions. He prefers to fight unarmed and he waits until last minute to drink his potions. He also has a corncob pipe that he smokes. His left eye is missing and his tusks are a little too large causing him to have a speech impediment. They aren't large enough to be effective in combat though.

Spoiler:

POPAYE CR 4
Male Half-Orc Barbarian (Brutal Pugilist) 5
NG Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +11
--------------------
DEFENSE
--------------------
AC 15, touch 9, flat-footed 14. . (+6 armor, +1 Dex)
hp 70 (5d12+25)
Fort +9, Ref +2, Will +4
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Longsword +9 (1d8+10/19-20/x2)
Special Attacks Brawler, Brawler, Greater
--------------------
STATISTICS
--------------------
Str 16/20, Dex 13, Con 16/20, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +10 (+11 Grappling); CMD 19
Feats Ferocious Tenacity, Improved Unarmed Strike, Power Attack -2/+4
Traits Accelerated Drinker, Deadeye
Skills Acrobatics +5, Climb +3, Escape Artist -1, Fly -1, Intimidate +2, Perception +11, Profession (Sailor) +5, Ride -1, Stealth -1, Survival +5, Swim +8
Languages Common, Orc
SQ Fast Movement +10 (Ex), Improved Savage Grapple (Ex), Orc Ferocity (1/day), Pit Fighter +1: Grapple, Rage (15 rounds/day) (Ex)
Combat Gear +1 Longsword, +2 Hide Shirt; Other Gear Potion of Bear's Endurance (4), Potion of Bull's Strength (4), Potion of Enlarge Person (4), Potion of Magic Fang (4)
--------------------
TRACKED RESOURCES
--------------------
Orc Ferocity (1/day) - 0/1
Potion of Bear's Endurance - 0/4
Potion of Bull's Strength - 0/4
Potion of Enlarge Person - 0/4
Potion of Magic Fang - 0/4
Rage (15 rounds/day) (Ex) - 0/15
--------------------
SPECIAL ABILITIES
--------------------
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Tenacity When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and
Improved Savage Grapple (Ex) Grapples always provoke AoO from you, no grapple penalties, grapple at +1 size.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Pit Fighter +1: Grapple Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
One night, Popaye rows his dinghy into the harbor of the Sweethaven. When he arrives there everyone seems to fear him merely because he is a stranger. He rents a room at the Oyls' boarding house, where he falls for their daughter, Olyv. Olyv's hand has been promised to Captain Bluto, a bully and ruffian who is in charge of collecting taxes for the mysterious Commodore. Popaye and Bluto are quick to dislike each other and fight.

Popaye, who was orphaned at an early age, is searching for his missing father. Along the way he encounters George W. Geezil, J. Wellington Wimpy, "Oxblood Oxheart", and a greedy, unnamed taxman. Popaye and Olyv are brought together when they find Swee'Pea), a foundling. Swee'Pea can predict the future, whistling when he hears the right answer to a question.

Popaye allows Wimpy to take Swee'Pea on a walk, but Wimpy takes him to the horse race. Wimpy uses Swee'Pea's power to find out which horse will win. Popaye and Olyv Oyl are mad at Wimpy. Popeye then throws the tax collector into the sea, making the entire town happy. While the town is celebrating Popaye's victory, Wimpy steals Swee'Pea and gives him to Bluto. Popaye hurries to find Swee'Pea, but it is too late.

When Swee'Pea is kidnapped, Popaye and Olyv Oyl go looking for him. Olyv and Wimpy learn that Swee'Pea was taken on the Commodore's ship, and it turns out that the Commodore is Popaye's father, Poopdeck Pappy. Bluto has tied up Pappy, and is going to use Swee'Pea to find Pappy's treasure. When Olyv and Wimpy tell Popaye what they have discovered, Popaye thinks it is a joke and goes to the Commodore's ship to prove them wrong. He finds the Commodore and sees the family resemblance. He learns from his father the secret to gaining great strength by drinking potions, but states his dislike of them, infuriating Pappy.

Bluto kidnaps Swee'Pea and Olyv Oyl, then sails to an island on which the Commodore has said his treasure is located. He tries using Swee'Pea's predictive ability to locate the treasure. Popaye, Pappy, Wimpy and their friends chase Bluto to Pirate's Cove. Using a cannon, Pappy tries to sink Bluto's ship, but, in the end, has to ram it. Olyv is trapped in a tube that is tossed in the water, and Pappy manages to get up on the cove with Swee'Pea and Popaye's friends.

Bluto and Popaye get into a sword fight. Bluto, being bigger and stronger, knocks Popaye into the water. A giant octopus tries to eat Olyv. Pappy calls to Popaye and tells him that if he drank his potions he would not be losing. Bluto attempts to add insult to injury by forcing Popaye to drink a random potion, then wrapping him in chains and dropping him into the water. Popaye, now with extraordinary strength, shoots up from the water and defeats Bluto with a mighty punch. He then rescues Olyv using a "Twisker Punch", sending the octopus flying into the air. Now beaten, Bluto turns yellow and swims out to sea, never to be heard from again.

Pappy finds his treasure, containing items from Popaye's infancy, including a picture of "Me Son". The characters sing "Popaye The Sailor Man", while Popaye dances and falls back in the water, only to pop back up smiling.


@Bob

About tomingeri: I do not know, the abilities of arcane trickters do not sinergize well with the witch class. spells lke acid arrow (for the damage) and invisivility (infiltrate) are absent in your build.Also the Hexes would not improve, unless i am missin something.


I know I mentioned that I don't usually like to multiclass but I think it can really help a character when done right so here is my multiclassed tribute to one of my favorites from my childhood.

Spoiler:

MEYE T MAUS CR 19
Male Ratfolk Eldritch Knight 1 Fighter (Mobile Fighter) 2 Monk (Monk of the Empty Hand, Monk of the Sacred Mountain) 8 Sorcerer 9
LG Small Humanoid (Ratfolk)
Init +9; Senses Darkvision; Perception +26
--------------------
DEFENSE
--------------------
AC 39, touch 30, flat-footed 35. . (+8 armor, +3 Dex, +1 size, +1 natural, +5 deflection, +1 dodge)
hp 225 (3d10+8d8+9d6+120)
Fort +23, Ref +17, Will +24
Defensive Abilities Agility, Iron Limb Defense; Resist electricity 20
--------------------
OFFENSE
--------------------
Spd 50 ft.
Special Attacks Flurry of Blows +22/+22/+17/+17/+12 BAB +2, Ki Strike, Magic, Ki Weapons: Unarmed Damage, Versatile Improvisation
Sorcerer Spells Known (CL 9, +17 melee touch, +17 ranged touch):
4 (5/day) Minor Creation, Elemental Body I, Stoneskin (DC 19)
3 (7/day) Heroism (DC 18), Displacement (DC 18), Haste (DC 18), Fly (DC 18)
2 (7/day) Scorching Ray, Blur (DC 17), Mirror Image (DC 17), Invisibility, Burning Arc (DC 17)
1 (8/day) Stone Fist (DC 16), Shield (DC 16), Expeditious Retreat (DC 16), Enlarge Person (DC 16), Shocking Grasp, True Strike (DC 16)
0 (at will) Resistance (DC 15), Open/Close (DC 15), Daze (DC 15), Touch of Fatigue (DC 15), Read Magic (DC 15), Detect Magic, Prestidigitation (DC 15), Message
--------------------
STATISTICS
--------------------
Str 18/24, Dex 10/16, Con 14/20, Int 12/18, Wis 18/24, Cha 15/21
Base Atk +13; CMB +21 (+25 Bull Rushing, +25 Overrunning); CMD 48 (52 vs. Bull Rush, 52 vs. Overrun, 50 vs. Trip)
Feats Acrobatic, Charge Through, Combat Reflexes (4 AoO/round), Devastating Strike, Dodge, Eschew Materials, Flashing Strike, Fleet, Fleet, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Unarmed Strike, Improved Vital Strike, Monk Weapon Proficiencies, Power Attack -4/+8, Stunning Fist (12/day) (DC 27), Tiger Style, Toughness +20, Vital Strike
Traits Linebreaker (Belkzen), Reactionary
Skills Acrobatics +30, Diplomacy +25, Escape Artist +26, Fly +32, Intimidate +28, Perception +26, Stealth +32 Modifiers Rodent Empathy
Languages Catfolk, Celestial, Common, Draconic, Dwarven
SQ AC Bonus +10, Bastion Stance (except mind-affecting or teleportation) (Ex), Cornered Fury, Djinni, Electricity Ray (1d6+4) (8/day) (Sp), Fast Movement (+20'), Ki Defense (Su), Ki Pool (Su), Ki Throw (Ex), Maneuver Training (Ex), Skulk, Stunning Fist (Stun, Fatigue, Sicken) (Ex), Unarmed Strike (2d6), Whirlwind (4 rounds) (1/day) (Su), Wholeness of Body (8 HP/use) (Su)
Other Gear Amulet of Mighty Fists +5, Belt of Physical Perfection, +6, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Mental Superiority, +6: Escape Artist, Stealth, Manual of Gainful Exercise, +4, Ring of Protection, +5, Robe, Monk's, Tome of Understanding, +4
--------------------
TRACKED RESOURCES
--------------------
Electricity Ray (1d6+4) (8/day) (Sp) - 0/8
Ki Pool (Su) - 0/11
Stunning Fist (12/day) (DC 27) - 0/12
Whirlwind (4 rounds) (1/day) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +10 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Charge Through You can make a free overrun as part of a charge.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Damage Resistance, Electricity (20) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Electricity Ray (1d6+4) (8/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this a
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flashing Strike Your magic attacks sometimes create a flash of bright light.
Flurry of Blows +22/+22/+17/+17/+12 BAB +2 (Ex) Make Flurry of Blows attack as a full action.
Greater Bull Rush +2 to Bull Rush, opponent's movement provokes AoO from your allies.
Greater Overrun +2 to overrun, targets provoke AoO if they are knocked prone.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Overrun You Overrun at +2, and your opponent cannot choose to avoid / block you.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
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, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Ki Throw (Ex) 1 Ki point: +20' range increment for thrown weapons or shuriken.
Ki Weapons: Unarmed Damage (Su) 1 Ki: Improvised weapon deals damage as unarmed strike.
Linebreaker (Belkzen) When charging, add 10 feet to your base speed.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Skulk -5 on Stealth to hide from creatures you have distracted with Bluff (instead of -10)
Stunning Fist (12/day) (DC 27) 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 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.
Versatile Improvisation (Ex) Improvised weapons can change damage type.
Vital Strike Standard action: x2 weapon damage dice.
Whirlwind (4 rounds) (1/day) (Su) At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level (see page 306 of the Pathfinder RPG Bestiary).
Wholeness of Body (8 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Meye T Maus is a flying, unarmed ratfolk who fights to save the day. He actually enjoys yelling, "Here I come to save the day!"

He charges into combat using his overrun and bull rush to great effectiveness. When he doesn't need to charge, he uses his vital strike to deal 3d10+24 unless he is enlarged in which case the damage increases to 8d6+27.

He can get his flight speed up to 90 feet per round, 180 for charging. He tends to spend a round or two buffing so that once he is in melee, he can deal some damage.

His role in combat is to be whereever he is needed and to put the enemy where they are needed.


Nicos wrote:

@Bob

About tomingeri: I do not know, the abilities of arcane trickters do not sinergize well with the witch class. spells lke acid arrow (for the damage) and invisivility (infiltrate) are absent in your build.Also the Hexes would not improve, unless i am missin something.

He uses the Ranged Legerdemain mostly. He is only level 7 and probably wouldn't go very far with the class. If so, I would want to add more combat spells which the witch is lacking. He isn't built for damage. He is meant to confuse the enemy so that everyone else can deal damage. I don't need to use invisibility to infiltrate. He has no problems just looking like someone else and infiltrating in plain sight. The hexes won't improve if he sticks with the arcane trickster.

I don't always build the most optimal characters. I like to build to concepts and see if I can get it to be playable and fun. I think he could be a lot of fun in the hands of some players.

Oh, and did you catch the theme of these characters yet?


Bob_Loblaw wrote:


Oh, and did you catch the theme of these characters yet?

lets say I would like to see how you build Taz.


Bob_Loblaw wrote:
Nicos wrote:

@Bob

About tomingeri: I do not know, the abilities of arcane trickters do not sinergize well with the witch class. spells lke acid arrow (for the damage) and invisivility (infiltrate) are absent in your build.Also the Hexes would not improve, unless i am missin something.

He uses the Ranged Legerdemain mostly. He is only level 7 and probably wouldn't go very far with the class. If so, I would want to add more combat spells which the witch is lacking. He isn't built for damage. He is meant to confuse the enemy so that everyone else can deal damage. I don't need to use invisibility to infiltrate. He has no problems just looking like someone else and infiltrating in plain sight. The hexes won't improve if he sticks with the arcane trickster.

Still, acid arrow is a great spell for arcae trickster. you target a spell caster (and do SA damage) and in the next round the caster needs to make a cocentration check or loose the spell.


Nicos wrote:
Bob_Loblaw wrote:


Oh, and did you catch the theme of these characters yet?

lets say I would like to see how you build Taz.

Cool idea. I'll work on that one. Give me a few days. Work is going to be taking up a lot of time this week.


Nicos wrote:
Bob_Loblaw wrote:
Nicos wrote:

@Bob

About tomingeri: I do not know, the abilities of arcane trickters do not sinergize well with the witch class. spells lke acid arrow (for the damage) and invisivility (infiltrate) are absent in your build.Also the Hexes would not improve, unless i am missin something.

He uses the Ranged Legerdemain mostly. He is only level 7 and probably wouldn't go very far with the class. If so, I would want to add more combat spells which the witch is lacking. He isn't built for damage. He is meant to confuse the enemy so that everyone else can deal damage. I don't need to use invisibility to infiltrate. He has no problems just looking like someone else and infiltrating in plain sight. The hexes won't improve if he sticks with the arcane trickster.

Still, acid arrow is a great spell for arcae trickster. you target a spell caster (and do SA damage) and in the next round the caster needs to make a cocentration check or loose the spell.

Which spell should I drop or should I consider just grabbing a wand?


Bob_Loblaw wrote:
Nicos wrote:
Bob_Loblaw wrote:
Nicos wrote:

@Bob

About tomingeri: I do not know, the abilities of arcane trickters do not sinergize well with the witch class. spells lke acid arrow (for the damage) and invisivility (infiltrate) are absent in your build.Also the Hexes would not improve, unless i am missin something.

He uses the Ranged Legerdemain mostly. He is only level 7 and probably wouldn't go very far with the class. If so, I would want to add more combat spells which the witch is lacking. He isn't built for damage. He is meant to confuse the enemy so that everyone else can deal damage. I don't need to use invisibility to infiltrate. He has no problems just looking like someone else and infiltrating in plain sight. The hexes won't improve if he sticks with the arcane trickster.

Still, acid arrow is a great spell for arcae trickster. you target a spell caster (and do SA damage) and in the next round the caster needs to make a cocentration check or loose the spell.
Which spell should I drop or should I consider just grabbing a wand?

A wand should be fine. The idea is not to kill the target with the spell but to make spellcasting dificult

"If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you."


Heh... Popeye and Mighty Mouse... Not something I expected to see around here. Then again, that's why I love Bob's builds.

I like the concept of "Tomingeri" (I'm not proud to say it took me a while to get this one) of a witch/rogue arcane trickster. But I'm not sure how well those classes synergize. I suspect a sorcerer/ninja would be quite better, and sorcerer can even get a familar or animal companion.


I originally had the sorcerer but I didn't like the bloodline options that had familiars. I almost went with wizard and in hindsight it may have been better.


Hah... Give the build Skill Focus: Knowledge(Arcana) and Eldritch Heritage (Arcane Bloodline) and it gets a familiar. Although 2 feats for a mouse seems a bit expensive.

Wizard would certainly be more powerful. Although I find sorcerers more charming and a high Cha is awesome for ninjas.

How about an Alchemist(Vivisectionist)/Wizard version? It's probably the most powerful Arcane Trickster build and it benefits the most from the Ratfolk bonus to Intelligence.


Hero Lab doesn't handle the eldrich heritage yet so I ignore it. I hadn't even thought about it. It could work but it would be three feats (boon companion is there too).

I think the alchemist could work also. I like that Nicos and you are finding waays to improve on a cartoon character concept.


I didn't consider Boon Companion as an additional feat, since your rogue/ninja/alchemist levels pretty much force you to get it anyway.

I love tinkering around with builds, and the fact that it's based on something that was a part of my childhood makes it that much funnier!

Also, am I the only one who thinks rangers should have effective druid level = ranger level?


Dunno how good is this character. He seems viable, but really needs a lot of feats. Man, Aasimars are powerful. He's a scout/ranged combatant Inquisitor that soars the skies on top of his loyal Roc companion.

Tayne Windrider - Aasimar Inquisitor:
TAYNE WINDRIDER CR 9
Male Garuda-Blooded Aasimar (Plumekith) Inquisitor 10
NG Medium Outsider (Native)
Init +11; Senses Darkvision; Perception +21
--------------------
DEFENSE
--------------------
AC 22, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 natural, +1 deflection)
hp 58 (10d8+10); Judgement of Sacred Healing 4
Fort +8, Ref +9, Will +10
Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Evil); Resist acid 5, cold 5, electricity 5, Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Fire)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Longspear +12/+7 (1d8+5/20/x3)
Ranged +1 Seeking Longbow, Composite (Str +3) +16/+16/+11 (1d8+5/20/x3)
Special Attacks Bane (+2 / 2d6) (10 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Good, Adamanti
Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day), See Invisibility (1/day)
Inquisitor Spells Known (CL 10, +11 melee touch, +15 ranged touch):
4 (1/day) Divine Power (DC 17), Freedom of Movement (DC 17)
3 (4/day) Protection from Energy (DC 16), Heroism (DC 16), Dispel Magic, Litany of Eloquence
2 (5/day) Restoration, Lesser (DC 15), Silence (DC 15), Remove Paralysis (DC 15), Detect Thoughts (DC 15), Invisibility
1 (6/day) Divine Favor (DC 14), Shield of Faith (DC 14), Protection from Evil (DC 14), Disguise Self (DC 14), Litany of Sloth
0 (at will) Stabilize, Read Magic (DC 13), Detect Poison, Create Water, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14/16, Dex 20/22, Con 12, Int 10, Wis 17, Cha 7
Base Atk +7; CMB +10; CMD 24
Feats Boon Companion: Inquisitor, Celestial Servant, Lookout, Mounted Combat, Point Blank Shot, Rapid Shot, Shake It Off, Stealth Synergy
Traits Reactionary, Toxophilite
Skills Acrobatics +8, Fly +8, Intimidate +16, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Nature) +6, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +21, Ride +19, Sense Motive +21, Spellcraft +5, Stealth +19, Survival +7 Modifiers Monster Lore
Languages Celestial, Common
SQ Animal Companion Link (Ex), Eyes of the Hawk (+5 Perception / +2 Init.) (Su), Inquisitor Domain: Feather, Ring of Sustenance, Second Judgement (4/day) (Su), Share Spells with Companion (Ex), Solo Tactics (Ex), Teamwork Feat (change 3/day), Track +5
Combat Gear +1 Breastplate, +1 Longspear, +1 Seeking Longbow, Composite (Str +3); Other Gear Amulet of Natural Armor +1, Belt of Physical Might, STR & DEX +2, Ring of Protection, +1, Ring of Sustenance
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Boon Companion: Inquisitor +4 levels to calc familiar/animal comp abilities (max of your HD).
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).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Eyes of the Hawk (+5 Perception / +2 Init.) (Su) +5 Perception, +2 Initiative during a surprise round.
Inquisitor Domain: Feather Associated Domain: Animal

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Evil (Su) DR/magic
Judgement of Sacred Resistance 8: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good, Adamantine) (Su) DR bypass
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
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.

Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Toxophilite +2 bonus to confirm critical hits with bows.
Track +5 +5 to survival checks to track.

Hurricane - Roc Animal Companion:
HURRICANE CR 10
Male Roc
NN Large Animal
Init +5; Senses Darkvision, Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 33, touch 13, flat-footed 29 (+6 armor, +4 Dex, -1 size, +14 natural)
hp 58 (+18)
Fort +10, Ref +13, Will +8
Defensive Abilities Evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 15
--------------------
OFFENSE
--------------------
Spd 15 ft., Flight (80 feet, Average)
Melee Bite (Roc) +12 (1d8+7/20/x2) and
Talon x2 (Roc) +12 x2 (1d6+7/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab, Smite Evil (1/day)
--------------------
STATISTICS
--------------------
Str 23, Dex 20, Con 14, Int 3, Wis 13, Cha 11
Base Atk +6; CMB +13 (+17 Grappling); CMD 27
Feats Flyby Attack, Hover, Iron Will, Lookout, Multiattack (Multiattack / Extra Attack), Wingover
Tricks Attack [Trick], Down [Trick], Fighting [Trick], Stay [Trick]
Skills Acrobatics +9, Fly +11, Linguistics -3, Perception +5, Ride +6, Stealth +1
Languages Celestial
SQ Devotion +4 (Ex), Fighting [Trick], Multiattack / Extra Attack
Combat Gear +1 Do-maru; Other Gear Amulet of Mighty Fists +1, Cloak of Resistance, +2
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity 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.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hover You can hover in place while flying.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
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.
Smite Evil (1/day) (Su) +0 to hit, +9 to damage.
Spell Resistance (15) You have Spell Resistance.
Wingover You can turn in place while flying.

Ideas and Observations:

- Tayne and Hurricane are the "Death From Above" duo (even though Tayne doesn't have the feat). They fly around, Tayne detects the enemy with his +21 Perception bonus, darkvision, and Detect Allignement class feature, then proceeds to rain death on them.
- Unfortunally, without Mounted Archery (which he should take next level), he suffer a -4 to attack rolls -.-'. But nothing stops him from landing on a difficult-to-reach cliff and fire his arrows from there. Precise Shot, spells, Bane and Judgement of Justice can compensate for that, anyway.
- Tayne is a great scout and infiltrator by himself, and Hurricane doesn't get too mcuh in his way, either. Stealth Synergy allows him to pass unnoticed even when he's being followed by a Roc!
- By the way, Hurricane is one tough bird. He has an AC of 33. DR 5/evil. Energy Resistance 10 against Acid, Cold and Electricity, SR 15 (which can be a problem sometimes) and Smite Evil 1x/day. Sure, his Cha kinda sucks, but he still gets a +9 to damage! (actually, I think it's a +10, but for some reason HeroLab ignores Animal Companion's 1st HD)
- Their saves are not terrible, but not awesome either. Investing in Cloaks of Resistance would be a nice idea.


Lemmy, I've been toying around with the aasimar inquisitor idea for a while. The race brings some good things to the class, especially with the stat bonuses. I can see him being a force for a real inquisition. I don't think that you need to worry about reflex saves very much because of your resistances. You judgments will also help with save boosting when necessary so I think you'll be ok. Since you have Monster Lore, you should be able to know when to use your judgments fairly well.


Nicos, you asked for my take on Taz. Here he is at level 6.

Spoiler:

TAZ CR 5
Male Taz Fighter (Mobile Fighter) 6
CN Medium Monstrous Humanoid
Init +10; Senses Darkvision; Perception -1
--------------------
DEFENSE
--------------------
AC 20, touch 12, flat-footed 18. . (+6 armor, +2 shield, +2 Dex)
hp 58 (6d10+12)
Fort +7, Ref +4, Will +1
Defensive Abilities Agility
--------------------
OFFENSE
--------------------
Spd 40 ft., Terrain Stride (Forest)
Melee +1 Gladius +7/+2 (1d6+4/19-20/x2) and
. . +1 Gladius +7 (1d6+4/19-20/x2) and
. . Bite (Bite Helper) +4 (1d3+1/20/x2)
Special Attacks Bite, Gatecrasher, Leaping Attack +1
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 14, Int 8, Wis 8, Cha 14
Base Atk +6; CMB +9; CMD 21 (23 vs. Sunder)
Feats Acrobatic Steps, Combat Reflexes (3 AoO/round), Double Slice, Improved Initiative, Nimble Moves, Run (Fleet-Footed), Two-weapon Defense, Two-weapon Fighting
Traits Reactionary, Rice Runner
Skills Acrobatics +12
Languages Common
SQ Armor Training 1 (Ex)
Combat Gear +1 Buckler, +1 Gladius, +1 Gladius, +2 Armored Coat; Other Gear Boots of Striding and Springing
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Agility +2 (Ex) +2 save vs. Paralyzation, slowing, or entangling
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects.
Leaping Attack +1 (Ex) +1 to hit and damage if you move at least 5' before attacking.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Run (Fleet-Footed) You run faster than normal.
Terrain Stride: Forest (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
--------------------
Taz has always been rather rash. He doesn't really think things through very well. He tends to rush into battle quickly and effectively. He never learned how to do anything else.

He is easily controlled with a few spells, which his allies have no problem using on him when necessary.

Taz can move quickly through just about any terrain, but is at his best in the forests where he grew up. Very little slows him down. He smashes through barriers with ease. Difficult terrain might slow him a little bit but he's not worried about that. He can either just ignore a good portion of it of leap over it to get to the enemy.

Taz prefers the gladius to the shortsword because of it's slightly better versatiliy.


A friend of mine suggested that I do a few simple ideas like Captain Caveman and Yosemite Sam. Here's Captain Caveman. I was originally going to make him a dwarf but I couldn't figure out how to get him to be able to pull stuff out of his beard. The only reason I went with Skirmisher was because I didn't want to deal with spells. I went with Warden because it dropped the animal companion and gave some bonuses that I think might work well with Battle Scout.

If anyone wants to see Yosemite Sam or even Snaglepuss (I had some interesting ideas for him) or Honk Kong Fuey, let me know. I had some requests for a new theme that I'm ready to work on too.

Spoiler:

CAPTAIN CAVEMAN CR 5
Male Halfling Ranger (Battle Scout, Skirmisher, Warden) 6
CG Small Humanoid (Halfling)
Init +2; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 13. . (+1 armor, +2 Dex, +1 size, +1 deflection)
hp 58 (6d10+12)
Fort +8, Ref +8, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Greatclub +11/+6 (1d8+12/20/x2)
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 14, Int 8, Wis 13, Cha 12
Base Atk +6; CMB +8; CMD 21
Feats Endurance, Power Attack -2/+4, Weapon Focus: Greatclub, Well-Prepared: Survival
Traits Rice Runner, Scrounger
Skills Acrobatics +11, Climb +7, Fly +4, Intimidate +10, Perception +12, Stealth +6, Survival +10, Swim +12
Languages Common, Halfling
SQ Able Explorer (Ex), Advantageous Terrain (Ex), Fearless, Hunter's Trick: Catfall (Ex), Hunter's Tricks (4/day) (Ex), Live in Comfort (Ex), Master of Terrain (Ex), Terrain Bond (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Mountain (+2 bonus) (Ex), Track +3, Wild Empathy +7 (Ex)
Combat Gear +2 Greatclub; Other Gear Belt of Giant Strength, +2, Bracers of Armor, +1, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Hunter's Tricks (4/day) (Ex) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Able Explorer (Ex) At 5th level, when making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher. This ability replaces the ranger's second, third, and fourth favored enemies.
Advantageous Terrain (Ex) At 5th level, when a battle scout is within one of his favorite terrains, he can spend up to 3 consecutive rounds studying an area of terrain to gain the benefits below. Each round of studying terrain is a standard action. During the first round of s
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fearless +2 morale bonus vs Fear saves.
Hunter's Trick: Catfall (Ex) The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.
Hunter's Tricks (4/day) (Ex) Various tricks.
Live in Comfort (Ex) At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival che
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scrounger Buy items with Broken condition at half price. Max value: 2x char level gp.
Terrain Bond (Ex) At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Percepti
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Mountain (+2 bonus) (Ex) +2 to rolls vs Mountain.
Track +3 +3 to survival checks to track.
Well-Prepared: Survival DC 10+ gp cost check and you "happen" to have the desired item on your person.
Wild Empathy +7 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
--------------------
Captain Caveman is a rare halfling that has a ton of body hair. Not just on his feet, but all over. Sages say he suffers from a condition known as hypertrichosis, but he can't spell that so he just calls it dwarfism. He's probably not right, but don't tell him that.

He isn't really good at coming up with tactics but he does adapt to changing situations. He loves his greatclub. It's as big as he is and can really do some damage.

Captain Caveman gathers stuff. He typically has a small collection of mundane items somewhere on his person. He usually pulls something out of his beard when he needs it most. He doesn't take good care of his equipment so some of it has the broken condition, but that's ok. He can always find more.

Although he is generally well liked by his companions, they do get tired of his battle cry: "CAPTAIN CA-A-A-AVEMAN!" It does get tiresome but then again, he is effective when he fights so it's a small price to pay.

His armor class and Will saves are a little low but as long as he can hit his opponent hard enough, he doesn't really care.


I did Snagglepuss anyway:

Spoiler:

SNAGLEPUSS CR 5
Male Catfolk Bard (Street Performer) 6
NN Medium Humanoid (Catfolk)
Init +3; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 20, touch 14, flat-footed 17. . (+5 armor, +3 Dex, +1 natural, +1 deflection)
hp 33 (6d8)
Fort +3, Ref +9, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Rapier +6 (1d6+2/18-20/x2)
Special Attacks Bardic Performance (standard action) (25 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 18), Bardic Performance: Suggestion (DC 18)
Bard (Street Performer) Spells Known (CL 6, +5 melee touch, +7 ranged touch):
2 (4/day) Calm Emotions (DC 17), Heroism (DC 17), Suggestion (DC 17), Create Treasure Map
1 (6/day) Moment of Greatness, Charm Person (DC 16), Cultural Adaptation, Toilsome Chant
0 (at will) Open/Close (DC 15), Read Magic (DC 15), Ghost Sound (DC 15), Detect Magic, Prestidigitation (DC 15), Message
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 10, Int 8, Wis 11, Cha 18/20
Base Atk +4; CMB +5; CMD 19
Feats Alertness, Bard Weapon Proficiencies, Deceitful, Extra Performance, Extra Performance (Perform (Act))
Skills Acrobatics +2, Bluff +21, Climb +0, Concentration: Bard +11, Diplomacy +15, Disguise +21, Escape Artist +2, Fly +2, Linguistics +6, Perception +11, Perform (Act) +14, Ride +2, Sense Motive +10, Stealth +2, Swim +0
Languages Catfolk, Celestial, Common, Draconic, Elven, Infernal
SQ Bardic Performance: Disappearing Act (1 allies) (DC 18) (Su), Bardic Performance: Harmless Performer (DC 18) (Su), Cat's Luck (1/day) (Ex), Gladhandling, Quick Change (1/day) (Ex), Sprinter (Ex), Streetwise +3 (Ex), Well Versed (Ex)
Combat Gear +1 Glamered Chain Shirt, +1 Rapier; Other Gear Amulet of Natural Armor +1, Cloak of Resistance, +1, Disguise kit (10 uses), Headband of Alluring Charisma, +2, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (25 rounds/day) - 0/25
Cat's Luck (1/day) (Ex) - 0/1
Disguise kit (10 uses) - 0/10
Extra Performance (Perform (Act)) - 0/6
Quick Change (1/day) (Ex) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Bardic Performance (standard action) (25 rounds/day) Your performances can create magical effects.
Bardic Performance: Disappearing Act (1 allies) (DC 18) (Su) Those within 30' who fail to save treat an ally as invisible.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 18) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Harmless Performer (DC 18) (Su) Enemies must save in order to attack you.
Bardic Performance: Suggestion (DC 18) (Sp) Make a Suggestion to one Fascinated creature.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Extra Performance (Perform (Act)) +6 rounds/day of Bardic Performance.
Gladhandling Use Bluff to improve attitude, but the attitude becomes worse 1 minute later. Earn double for perform checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick Change (1/day) (Ex) Take 10 on bluff and disguise checks, and 1/day take 20 as a standard action.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Streetwise +3 (Ex) You add half your bard level to Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
--------------------
He doesn't like to get into combat. Being an actor by trade, he tends to speak as a stage director when he's not in character. A common way for him to disengage is to say something along the lines of, "Exit, stage left even..."

Snaglepuss knows people. He doesn't know individuals but he does know how to read people. He also knows how to manipulate them, very well. It is hard to get something past him too.

He can get in and out of nearly any publc place. With his ability to essentially be almost anyone, he can get almost anywhere.

He isn't very good at being in combat but fortunately he is good at getting out of or avoiding combat. He is good at helping his allies once they get in combat.


I'm probably going to start my theme tomorrow evening. I won't be naming the characters. I will provide clues to who they are though. This should be fun. Maybe we can have a contest. The first one to correctly guess all the characters and the theme will get to pick the next theme I work on.


Bob_Loblaw wrote:

Nicos, you asked for my take on Taz. Here he is at level 6.

** spoiler omitted **...

I thought you would choose whirlwind attack and naturar weapons u.u


Nicos wrote:
Bob_Loblaw wrote:

Nicos, you asked for my take on Taz. Here he is at level 6.

** spoiler omitted **...

I thought you would choose whirlwind attack and naturar weapons u.u

Natural weapons are usually hard to make useful for PCs and the mobile fighter can really benefit from Whirlwind Attack but I didn't have enough feats at level 6. As he levels, he certainly would go for that chain.


I thought you'd make Taz a Beast Totem Barbarian with Whirlwind Attack and a Bite attack.

He should be a Tiefling. Of Tazmanian heritage. So he'd be a tazmanian devil. Heh.

Hey! Make Marvin The Martian next!

I'd say he's a Gunslinger, as he had the habit of pulling giant ray guns from nowhere. His Dexterity must be quite high too, since he's capable of moving his feet so fast without problem. And his armor can't be much heavier than Light, all he got is a helmet.


Oooh, Marvin...that was actually not on my list. I think I will do that one and then start my next theme. I have two themes I'm working on. Both are tributes to things that were or are very important in my life. Bear with me as I post them slowly. Not only is work very hectic, my birthday is coming up and I am trying to spend some time with friends.


Here is one take on Marvin. He works best when he's not the primary caster :)

I'm testing out a new stat block generator for Hero Lab so bear with this. I don't feel like going through all the editing right now.

Spoiler:

Marvin
Male Martian Wizard (Spellslinger) 10
NE Small Humanoid
Init +3; Senses Perception +15
DEFENSE
AC 22, touch 16, flat-footed 19 (+4 armor +2 deflection +3 dex +2 natural +1 size)
hp 102 (10d6+50)
Fort +8, Ref +7, Will +7
Defensive Abilities Fearless
OFFENSE
Speed 30 ft.
Ranged +2 Pistol, Dragon +7 (1d6+6, crit=20/x4)
Wizard (Spellslinger) Spells Prepared
5th Cone of Cold (DC 19) Teleport (DC 19)
4th Calcific Touch (DC 18) Enervation Scrying (DC 18)
3rd Fly Lightning Bolt (DC 17) Lightning Bolt (DC 17) Vampiric Touch
2nd Fleshcurdle (DC 16) Ricochet Shot Scorching Ray Scorching Ray Shatter (DC 16)
1st Abundant Ammunition Enlarge Person (DC 15) Ray of Enfeeblement (DC 15) Ray of Enfeeblement (DC 15) Shocking Grasp
STATISTICS
Str 12, Dex 14/16, Con 16/18, Int 18, Wis 8, Cha 8
Base Atk +5, CMB +5, CMD 20
Feats Acrobatic Arcane Builder: Weapons Craft Magic Arms & Armor Deadly Aim -2/+4 Exotic Weapon Proficiency (Firearms) Focused Spell Forked Bolt Gunsmithing Skill Focus: Perception (Focused Study) Skill Focus: Spellcraft (Focused Study) Toughness +10 Wizard Weapon Proficiencies
Skills Acrobatics +17 Appraise +4 Bluff -1 Climb +1 Concentration: Wizard +14 Diplomacy -1 Disable Device +10 Disguise -1 Escape Artist +3 Fly +22 Handle Animal -1 Heal -1 Intimidate -1 Knowledge (Engineering) +15 Linguistics +4 Perception +15 Ride +3 Sense Motive -1 Sleight of Hand +3 Spellcraft +23 Stealth +17 Survival -1 Swim +1 Use Magic Device -1
Languages Abyssal Celestial Common Draconic Infernal
Combat Gear +2 Pistol, Dragon Other Gear Amulet of Natural Armor +2 Belt of Physical Might, DEX & CON +2 Boots of Levitation Bracers of Armor, +4 Ring of Protection, +2
SPECIAL ABILITIES
Abjuration - You must spend 2 slots to cast spells from the Abjuration school.
Arcane Gun - The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal onehanded or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger's hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a x3 critical hit multiplier. A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun's enhancement bonus (if any) is a bonus to the spell's attack rolls or to the spell's saving throw DCs. Yet there are dangers inherent to this method. If any of the spells' attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger's space (spellslinger's choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed. A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond.
Divination - You must spend 2 slots to cast spells from the Divination school.
Enchantment - You must spend 2 slots to cast spells from the Enchantment school.
Illusion - You must spend 2 slots to cast spells from the Illusion school.
Mage Bullets - A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
Master Tinker - Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred. Note: Proficiency with a specific weapon can be added on the Adjust tab.


Here is the first of my next theme. There will be only 5 members of this theme.

Spoiler:

FORECON CR 9
Male Elf Ranger 10
CG Medium Humanoid (Elf)
Init +8; Senses Low-Light Vision; Perception +16
--------------------
DEFENSE
--------------------
AC 21, touch 12, flat-footed 19. . (+6 armor, +3 shield, +2 Dex)
hp 74 (10d10+10)
Fort +8, Ref +9, Will +4
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Longsword +9/+4 (1d8+4/19-20/x2) and
. . +1 Rapier +9/+4 (1d6+4/18-20/x2)
Ranged Oathbow (Str +2) +14/+9 (1d8+4/20/x3)
Ranger Spells Prepared (CL 7, 13 melee touch, 12 ranged touch):
2 (1/day) Animal Aspect
1 (3/day) Longstrider (DC 12), Pass without Trace (DC 12), Aspect of the Falcon (DC 12)
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 12, Int 12, Wis 13, Cha 8
Base Atk +10; CMB +13; CMD 25
Feats Boon Companion: Ranger, Double Slice, Elven Accuracy, Elven Weapon Proficiencies, Endurance, Improved Initiative, Improved Two-weapon Fighting, Point Blank Shot, Skill Focus: Stealth, Two-weapon Fighting
Traits Jenivere Crew: Acrobatics, Reactionary
Skills Acrobatics +20, Climb +13, Concentration: Ranger +8, Escape Artist +1, Fly +1, Handle Animal +12, Heal +10, Knowledge (Geography) +10, Knowledge (Nature) +12, Perception +16, Ride +1, Stealth +16, Survival +13, Swim +14
Languages Common, Draconic, Elven
SQ Animal Companion Link (Ex), Elven Magic, Enemies: Dragons (+4 bonus) (Ex), Enemies: Monstrous Humanoids (+2 bonus) (Ex), Enemies: Undead (+4 bonus) (Ex), Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +5, Wild Empathy +9 (Ex), Woodland Stride (Ex)
Combat Gear +1 Longsword, +1 Rapier, +2 Armored Coat, +2 Buckler, Oathbow (Str +2); Other Gear Bag of Holding II (empty), Boots of Elvenkind, Cloak of Elvenkind, Handy Haversack (1 @ 108.2 lbs), Restorative Ointment (2)
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion: Ranger +4 levels to calc familiar/animal comp abilities (max of your HD).
Elven Accuracy Reroll miss chance due to concealment.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Dragons (+4 bonus) (Ex) +4 to rolls vs Dragons.
Enemies: Monstrous Humanoids (+2 bonus) (Ex) +2 to rolls vs Monstrous Humanoids.
Enemies: Undead (+4 bonus) (Ex) +4 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +5 +5 to survival checks to track.
Wild Empathy +9 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Two different mission types emerged during the Elf/Orc War, which are still implemented in the Force Reconnaissance motives today: Key Hole and Sting Ray. These practices subsequently became contemporary as "deep reconnaissance", or green operations; and "direct action", which are known as black operations.
Key Hole patrols were designed purely around reconnaissance and surveillance; usually lightly equipped and armed with defensive weapons-evasive techniques were employed to break contact from the enemy should the need arise, avoiding contact with the enemy was paramount. Sting Ray operations were the exact opposite of Key Hole missions with goals more closely in line of offensive strikes, the FORECON operators were heavily armed and used artillery and/or naval gunfire support, if available.

However, what began as a 'key hole' patrol could become a 'sting ray' patrol with little warning. The versatility of FORECON is demonstrated when missions quickly turn, planned or not, from a deep reconnaissance patrol to a direct action engagement.

Green Operations: The principal mission of Force Recon is reconnaissance, to collect any pertinent intelligence of military importance, observe, identify and report adversaries to MAGTF commanders. Like Division Recon (also known as the Marine Recon Battalions), they imply a mixed element of amphibious reconnaissance and ground reconnaissance. These missions are known as green operations. This practice fundamentally covers a wide spectrum of reconnaissance but primarily the FORECON operators conduct deep reconnaissance.
The Force Recon platoons operate farther inland than their Division Recon counterparts, penetrating deeper into enemy territory from their assigned littoral (coastal) region within a force commander's 'tactical area of responsibility' (TAOR). They operate at such great distances that they are beyond the boundaries, or fan, of any artillery and/or naval gunfire support (NGFS); unlike their Division Recon brethren, whose operations are primarily within the artillery and gunfire support fan. Silence and stealth are vital in reducing chances of compromising their position-if a single round is fired, the mission is deemed to have failed.

The Marine Force Reconnaissance detachments, or FORECON, operate in deep reconnaissance, direct action, and the control of supporting arms; to convey military intelligence beyond the means of a commander's area of influence in the battlefield. They are capable of operating independently in combined methods of amphibious and ground operations by utilizing methods of conventional and unconventional warfare in defense of the Elven States.

Although Force Recon has never been part of the Elven States Special Operations Command, their missions slightly differentiate themselves from other Special Operations Forces units. Colloquially, they are specialized in all tactical areas of warfare. Force Recon will train with other Special Operations forces, such as, SEALs, Army Special Forces, and Pararescue, in order to master all skill sets. The Corps has seen fit to train versatile specialists rather than specialists in individual areas of combat.

Objectively, their reconnoitering roles (whether in elements of amphibious or ground) are an abstract of preliminary (or pre-'D-Day') and post-assault reconnaissance, which mainly consist of numerous missions, some examples are provided as such:
"battle damage assessment (BDA) missions-these missions involve witnessing and reporting collateral damage of target(s) caused by delivered payload, either from heavy support fire measures (artillery and naval gunfire support), high-explosive weapons.

"remote sensors operations-placing remote sensors and beacons are vital for the marking friendly/hostile boundaries and areas for helicopter pilots, for assault or infantry transport, becoming detrimental for combat or logistic support; this mission has made pathfinding operations obsolete.

*initial terminal guidance (ITG)-setting up/preparing landing zones (LZ) and drop zones (DZ) for forward operating sites Marine fixed or rotary wing aircraft, possible future landing spots for parachute entry, or waterborne locations (landing force, ship-to-shore) operations.

Black operations are the missions that require direct action (DA). They are the opposite of green operations missions, where the Force Recon operators basically "look for trouble". Depending on the situation and the target location, the FORECON operators usually conduct direct action missions within the artillery and naval gun support fan; these operations demonstrate "small-scale" shock and awe.

Examples are the Visit, Board, Search, and Seizure (VBSS) of ships during Maritime Interdiction Operations(MIO), as well as orchestrating close air support, a vital skill exercised in DA missions; Force Recon operators forward observe from static positions and spider holes for artillery and naval gunfire support, or ordnance and payload delivery.

The

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

ANIMAL COMPANION CR 9
Male Leopard
NN Medium Animal
Init +6; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 24, touch 17, flat-footed 17. . (+6 Dex, +7 natural, +1 dodge)
hp 81 (+36)
Fort +9, Ref +12, Will +4
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 50 ft., Sprint x10 (1/hour)
Melee Bite (Leopard) +11 (1d6+5/20/x2) and
. . Claw x2 (Leopard) +11 x2 (1d4+5/20/x2)
Special Attacks Trip
--------------------
STATISTICS
--------------------
Str 20, Dex 22, Con 16, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +11; CMD 28 (32 vs. Trip)
Feats Dodge, Improved Natural Attack: Claw x2 (Leopard), Multiattack (Multiattack / Extra Attack), Nimble Moves, Power Attack -2/+4, Toughness +9
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Hunting [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Perception +6, Stealth +16 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Hunting [Trick], Multiattack / Extra Attack, Stay [Trick]

--------------------
TRACKED RESOURCES
--------------------
Sprint x10 (1/hour) (Ex) - 0/1
--------------------
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.
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.
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.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
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.
Sprint x10 (1/hour) (Ex) 1/hour, your charge speed is 10 times your land speed.
Stay [Trick] The animal will stay where it is.
Trip (Ex) You can make a trip attempt on a successful attack.


Marvin is a spellslinger wizard! That makes sense! I love how he has weapon crafting feats! Hahaha, you've done it again, Bob!

I can't seem to recognize Forecon from any media.

Is "Military Ops" the next theme? Or am I really missing something?

Also... I don't know if it's the correct time, but...

Happy Birthday, man! I wish you lots of happiness and natural 20s!


Military Ops is the next theme. I was going to start working on a different theme but I watched Stars Earn Stripes and felt that this should be next. FORCERECON, or Marine Force Recon. I am trying to work on a Coast Guardsman who does SaR (Search and Rescue). I will also work on a Green Beret, Airborne Ranger, or Delta Force. Then a SEAL. The last one will be for the Air Force: Pararescue. I plan on doing one for each branch even though there are plenty of options.

I grew up in the military, joined, served during Desert Storm, and it has always been a part of my life. I'm going to use this as my little platform and give thanks to those who have served, are serving, and will serve with a little tribute.

But before I can do my next theme, Lemmy, you get to pick a theme that has the potential for 3 to 6 characters. I hope you don't pick the one I want to work on but if you do, I will let you pick another theme.

Thanks for the birthday wishes. Depending on where you are, you may be right. It's not quite the 20th here. Still have two more hours. The good news is that technically I was born at 1233hrs (12:33 am for you civilians) in Boston and I live in Seattle now. So my birthday started an hour ago.


*shakes finger* Bad military time bob, 1233hrs is 1233pm. 0033hrs would 1233am! Happy birthday either way! Keep posting the awesome builds, gave me nearly 20 minutes of amused reading!


This is a group of Npcs. I used the Elite array and standar wealth (except for the leader lelarch, with her i used half Pc wealth)

Salesh swift arrow: Sniper 8:
Sniper 8
Elf-male
NE
------------------------------------------------
Str 14
Con 12
Dex 18
Int 10
Wis 13
Cha 8
-------------------------------------------------
AC: 19
Touch AC: 15
Hp:55

Saves
Fort +4
Ref +11
Will +4 (+2 racial saving throw bonus against enchantment spells and effects)

CMB: 23

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

AttacK
Composite Longbow +12/+7 (1d8+2 20/x3) or +10/+10/+5 (1d8+2 20/x3)

SA: 4d6
-------------------------------------------------
1. Point blank shot , Accuracy, Sneak attack +1d6
2. WF(longbow)(via rogue talent)
3. Rapid shot, Sneak attack +2d6
4. Slow reaction
5. Precise shot, Sneak attack +3d6
6. Sniper’s Eye
7. Dazzling display ,Sneak attack +4d6
8. Combat trick (shatter defenses)

Skills

Acrobatics +15
Stealth +22
Perception +12
Escape Artist +15
Swim +13
Climb +13
Sense motive +12
Disable device +15

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce

the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20

penalty (this number includes the penalty reduction from this racial trait). This racial trait

replaces elven magic.
------------------------------------------------
Gear 6.000

Composite lonwbow (0,5 K), Mithral chain shirt (1 K), Cloak of resistance (1K), Cloack of elvenkin

(2,5), Ring or protection +1 (2K)

Svanha: Falconer/skirmisher 8:
Falconer/skirmisher 8
Human-Female
LE

Str 18
Con 14
Dex 14
int 10
Wis 12
Cha 8
---------------------------------------------------------------------
AC: 22
Touch AC: 12
Hp:64

Saves
Fort +8
Ref +8
Will +4

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

Attack:
+2 light shield: +12 (1d4+10 20/x2)
or full attack
+2 light shield +10/+5 (1d4+10 20/x2) and Mw scimitar +8 (1d6+5 18-20/x2)

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

1.Improved shield bash, Weapon focus (light shield), Feathered Companion, Track, favored enemy (Human)
2. TWF
3. Iron will, Endurance,
4. Hunter’s Bond
5. Boon companion, favored enemy (Animals)
6. Shield master, Swoop for the Kill
7. Power attack, Woodland stride
8. Swift tracker, 2nd favored terrain

Hunter’s Tricks:

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an

attack. The next ally who makes an attack against the target creature before the start of the Ranger’s

next turn gains a +2 circumstance bonus on that attack roll.

Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack.

If the attack hits, the target is shaken for 1d4 rounds.

-----------------------------------------------------------------------
Gear

Light shield +2 (4K), MW Scimitar (0,3 K), +1 Breastplate (1,1K), 5 potion of CLW (0,25 K)

EyesOut
Hawk - Animal companion

Starting Statistics

Size Small; Speed 10 ft., fly 80 ft. (average); (1d4);
Ability Scores Str 14, Dex 17, Con 14, Int 3, Wis 14, Cha 6; Special Qualities low-light vision.
AC: 15
Hp: 52
Attack: talon +9 (1d4+2)

Feats: WF (Talon), weapon finesse, death from above, Fly by attack

Saves:
Fort +7; Ref +6; Will +4

Molto: Butal pugilist 8:
Brutal Pugilist 8
Orc-Male
CN

Str 20
Dex 14
Con 14
Int 6
Wis 10
Cha 8

Darkvision 60 ft; Scent.
-------------------------------------------------------

AC: 16
Hp: 81 (97 when raging)

CMD: 25 (29 against overrun)

Saves:
Fort +10 (+12 when raging)
Ref +6
Will +4 (+6 when raging)
--------------------------------------------------------

GreatAxe +1: +11/+8 (1d12+17 20/x3)
or
+13/+10 (1d12+20 20/x3) (Raging)

CMB: +13 (+17 with overrun)

--------------------------------------------------------
1. Power attack, Terrifying Visage
2. Intimidating Glare
3. Intimidating prowess
4. Streng surge
5. Improved Overrun
6. Overbearing Advance
7. Greater Overrun
8. Terrifying Howl

Skills
Intimidate +12 (+16 against humanoids)
Perception +8
Stealth +13
--------------------------------------------------------
Cloak of resistance +2 (4K), GreatAxe +1 (2K), Mithil Chainshirt (1K),

Lelarch: Lore warden 3/ arcane duelist 7:
Lore warden 3/ Arcane duelist 7
Half elf-Female
NE

Str 8
Con 12
Dex 20
Int 14
wis 10
Cha 16

---------------------------------------------------------
AC: 20
touch AC: 75
Hps: 31 +21 +7+10

Saves
Fort +9
Ref +14
Will +9

CMD: 24 (28; dirty trick)
---------------------------------------------------------

+2 Agile Whip +15/+10 (1d4+5 20/x2)

CMB: +17 (+21; dirty trick)

----------------------------------------------------------
1. Weapon finesse, Weapon focus (Scorpion whip), EWP (Scorpion whip)
2. Combat expertise, Improved dirty trick
3. Maneuver Mastery(+2), Greater dirty trick
4. Bardic Performance, Arcane Strike
5. Combat casting, Improved initiative
6.
7. Lunge
8.
9. Arcane Bond(Scorpion Whip), Toughness
10. Disruptive

Skill
Intimidate +16
Sthealth +18
Perception +10
Bluff +14
Diplomacy +14
UMD +16
----------------------------------------------------------

Spells

Lvl 1 (DC 14, 5/day)
CLW
expeditious retreat
grease
Vanish
hideous laugther

Lvl 2 (DC 15, 4/day)
Blur
Hold person
Heroism
Gliterdust

Lvl 2 (DC 16, 2/day)

Haste
see invisibility

Bardic performance (21 rounds /day)

Rallying Cry
Bladethirst
Distraction
Fascinate
Inspire Courage
Inspire Competence

----------------------------------------------------------
32 K

+2 Agile Whip (9 K, crafted by herself)[Bonded item], Headband of Cha [4K], Belf of dex [4K], +3

Cloack of resistance [9K], +1 Mithril chainshirt [2K], Lesser; Metamagic rod silent [3K], Net.

Tactics.

it is mostly a martial group.
1)Lelarc star with haste and inspire courage, agisnt other martials. Against a wizard she would use dirty trick (blind)
2)There group have plenty ways to impose the shaken condition on targets, sales uses that with shattered defense for deliver SA. Molto uses terrifying howl against shaken enemies
3) Svanha`s hawk ues fly by attack and death from above to impose the shaken condition on targets.
4)It is a very steathy party, they would try to hit first.


Sarf wrote:
*shakes finger* Bad military time bob, 1233hrs is 1233pm. 0033hrs would 1233am! Happy birthday either way! Keep posting the awesome builds, gave me nearly 20 minutes of amused reading!

Damn it! I shouldn't post when I'm tired. You're right. I wrote it and then decided to go with my theme and I screwed it up. Dumb, dumb, dumb. Well at least I had a happy birthday today! Glad you like the builds.


Nicos wrote:


This is a group of Npcs. I used the Elite array and standar wealth (except for the leader lelarch, with her i used half Pc wealth)

** spoiler omitted **

** spoiler omitted **...

I wasn't expecting 4 builds. I'll look them over tomorrow. I had a long day at work and I need to get some birthday cake and ice cream before bed.


Here is my Coast Guard tribute. He isn't a perfect Coastie. He is a Search and Rescue guy inspired by some of the bravest men and women I have ever met.

Spoiler:

Sar
Male Guardian Inquisitor 10
NG Medium Humanoid
Init +6; Senses Perception +18

DEFENSE
AC 21, touch 15, flat-footed 18 (+4 armor +2 deflection +3 dex +2 natural )
hp 73 (10d8+20)
Fort +9, Ref +6, Will +10
Defensive Abilities Judgement of Sacred Protection +3 / +6
DR Judgement of Sacred Resiliency 3 (Evil)
Resistances Judgement of Sacred Purity +3 / +6 Judgement of Sacred Resistance 8 (Cold)

OFFENSE
Speed 30 ft. , Climbing (20 feet) , Gliding Wings , Swimming (30 feet)
Melee +2 Trident +13/+8 (1d8+8, crit=20/x2)
Ranged +1 Underwater Crossbow, Light +11/+6 (1d8+1, crit=19-20/x2)
Spell-Like Abilities Detect Alignment (At will) Discern Lies (10 rounds/day) Speak with Animals (13 rounds/day)
Special Attacks Bane (+2 / 2d6) (10 rounds/day) Judgement of Sacred Destruction +4 Judgement of Sacred Justice +3 / +6 Judgement of Sacred Piercing +4 Judgement of Sacred Smiting (Magic, Good, Adamanti
Inquisitor Spells Known
4th (1/day) Cure Critical Wounds Freedom of Movement
3rd (4/day) Cure Serious Wounds Dispel Magic Heroism Witness
2nd (5/day) Calm Emotions (DC 15) Cure Moderate Wounds Hunter's Lore (DC 15) Remove Paralysis Restoration, Lesser
1st (6/day) Comprehend Languages (DC 14) Cure Light Wounds Divine Favor (DC 14) Expeditious Retreat (DC 14) Longshot (DC 14)
0 (unlimited/day) Detect Magic Guidance Light Read Magic (DC 13) Resistance Stabilize

STATISTICS
Str 16/18, Dex 14/16, Con 12/14, Int 8, Wis 16, Cha 10
Base Atk +7, CMB +11, CMD 26
Feats Alertness Armor Proficiency (Light) Armor Proficiency (Medium) Athletic Boon Companion: Inquisitor Endurance Escape Route Improved Unarmed Strike Shield Proficiency Simple Weapon Proficiency - All Skill Focus: Perception (Focused Study) Skill Focus: Survival (Focused Study) Stealth Synergy Swap Places
Skills Acrobatics +3 Appraise -1 Bluff +0 Climb +18 Concentration: Inquisitor +13 Diplomacy +10 Disable Device +1 Disguise +0 Escape Artist +3 Fly +10 Handle Animal +0 Heal +3 Intimidate +5 Knowledge (Arcana) +5 Knowledge (Dungeoneering) +5 Knowledge (Geography) +2 Knowledge (History) +0 Knowledge (Local) +0 Knowledge (Nature) +5 Knowledge (Planes) +5 Knowledge (Religion) +5 Linguistics +1 Perception +18 Ride +7 Sense Motive +10 Sleight of Hand +3 Spellcraft -1 Stealth +14 Survival +15 Swim +18 Use Magic Device +0
Languages Common Elven Halfling
Combat Gear +1 Underwater Crossbow, Light +2 Trident Other Gear Amulet of Natural Armor +2 Belt of Physical Perfection, +2 Bracers of Armor, +4 Ring of Protection, +2

SPECIAL ABILITIES
Animal Companion Link - You can handle the animal companion as a free action, or push it as a move action, even if you doesn't have any ranks in the Handle Animal skill. The link grants a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Inquisitor Domain: Animal - Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Judgement (4/day) - Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Addition from Second Judgement: At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. As a swift action, she can change one of these judgments, causing the bonuses from that judgment to reset to those granted on the first round.
Share Spells with Companion - At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
Solo Tactics - At 3rd level, all of the inquisitor’s allies are treated as if they possess the same teamwork feats as the inquisitor for the purpose of determining if the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat (change 3/day) - At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Track - A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

-------------
Coastie
Male Pteranodon
N Large Animal
Init +6; Senses Low-Light Vision Scent Perception +9

DEFENSE
AC 23, touch 15, flat-footed 17 ( +6 dex +8 natural -1 size)
hp 72 (+27)
Fort +8, Ref +12, Will +5
Defensive Abilities Evasion

OFFENSE
Speed 10 ft. , Flight (50 feet, Clumsy)
Melee Bite (1 extra at -5) (Pteranodon) +10 (1 extra at -5) (3d6+7, crit=20/x2)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 20, Dex 22, Con 15, Int 2, Wis 14, Cha 12
Base Atk +6, CMB +12, CMD 28
Feats Acrobatic Improved Natural Attack: Bite (1 extra at -5) (Pteranodon) Run Skill Focus: Fly Toughness +9
Skills Acrobatics +12 Appraise -4 Bluff +1 Climb +5 Diplomacy +1 Disable Device +4 Disguise +1 Escape Artist +6 Fly +8 Handle Animal +1 Heal +2 Intimidate +1 Linguistics -4 Perception +9 Ride +6 Sense Motive +2 Sleight of Hand +6 Spellcraft -4 Stealth +2 Survival +2 Swim +5 Use Magic Device +1

SPECIAL ABILITIES
Attack [Trick] - The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Attack Any Target [Trick] - The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come [Trick] - The animal comes to you, even if it normally would not do so.
Defend [Trick] - The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Devotion +4 - An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Down [Trick] - The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch [Trick] - The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Heel [Trick] - The animal follows you closely, even to places where it normally wouldn't go.
Multiattack / Extra Attack - An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Seek [Trick] - The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] - The animal tracks the scent presented to it. (This requires the animal to have the scent ability).
Work [Trick] - The animal pulls or pushes a medium or heavy load.


Nicos wrote:


This is a group of Npcs. I used the Elite array and standar wealth (except for the leader lelarch, with her i used half Pc wealth)

So I've got a little time to look them over.

Salesh swift arrow doesn't feel like a sniper to me. Feels like an archer, but not sniper. I feel a sniper should be able to take one shot at any distance to get the job done. Hard to pull off in d20 though. Have you considered Sniper Goggles? I haven't looked at the price so they may be out of your budget.

Svanha can make a decent skirmisher if he has Acrobatics. What does Swoop for the Kill do? Where can I find that feat?

Molto is great for when they aren't needing to be stealthy anymore. Do you have any way to keep the enemy from running away to get help? Scaring them off is good. Scaring them to more enemies is bad.

Lelarch is certainly a good leader. Being able to boost the rest of the party is the way to go.


Military chracters built by someone with ilitary background. And this someone happens to be very capable of building interesting and effective characters...

This can only end in awesomeness!

Tell me, Bob, what's the hardest part in adapting these professionals to a fantasy world? What do you think are the biggest differences/similarities?

I mean, equipment is an obvious answer, but what I mean is a comparisson of their roles/performance/modus operanti in real-life and that of their fantasy counterparts in a campaign (even if as an NPC).


Bob_Loblaw wrote:


So I've got a little time to look them over.

Salesh swift arrow doesn't feel like a sniper to me. Feels like an archer, but not sniper. I feel a sniper should be able to take one shot at any distance to get the job done. Hard to pull off in d20 though. Have you considered Sniper Goggles? I haven't looked at the price so they may be out of your budget.

It is Npc wealth, it is just 6 K at level 8. The sniper google are expensives. Note that the sniper archetype extend the range for SA.

Bob_Loblaw wrote:


So I've got a little time to look them over.
Svanha can make a decent skirmisher if he has Acrobatics. What does Swoop for the Kill do? Where can I find that feat?

It is from the archetype

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/falconer

Particulary this ability

Distract (DC 20; bird only)

The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.

sinergisize well with salesh shatered defense.

Bob_Loblaw wrote:


Molto is great for when they aren't needing to be stealthy anymore. Do you have any way to keep the enemy from running away to get help? Scaring them off is good. Scaring them to more enemies is bad.

I see this group killing one target at a time. COncentrate focus to kill someone while making the rest of enemies run away. But maybe a couple of nets will be ok, or maybe bolas.


Lemmy wrote:

Military chracters built by someone with ilitary background. And this someone happens to be very capable of building interesting and effective characters...

This can only end in awesomeness!

Tell me, Bob, what's the hardest part in adapting these professionals to a fantasy world? What do you think are the biggest differences/similarities?

I mean, equipment is an obvious answer, but what I mean is a comparisson of their roles/performance/modus operanti in real-life and that of their fantasy counterparts in a campaign (even if as an NPC).

The hardest part is trying to cram several MOS's (Military Occupational Specialty) into a single character. The SAR teams are usually comprised of several members, probably 10-15 people involved. So I have to build the character we would all expect, the guy who dives in the water, and use him as the base. I would then see what else he needs to be able to do. So he needs to be able to swim, climb, heal, calm, jump, etc. He needs to be able to deal with things that other members of the team would do. He needs to handle communications, spotting, moving, identifying threats and dealing with them.

Pathfinder skill systems are great for that. Most are static and easily pumped up to be usable. Things like Perception should be maxed out. Things like spells and judgments can deal with low skills. A lone feat that I don't know what to do with, is a skill feat. Traits are also used as well.

The next thing that is hard is trying to make sure he is still playable. These special forces units need to fill that role. They need to be good enough to handle at least their CR -1 on their own. CR+ should be in teams. Which these guys can do. I'm working on someone to bring them all together.

I'm going to run into a problem choosing which special forces members I want to highlight. Marines and Coast Guard are easy. Air Force will probably be pararescue but I may also go with something more. The Navy and Army have several special forces units to choose from. I will probably stay with the classics, but even then, the SEALs and the Green Berets or Delta Force are the iconic ones I want to do. I am thinking Delta Force instead of Green Beret because the Green Beret is similar enough to the other units that it will feel like a duplicate. There is also the Airborne Rangers. So we shall see. I'm only doing once from each branch.

I look at what I know and what I can find quickly with Google. I'm not concerned with specific missions. I'm concerned with their overall goal and then I look at those missions. So long as the missions were successful, then I know the training is what I need to focus on. These people are not accidentally good at what they do.

Remember that I go for concept first. So I try to make sure the build feels like a member of the unit. Then I make modifications to have the character fill multiple but similar roles. I also try to have them use their class abilities and skills do the work. I want the magic items to enhance them. I want the character to be the focus.

I hope I've achieved that. If I don't, then call me out on it so I can make changes.


Nicos wrote:
Bob_Loblaw wrote:


So I've got a little time to look them over.

Salesh swift arrow doesn't feel like a sniper to me. Feels like an archer, but not sniper. I feel a sniper should be able to take one shot at any distance to get the job done. Hard to pull off in d20 though. Have you considered Sniper Goggles? I haven't looked at the price so they may be out of your budget.

It is Npc wealth, it is just 6 K at level 8. The sniper google are expensives. Note that the sniper archetype extend the range for SA.

Bob_Loblaw wrote:


So I've got a little time to look them over.
Svanha can make a decent skirmisher if he has Acrobatics. What does Swoop for the Kill do? Where can I find that feat?

It is from the archetype

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/falconer

Particulary this ability

Distract (DC 20; bird only)

The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.

sinergisize well with salesh shatered defense.

Bob_Loblaw wrote:


Molto is great for when they aren't needing to be stealthy anymore. Do you have any way to keep the enemy from running away to get help? Scaring them off is good. Scaring them to more enemies is bad.

I see this group killing one target at a time. COncentrate focus to kill someone while making the rest of enemies run away. But maybe a couple of nets will be ok, or maybe bolas.

I think they would work well together. I would consider a wand of walls of some sort so you can control where they do. Maybe a wand of web or even grease to prevent them from getting too far away too quickly.


I don't know if this has been mentioned but Witches don't have Mage Hand on their spell list, they can't qualify for entry into Arcane Trickster.

You'd have to ninja it with a Samsaran or two levels of Pathfinder Savant, or take a level in a class that can cast it (bard, sorcerer/wizard, magus, summoner).


So... you just post a build?

Okay. Here's one for a Gnome Paladin I'm working on. The original concept was inspired a bit by Captain America. But, you know, as a gnome, and in Pathfinder.

Jonah Sunstar:

Jonah Sunstar
Female Gnome Paladin 1

Str 5
Dex 10
Con 17
Int 10
Wis 15
Cha 18

AC: 17 (10+5 armor + 1 shield + 1 small)
Touch AC: 11

HP 16

Fort 5
Reflex 0
Will 4 (+2 vs Fear/Despair, +2 vs Illusion)

Acrobatics 0/-5/-4
Appraise 0
Bluff 4
Climb -3/-8/-7
Craft (armor) 2
Diplomacy 8
Disguise 4
Escape Artist 0/-5/-4
Handle Animal 8
Heal 3
Intimidate 4
Perception 5
Perform 4
Ride 0/-5/-4
Sense Motive 3
Stealth 4/-1/0
Survival 3/5 (new terrain)
Swim -3/-8/-7
170 gp

Scale Mail 50 15 lb
MW Backpack 50 .5 lb
Waterskin 1 1 lb (full)
Light xbow 35 2 lb
20 Bolts 2 1 lb
Light Wooden Shield 3 2.5
Pony 30

20ish lbs (Pony carries backpack n contents).

Ranks in Diplomacy, Handle Animal
Favored Class: Summoner

Toughness
Magical Knack (Summoner)
Explorer

Alternate Racial Feature: Eternal Hope (+2 to saves vs fear, despair, and reroll a 1 once/day)

The idea is that someday she'll morph into something like

Jonah Sunstar, nigh invincible Paladin/Synthesist:

Jonah Sunstar
LG Female Paladin 2/Summoner 12

Str 5
Dex 9/13
Con 16/20
Int 10
Wis 16
Cha 22/28

Fort 18/20
Ref 12/14
Will 20

170 HP

Feats:
1 Toughness
3 Weapon Finesse
5 Point Blank Shot
7 Rapid Shot
9 Manyshot
11 Dimensional Agility
13 Dimensional Assault

Spells
4 (5/day)- Wall of Stone, Dismissal, Greater Evolution Surge, Teleport
3 (6/day)- Black Tentacles, Dimension Door, Dimensional Anchor, Dispel Magic
2 (7/day)- Summon Eidelon, Haste, Glitterdust, Resist Energy, Slow
1 (8/day)- Feather Fall, Grease, Mage Armor, Protection from Evil, Protection from Chaos, Summon Minor Monster

Eidelon - Serpentine Form
Str 17
Dex 28/32
Con 14/18
Int 10
Wis 16
Cha 22/28

AC: 41 (42 w/Haste, 46 w/Haste + Mage Armor)
Touch AC: 21/22 Hasted

Fort: 23
Reflex: 27 (Evasion)
Will: 24 (+4 vs Enchantments)

Initiative: +11

120HP

Evolutions:
Limbs (arms) 2
+6 Dex 6
+4 Natural Armor 2
23 Spell Resistance 4
Flight 2

Gear:
Headband of Charisma +6 (36k)
Ring of Freedom of Movement (40k)
Ring of Delayed Doom x3 (15k)
Necklace of Adaptation (9k)
Belt of Physical Might Dex/Con +4 (40k)
Magic Intelligent Seeking Compound Longbow +1 (+3 Strength), Echolocation 1/day (27.4k)
Agile Rapier +1 (8k)
Efficient Quiver (1.8k)
60 Arrows, Cold Iron (.06k)
10 Arrows, Adamantine (.6k)
Spell Component Pouch (.05k)
Stoneskin Components x 2 (.5k)
Scroll of Stoneskin x2 (1.5k)
Scroll of Greater Invisibility (.525k)
Scroll of Improved Life Conduit (.525k)
Handy Haversack (2k)
Hat of Disguise (1.8k)

Total: 184.17

which was built for a one-off battle that never happened.

I'd like to pay my dues first by slogging it out as a gnome paladin with a 5 strength for 2 levels. I wonder if I can make it. Level 1 will be the hardest - zero Reflex!

Jonah's Backstory:

Jonah (her father wanted a boy) grew up a tomboy, and was short, even for a gnome. Her mother wanted her to settle down and be a lady, but Jonah wanted none of that. Her natural charm and relaxed manner made her popular among the boys (not that way), and the local boy's Field Hockey team adopted her for a mascot.
At the tender age of 33, Jonah's mother revealed that she was to married the following month to Grindel Goatgrabber, a local farmer who smelled of cheese but had come into some money after discovering a gold deposit in a nearby stream. Despite being lactose intolerant (thus making the match, in her mother's eyes, anointed by the gods), Jonah was repulsed by the busy hands and uncouth manner of Grindel, so she fled, and found herself wandering the countryside in search of a grander destiny.
The first years were not especially kind. Jonah was a pretty young thing and a charmer, but had no marketable skills, having grown up in her family's apple orchards climbing trees while her brothers tended the business. But she grew adept at learning to fend for herself in the wild, and when she did venture into civilization she managed to sing for enough coppers to put together a meal most every day. Most. Other days, she would get herself punished severely by sticking up for the downtrodden and abused, often against overwhelming opposition that made short work of her. She made it out of more than one scrape alive merely by the attitude of her opponents not taking her seriously.
One day, while traveling on a country path, she came across a pony whose master, a traveling dwarven merchant, had slumped over and died of a sudden brain aneurysm. She spoke to the pony, whose name was Toby, and learned of the master's plight. Jonah buried the merchant, collected his money, and from then on cared for Toby as her own as a way to repay the gods for their bounty.
Some weeks later, a sparrow found Jonah napping under a peach tree, and the bird was most urgent to get her attention. Jonah used her magic to speak to the sparrow, and heard tales of an old warrior on his last ounce of strength in an underground temple not far away. Jonah followed the bird to a cave that did indeed lead to an underground temple to the god Erastil. The place had long been abandoned and was now cursed with an infestation of ghouls! Sir Gadd, the old Paladin of Iomedae, had slain all but one, his magic was spent, and he felt the lifeforce slipping away from the relentlessness of their massive attack. He had Turned the lone ghoul away with the power of Iomedae, but it would be back. He spoke to Jonah and saw within her the Eternal Hope and potential to achieve great things, and he bestowed upon her the mantle of Paladin of Iomedae. And then Sir Gadd died.
By the time the lone ghoul returned, Jonah made short work of it with her sling, Smiting the beast with the power of Iomedae at her side. Now she wanders from hamlet to hamlet, seeking to battle injustice, fight for the rights of the oppressed, and cut the undead into tiny pieces to be buried back behind the outhouse.
Also, pie is good. Once in a while, mind.


Aioran wrote:

I don't know if this has been mentioned but Witches don't have Mage Hand on their spell list, they can't qualify for entry into Arcane Trickster.

You'd have to ninja it with a Samsaran or two levels of Pathfinder Savant, or take a level in a class that can cast it (bard, sorcerer/wizard, magus, summoner).

Good catch. I was using Hero Lab which doesn't check for which spells are required for prerequisites. I should go back and redo that build but I'm having fun with my new theme and with a new approach to my life outside of Pathfinder.


joeyfixit wrote:

So... you just post a build?

Okay. Here's one for a Gnome Paladin I'm working on. The original concept was inspired a bit by Captain America. But, you know, as a gnome, and in Pathfinder.

** spoiler omitted **

The idea is that someday she'll morph into something like

** spoiler omitted **...

That's all I'm doing is posting builds. I'm trying to just have some fun with them that's why I'm doing them in themes.

I like Jonah (mostly because we share a love of pie). What are her attack bonuses with her crossbow and bow? What were you trying to accomplish with the build? What are the strengths and weaknesses of the build?

Lemmy does it best when he does his. I try to do mine as part of the narrative description of the build. Nicos does his in short bullet points (numbered but still bullet points).

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