Ravingdork's Crazy Character Emporium


Advice

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Darigaaz the Igniter wrote:
Well I think brawlers count as fighters for feat prereqs, and the snakebite striker gets some sneak attack.

You're right. I totally forgot about the Brawler; I knew an archetype gave sneak attack, but thought it was only the strangler and that has conditions.

Brawler has some interesting possibilities to it. Snakebite stacks with Winding Path Renegade, which helps ranged a little, but one interesting aspect is the Mastery of Untwisting Iron. It allows a Brawler to treat all metal weapons as if made of adamantine, which could, theoretically, be combined with the Weapon Material Mastery feat; this allows the Brawler to completely ignore DR on critical hits made with metal weapons.

Brawler would also make for a passably decent switch hitter. I'm just not sure if it has enough feats to do it all in a reasonable timeframe. Also debatable over which route to take.

Warpriest is obviously the fastest route to the blessing, and comes with Weapon Focus and spellcasting for wands and stuff. However, blessing is limited use.

Divine Tracker Ranger gets blessings at 4th level, but unlike the Warpriest, has no limit on the uses per day. It also grants some Spellcasting, not as good as Warpriest though, and it gives access to some no pre-req feat choices.

[Edit] So in really looking at the options, I think the Warpriest damage progression just won't work out that well. The only ranged weapon that would really, potentially, benefit is the shortbow, and that's a lot of feats to give up for such a minor benefit.

By the way, dropping Natsu Yama down to a 4th level Weapon Master Fighter, and then taking a single level of Warpriest for the Air blessing might be a decent choice for her. Removes all of the range penalties for throwing shuriken, letting her attack foes from a far more distant range than one would expect.


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TOOL UPDATE

I've updated the Spellbook Cost Calculator to include some new columns for researching spells from scratch.

That way, if you don't have access to friendly wizards or captured spellbooks to look through, you can still use this tool to help you determine the costs of increasing your number of spells.

Note that you still need to make successful Knowledge (arcana) checks to avoid wasting time (though you don't appear to waste any resources).

The rules for spell research can be found in the Downtime Activities section of Ultimate Campaign (or in the official PRD here).

:D


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CHARACTER UPDATE

I've updated The Heart Collector (aka, Eibon the Ruthless). I've made some adjustments to his equipment and his esoteric magic spell choices, as well as to his character background.

Among other things, he can now do massive amounts of damage to any thinking creature(s) by comboing his amped-up ring of telekinesis with a pouch full of nodes of blasting pebbles. He can also remove his own level drain after death (or those of his clients). His clone, heart collection, original spellbook, and spare spell component pouches have all been hidden by sequester and shrink item spells.

Can you guys think of any other long-term spell buffs he should have up and running? He does have all Core wizard spells of 7th-level and lower, after all. Surely some of them can be of use, even if not cast on the same day he goes adventuring.


G~* d+*n... That node of blasting spell... It's so bloody broken in the hands of a creative player who has prep time. I mean, you could cast that on bullets, load those into alchemical cartridges (so you aren't touching it when you reload a gun) and then shoot someone for essentially, an extra 6d6 typeless damage at no extra cost.

Or imagine casting it a bunch on grains of sand overtime and just walking around with a pouch full of sand to dump on someone. Pocket sand that literally blows your mind.

Seemingly innocent permanent wind wall that is full of head explodey pocket sand.

Undead/construct archers with quivers full of spelled arrows/bolts. Or even just slings and stones.

Make it a Preferred Spell and pick up Empowered Spell, at the end of every day, just turn all of your left over spells into explodey sand/rocks/bullets/arrows/diced carrots for the stew you're making for the mercenaries that have served their purpose...

Not sure about buff spells, maybe swapping out Deathwatch for Death Ward and regular applications of Arcane Sight/Greater. You've hit pretty much all of the good long duration ones.


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Was that an exclamation of shock, or frustration? I can't tell if you're surprised at it's power, or if you've merely encountered it before.


Ravingdork wrote:
Was that an exclamation of shock, or frustration? I can't tell if you're surprised at it's power, or if you've merely encountered it before.

Exclamation of shock. I hadn't encountered it before, and I haven't seen anyone mention either.


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Tels wrote:
Ravingdork wrote:
Was that an exclamation of shock, or frustration? I can't tell if you're surprised at it's power, or if you've merely encountered it before.
Exclamation of shock. I hadn't encountered it before, and I haven't seen anyone mention either.

Yeah, I had much the same reaction when I found out about it. My mind went to many of the same ideas yours did. :P


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CHARACTER UPDATE

Sir Orrin Neville Smythe's mount has replaced the Endurance feat for the Nomad-Trained Horse feat (aka Al-Zabriti-Trained Horse) from the Adventurer's Guide.

This reduces Handle Animal checks to get Lancer to perform tricks, or to teach Lancer new tricks, by 5. It also allows Lancer to know 6 additional tricks.

I also wanted to give Sir Orrin the Armored Rider, as well as Horse Whisperer and Improved Horse Whisperer feats (from the same book), but I couldn't find anything worth giving up for them. Therefore, I recommend these feats if you wish to make Sir Orrin higher level.


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CHARACTER UPDATE

Kujo, the Butcher, has a new 25-lb. "butcher axe" from the Adventurer's Armory 2. It's almost like they wrote it into the game with the Butcher in mind. :D


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NEW TOOL!

Introducing the new Armor Modifications Comparison Table!

Finding the right suit of armor for your character has never been easier! :D

CHARACTER UPDATES!

Allisar, the Giantess (half-orc she-warrior), now wields an orc hornbow instead of a composite longbow. This raises her ranged damage output, but reduces her overall firing range.

Jorkane al-Lowell Hedessa, elf brightness seeker, now wields a sunsilver heavy mace, rather than a platinum-shod cane.

Meredith Nerissa, landbound merfolk explorer, has replaced one of her Improved Natural Armor feats for the Child of Two Worlds feat, which allows her to walk on land at will.


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MORE CHARACTER UPDATES!

Grimm the Bear, now Grimm Shark, has been rebuilt nearly from the ground up, with changes to his ability scores, class abilities, equipment, and skills. Instead of being a generic barbarian thug who hugs people to death, he is now a marine salvager, treasure hunter, and sea reaver who specializes in crushing and asphyxiating his enemies.

Grimm Shark's Combat Tactics:

When fighting singular targets, Grimm grapples whenever possible, using rage and his potions of enlarge person, to take on larger threats as necessary. He then uses his various abilities to secure a hold and begin asphyxiating his foe (either via drowning in nearby water or in a pocket of dead air created by one of his dead air vials). Fond of shredding his enemies while he crushes the air out of them, Grimm may also set an origami swarm loose upon his chosen target as a particularly violent distraction. His flaming armor spikes (steaming when underwater) also distract his foes, often cause his victims to gasp or cry out in pain, forcing them to give up the precious little oxygen they have left in their lungs.

If there are only one or two foes, Grimm attempts to disable the most dangerous-looking threat, using his strength surge rage power to add a +9 bonus to his initial grapple attempt. He then uses his move actions to maintain the grapple and deal damage twice each round, while biting at his foe with his animal fury rage power (which further allow him to maintain his hold). Two grapple attacks and two bite attacks each round, when combined with his breathtaker rage power, ensures that the target of his wrath dies that much more quickly (losing as many as 38 rounds of breath holding each round of combat).

If fighting many enemies alone, Grimm may forego grappling altogether and resort to traditional attacks with his greataxe and armor spikes so as to avoid putting himself in a vulnerable position. Whenever possible, he will lead such threats into detrimental terrain, such as falling back into a shallow bog or kicking over a pale of soap suds on a ship's deck to create a slippery surface--as he is immune to such impediments.

If fighting alongside allies, Grimm resumes his traditional grappling tactics as the situation allows, relying on his allies to keep other foes off of him while he dispatches his chosen targets one at a time. In such circumstances, he may forego dropping a dead air vial so as to avoid suffocating his allies.

When fighting spellcasters that rely on breathing, Grimm always begins the battle by rushing the spellcasters and opening one of his dead air vials, in order to prevent them from getting most of their spells off for lack of oxygen.

Whether underwater, or amidst dead air, Grimm relies on his strong lungs and pressurized air tanks to breathe, giving him enough oxygen to last for 126.5 minutes.

The forest warden, Taur Thelyn, has had his +1 dueling club upgraded with the "brutally weighted" modification from Adventurer's Armory 2. A creature hit with a brutally weighted weapon takes a –2 penalty to its CMD against bull rush, reposition, and trip combat maneuvers until the end of its next turn or until after it is subject to such a maneuver (whichever comes first). This combos well with Taur's penchant for using combat maneuvers to harass his foes from behind dense thickets created by plant growth power.

The Master of Chains, Gudruun, has even more chain weapons, including the ability to dual-wield reach weapons in the form of his new flying talons. He also has a chain coat from Adventurer's Armory 2, which doubles as both a thematically-appropriate suit of armor armor as well as a pair of locked gauntlets for his spiked chains (which also become one-handed weapons when so attached).

The gunslinger, Mister Owl, now has a larger knife that does more damage as well as a cloak of resistance which doubles as muleback cords.

The Aldori Swordlord, Heathcliff, now has burnished his armor, giving it such a sheen that it can blind his enemies when in bright light. He also has a new pair of jaunt boots, which allow him a 15-foot step 3/day.

The 1st-level bounty hunter, Manny the Mancatcher, has given up his human bonus feat for the Military Tradition alternate racial trait from Inner Sea Races. This allows him proficiency in two weapons, freeing up his one of his feats for Point Blank Shot. He also has new traits, which expand his skills.

The bodyguard, Theen Feeda, likewise has Military Tradition now, which doesn't currently effect much in her case.

The guardian knight, James Mycen, modified his dagger so that it can benefit from his close weapons weapon training. As a result, his secondary weapon attacks are much stronger. No longer needing weapon training in thrown weapons, he now has an additional advanced weapon training, giving him max ranks in Stealth and Sense Motive. He also has the Reckless trait, rather than World Traveler, since his new advanced weapon training made Stealth a class skill.

The half-orc giantess, Allisar, a +1 orc hornbow, rather than her old longbow.

The merfolk explorer, Meredith, now has the Child of Two Worlds feat from Aquatic Adventures, allowing her to transform her tail into legs at will. Her fins to feet spell has been replaced with audiovisual hallucination, from Ultimate Intrigue, furthering her abilities to mess with people's minds.

Meredith's Backstory in Brief:
Though statistically a merfolk, Meredith also happens to be half human. Her father was a deep sea explorer who braved the dangers of the depths in order to be with his ture love, a merfolk princess. The two gave birth to Meredith, who possesses her mother's beauty and psychic powers, and her father's inquisitive, restless personality. When she was old enough to do so, Meredith set out from her home below the ocean waves to explore the lands of her father. She secretly hopes that, like her father before her, she too might find true love in a strange new land full of adventures.

The sun seeker elf, Jorkane al-Lowell Hedessa, now possesses a sunsilver heavy mace (from Aquatic Adventures) instead of a platinum-shod cane. This makes it immune to rust, bypasses DR as though it were silver, and is generally more thematic to the character overall.


Would Child of Two Worlds be a good swap out for Rina Lhorn? Not sure what she'd give up for it though...


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Probably, but I want don't want to make the cross-breed mermaid into a tired, cookie-cutter concept.

If that's a path you'd like to take the character in your own games, I'd recommend switching out either Extra Wild Talent or Kinetic Invocation. You lose a little versatility, but that's a small price to pay for basic mobility.


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I've switched the character portraits for Meredith Nerissa and Rina Lhorn. It just made sense to me that the half-human merfolk with legs should probably be the one with the more human looking portrait.

I've also adjusted some of Meredith's skills and gear (I suspect they may have been off before), and Rina's racial traits (to make her into more of an alien "deep sea mermaid."


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CHARACTER UPDATE

The dread pirate, Noka Muun, has done away with his brawling armor (since errata put its price out of reach) and his pair of butterfly knives. Instead, his daggers have all been modified to be treated as close weapons, which increases their damage and makes them martial weapons. Though he is not proficient in martial weapons, he is proficient in close weapons, allowing him to free up his Martial Weapon Proficiency feat for Dirty Fighting. I have also added a great deal of explanatory text better detailing his various cybernetic components and have fixed a number of apparent numerical errors.


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Character Update

Milerna "Milly" Nanneel is now not only a fearsome, if aloof, warrior, but also a master chef specializing in utilizing improvised weapons and items from her kitchen during combat. With pot on head and skillet in hand, she's ready to teach villainy a thing or two. :D


AA2 pretty much everyone is getting the remake, huh. ;)


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It does have some neat toys to play with. :D


I'm asking this here and a few other places to see if there is anything wrong with it.

Skald wrote:
A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances.

Totemic Skald with the Bull Animal Focus.

Totemic Skald wrote:
Song of the Beast (Su): The totemic skald grants the animal focus abilities of his totem animal (as the hunter’s animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level).

Feats:

Master Performer

Grand Master Performer

Skald's Vigor

Greater Skald's Vigor

So, I'm just trying to see if I understand these abilities correctly. In the build above, whenever an ally accepts the Skald's raging song, it gains a strength bonus (via Song of the Beast). This means that the Skald's Vigor feats will always be in affect whenever the Skald uses raging song. Since raging song is affected by feats or effects that affect Bardic Performance, this means Master Performer and Grand Master Performer also affect raging song bonuses. In this case, this would means that the Skald always provides at least a +6 enhancement bonus to strength whenever he uses raging song.

Furthermore, whenever the Skald uses inspired rage, affected allies gain an additional bonus to strength, but it's a morale bonus, and, that means it stacks with the enhancement bonus from Song of the Beast! Just to sweeten the deal, Skald's Vigor grants fast healing equal to the provided strength bonus from raging song. An inspired rage, in this case, would therefore provide fast healing 6 or fast healing 12 (when taken at the minimum level required to pull this all off). Just to sweeten the pot, it also grants a +6 morale bonus to constitution.

This means the Skald turns any affected allies Wolverine-esque beefcakes. They gain incredible strength, incredible constitution, and regenerate hit points at a ridiculous rate.

To further make it even crazier, a Tuned Bowstring should let the Skald do this without using his rounds of performance.

Am I understanding this all correctly? Is this all rules legal? It feels like one of those, "If it sounds too good to be true, it probably is," situations.


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CHARACTER UPDATE

Foerth, the fey-raised bandit hunter, has had his breastplate switched out for nimble agile breastplate, increasing his AC. Some of his other gear and skills have changed as well.


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CHARACTER UPDATE

Changed Grimm Shark's greataxe to a trident-like lance. It does slightly less damage, but is more thematic, works much better underwater, and gives him some nifty reach capabilities (which work well with his armor spikes allowing him to threaten at both 5 and 10 feet).

I considered giving him a traditional trident, but it was just too weak in comparison for my liking.

I've also given him a garrote for when detection is a potential concern.

What's more, I replaced both his ranks in Intimidate (for Stealth) and his Intimidating Glare rage power for Savage Maw. Not only does the latter setup better fit his marine savage theme, it also grants him the grab ability with his bite attacks and an additional +4 bonus to grapple checks. I've replaced Acute Darkvision for Dragon Sight, which boosts his darkvision from 90 feet to 120 feet, giving him a distinct edge when it comes to sneaking around creatures underwater.

If you take him to higher levels, I recommend the Bloody Bite rage power to further demoralize his foes and, quite possibly, to lure in some distracting sharks.

Assuming an enemy comes to him (provoking from the lance along the way), he can now potentially begin a round with rage (free action), lance twice (full round action), 5-foot step (free action), bite (continuing full round action), grab/grapple (free action) with strength surge (swift action).

Alternatively, he could forgo the lance attacks, and instead rely solely on his bite, which leaves him with a better chance at grappling and giving himself a move action to make a second grapple check: rage (free action), bite (standard action), grab/grapple (free action), grapple for damage (move action), bonus bite attack (non-action).

In later rounds it might look like this: maintain for automatic bite damage (per grab) and armor spike damage, plus bonus bite attack; make second grapple check for automatic bite damage, armor spike damage, and a bonus bite attack.

Can't wait to try this at an actual table.


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I went ahead and turned the post I made above into an actual NPC.

Astrid Halgradottir is a shield maiden and defender of her people. She blesses all those who fight at her side with the strength and endurance of the gods, and each of those so blessed find their wounds rapidly healing as they shine with the radiance of the sun.

The above is possible because of the +12 strength bonus, and +6 con bonus she gives to those that accept her inspired rage. They also gain fast healing 12, and each ally who accepts her song sprouts a halo that shines "as if it were daylight" while simultaneously acting as an [i]invisibility purge[/it] spell within their space and all adjacent squares.

Just picture her standing in the midst of an army of soliders, all sporting gleaming halos that shin like the sun, all of whom heal faster than trolls, and each one capable of snapping tree with their bare hands. She is a force to be reckoned with.


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Tels wrote:

I went ahead and turned the post I made above into an actual NPC.

Astrid Halgradottir is a shield maiden and defender of her people. She blesses all those who fight at her side with the strength and endurance of the gods, and each of those so blessed find their wounds rapidly healing as they shine with the radiance of the sun.

The above is possible because of the +12 strength bonus, and +6 con bonus she gives to those that accept her inspired rage. They also gain fast healing 12, and each ally who accepts her song sprouts a halo that shines "as if it were daylight" while simultaneously acting as an invisibility purge spell within their space and all adjacent squares.

Just picture her standing in the midst of an army of soliders, all sporting gleaming halos that shin like the sun, all of whom heal faster than trolls, and each one capable of snapping tree with their bare hands. She is a force to be reckoned with.

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Could you tell me where I may find the image of Father Grigori?


Wasum wrote:
Could you tell me where I may find the image of Father Grigori?

Reverse image search reveals the file name is "Wizard by Keun Chul Jang." I couldn't find a deviantart page or anything like that for him, but I did find this website that features a number of his works on them, including the sought after image. Scroll down to find it.


Great, thank you - I didnt manage to extract the image from the PDF!


Tels wrote:
Wasum wrote:
Could you tell me where I may find the image of Father Grigori?
Reverse image search reveals the file name is "Wizard by Keun Chul Jang." I couldn't find a deviantart page or anything like that for him, but I did find this website that features a number of his works on them, including the sought after image. Scroll down to find it.

I cheated. I took a screenshot, then opened up the immensely powerful digital art program, MS Paint (Photoshop, eat your heart out) and cut the picture out then did a search.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I've done that before to find higher rez images or to track down the original artist.

Sovereign Court

Hi there RD.

So I was just looking over some of the announced details for Starfinder on my lunch break and that got me wondering about your thoughts on the new system.

Is Starfinder something you are interested in?

If so, do you think you will build characters/NPCs (and maybe ships too...) for Starfinder too?

I'm personally quite excited to see what the whole thing plays like :)


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I am interested in Starfinder, though perhaps not to the extent as I am of Pathfinder itself.

I have not yet delved too deeply into Starfinder and probably will not bother until its release.

If my friends and local gaming groups show interest in trying it out, I will undoubtedly be making characters and ships and the like. If that happens I will post them once I feel I have enough to be considered a "gallery"--perhaps 20 creations or so.

Whether or not I post them here or in a different thread will depend entirely on how Paizo decides to organize their Pathfinder/Starfinder forum sections.

If my friends and local gaming groups don't show any interest, however, then there isn't much point in my delving too deeply into it. Therefore, I can't promise you anything at this time.


well hell. donno how to do the show/hide thing.
anyway this is a character i've played in the "wrath of the righteous" adventure path. even have a pic for him but don't know how to get it to you or your page.

a little help?

Destrachis Des'Tinae Male Drow Magus

Personality: Destrachis is haunted and conflicted due to his indoctrination under his sadistic and abusive mother. He suffers from night terrors and has been known to lash out if awakened from one. Being told every day you are the spawn of a demon lord and destined to do terrible things, to kill tens of thousands, takes a toll. He always seems to be on the edge of violence, expecting an attack at any time, from enemies, from friends, from family. He is extremely paranoid and appallingly ignorant to the world outside the Darklands. He sees himself as hunted, as prey evading predator. He is less than worldly having been under the yoke of drow all of his life.

Description: Destrachis is a whip-cord lean Drow elf of Noble heritage. His right eye is covered by a hardened leather eye patch; his left eye is the color of honey, very unusual for a drow. Tall, silver-haired, with a coal black complexion, Destrachis has a youthful look about him, for an elf - that quickly dissipates when one looks into his eye. Despite his 207 years of age, his eye is that of a drow thrice his age, who has seen far too much. Still, he possesses a certain predatory grace and vigor. He carries a matched pair of kukri, and a drow made hand crossbow.

Origin: Born into the Noble Drow House Des'Tinae, I, Destrachis Ezdrakis Des'Tinae, have lived a life of privilege compared to many of my people. Treated relatively better than the other males of my House, though still tortured and tormented by my mother and sisters, I have been trained by our House Weaponsmaster, Rivillarch, and the Grand Magus of Deepest Spire, Molog Bhaal, to guard and protect the Wizards of the Deepest Spire when we are raiding the Darklands, pillaging and plundering dwarven and snirvneblin strongholds, ruins and the like. *(raiding, pillaging, plundering = drow archaeology)

I am a natural when it comes to magical aptitude; I have gleaned much about spellhunting from a wayang House slave called Sihn Ming. While not friends, the deceitfully cruel beast is perhaps the closest I have to one. When I was told that I must slay Sihn Ming during one of the house raids, as entertainment for our troop leader, I refused the order. I could not tell them that killing for sport is repugnant to me, so I cited that more could be learned from the shadow creature, that I was not yet done with the Des'Tinae House slave. I was beaten unconscious and returned my House. I have no knowledge of Sihn Ming's fate, though he was a cunning bastard. I am sure he is alive, if not well. Matron Mother was very, very unhappy about this development. As punishment, my mother, Matron Mother Bynae, sacrificed my right eye, literally ripped it from my skull and replaced it with one of two black opals called the Eyes of Abraxas. I fled for my life from my sadistic mother and sisters, but not before stealing the other mystical Eye.

I have had odd dreams. A sad woman with a bow, shrouded in white, guiding me to a brilliant, blinding light at the end of a tunnel. She compelled me to travel to the surface, under its searing light and to a city called Kenabres. I thought it a dream until I woke with an arrow at my side. Unerringly, I was drawn to a half-elf. Half-Drow. The knowledge flooded me; I have a half-brother, whom I knew was my kin on sight. I even knew his name, Reinhardt. My first impulse was to go to him, tell him we are kin. But no, he is likely as evil as the rest of my family. But for some reason I am compelled to give the other Eye to Reinhardt, this though is a darker nightmare, led by a hideous humanoid creature with the head of a demonic, deformed and fanged raptor with two writhing vipers in the place of legs. I follow my brother as he navigates this... "city".

This "city", is putrid. Waste in the streets, its people wallowing in filth like goblins. I am told one can expect to find small cults of Abraxas in most large cities on the surface. I can only hope to avoid these fanatics. In the single day I have been in Kenabres, I have been pick-pocketed twice, and nearly stabbed once. There is no room to maneuver, thus I have taken to the roofs, avoiding the crush and some little bit of the stink of these pale creatures of strange shapes and sizes. I am bitter and angry about my Matron Mother’s actions, having been told since birth that my father is the Avatar of mighty Abraxas, making me singularly special among the drow. But now, having a brother, fathered by the same Avatar (if the story is true). What if he is another part of Abraxas's plan to spread his evil. This situation bears much caution, and watching. Soon I will have to confront him.
_ _ _ _ _ _ _ _ _ _ _

-Destrachis-
Male drow noble arcane trickster 9/ magus (kensai) 6/ rogue (bandit, knife master) 4/ MYTHIC Trickster TIER 9
(Pathfinder RPG Bestiary 115, Pathfinder RPG Ultimate Combat 55, 71, 72, Pathfinder RPG Ultimate Magic 9)
CGNone Medium humanoid (elf)
Init +24; Senses darkvision 120 ft.; Perception +27

--------------------Defense--------------------
AC 50, touch 35, flat-footed 30 (+10 armor, +5 deflection, +10 Dex, +10 dodge, +3 natural, +2 shield; +2 deflection vs. evil)
hp 207 (19 HD; 9d6+10d8+118)
Fort +22, Ref +34, Will +21; +2 vs. enchantments, +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects), +2 sacred bonus vs. charm and possession effects (including dominate effects), +2 sacred bonus vs. death effects; +2 resistance vs. evil, +4 morale vs. death effects
Defensive Abilities blade sense +1, canny defense +6, evasion, hard to kill, mythic saving throws, unstoppable; DR 15/adamantine (150 points), 7/—; Immune sleep, energy drain, negative energy; SR 30
Weaknesses dependancy, light blindness

--------------------Offense--------------------
Speed 30 ft.
Melee terendelev's honor +29/+24/+19 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6 vs. evil) or
. . the demon's bane +29/+24/+19 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6)
Special Attacks arcane pool (+2, 15 points), farwalker[MA], magus arcana (arcane accuracy[UM], close range[UM], prescient attack[UC], ranged spell shield), mythic power (22/day, surge +1d10), sneak attack +6d6, spell combat, spellstrike

Spell-Like Abilities (CL 19th; concentration +19)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 13)
Magus (Kensai) Spells Prepared (CL 15th; concentration +27)
. . 5th—kinetic force (DC 27), teleport (3)
. . 4th—stoneskin[M] (6)
. . 3rd—fireball[M] (4, DC 25), mythic intensified quickened vampiric touch[M] (7)
. . 2nd—glitterdust (6, DC 24), pains of the past[M] (DC 24)
. . 1st—mythic intensified dizzying bolt[M] (7, DC 23)
. . 0 (at will)—disrupt undead, mage hand, open/close (DC 22), ultrasonic ray
. . M mythic spell

--------------------Statistics--------------------
Str 10, Dex 30, Con 18, Int 35, Wis 12, Cha 10
Base Atk +11; CMB +14 (+16 disarm); CMD 48 (50 vs. disarm)
Feats Butterfly's Sting, Combat Expertise, Combat Reflexes, Extra Arcana[UM], Extra Arcana[UM], Greater Spell Penetration, Greater Two-weapon Fighting, Improved Critical (kukri), Improved Two-weapon Fighting, Intensified Spell[M], Leadership, Nimble Moves, Piranha Strike, Quicken Spell, Spell Penetration[M], Spell Perfection (vampiric touch)[APG], Toppling Spell[UM], Two-weapon Fighting, Weapon Finesse[M], Weapon Focus (kukri)

Traits chance encounter, magical lineage, wayang spell hunter
Flaws DEPENDENCY: must consume 1 ounce of demon blood to maintain mythic powers; effects last 24 hours., ARROGANT: -2 to all Diplomacy and Perform checks. UNEDUCATED: -2 to all Knowledge skills that are not class skills and Linguistics checks that do not involve racial or bonus languages for his race.

Skills Acrobatics +34, Appraise +14, Bluff +2 (+4 to Feint), Climb +2, Craft (alchemy) +22, Diplomacy +0, Disable Device +20, Disguise +2, Escape Artist +20, Fly +20, Heal +3, Intimidate +2, Knowledge (arcana) +36, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nature) +36, Knowledge (planes) +36, Knowledge (religion) +36, Linguistics +24, Perception +27, Perform (dance) +4, Ride +20, Sense Motive +3, Sleight of Hand +25 (+27 to conceal a light blade), Spellcraft +36, Stealth +34, Survival +3, Swim +2, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Daemonic, Draconic, Druidic, Elven, Infernal, Osiriani, Polyglot, Sakvroth, Simple Sign, Skald, Sylvan, Tien, Undercommon, Varisian, Vudrani, Wayang

SQ amazing initiative, ambush, beyond morality[MA], chosen weapon, darklands stalker[ARG], deadly dodge[MA], fleet charge[MA], foe-biting, force of will, hidden blade, immortal, impromptu sneak attack, invisible thief, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mirror dodge[MA], mythic bond, mythic spellcasting[MA], paranoid, perfect strike, poison use, ranged legerdemain, recuperation, rejuvenating, rogue talents (combat trick, finesse rogue), shadow stealth[MA], tricky spells, undetectable, unstoppable strike

Combat Gear jaunt boots[UE], lesser maximize metamagic rod, pearl of power (1st level) (2), pearl of power (3rd level), robe of runes, wand of blessing of fervor (25 charges), wand of cure critical wounds (17 charges), wand of death ward (29 charges), wand of dismissal (4 charges), wand of enervation (18 charges), wand of fly (19 charges), wand of freedom of movement (17 charges), wand of greater invisibility (CL 10th, 36 charges), wand of lesser restoration (29 charges), wand of mirror image (15 charges), wand of see invisibility (10 charges), wand of shield of faith (10 charges), wand of slither (19 charges), wand of true strike (46 charges);
Other Gear desna's grace (armor)[APG], terendelev's honor (legendary Kukri), the demon's bane (off-hand kukri), amulet of natural armor +3, belt of incredible dexterity +6, bracers of the shield mates[MA], cloak of resistance +5, efficient quiver, handy haversack, lenses of darkness[ARG], righteous medal of agility, righteous medal of clarity, righteous medal of command, righteous medal of spirit, righteous medal of valor, righteous medal of vigor, ring of protection +5, ring of wizardry iii, shadowblood (4), terendelev's scales (sacred weaponry), weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], 23,056 gp, 6 sp

--------------------Tracked Resources--------------------
Align Weapon (good/law only, can affect nat weapons, 3/day) - 0/3
Amazing Initiative (1/round) (Ex) - 0/1
Arcane Pool +2 (15/day) (Su) - 0/15
Chance Encounter (1/day) - 0/1
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Impromptu Sneak Attack (2/day) (Ex) - 0/2
Invisibility, Greater (1/day) - 0/1
Invisible Thief (9 rounds/day) (Su) - 0/9
Jaunt boots (3/day) - 0/3
Legendary Power (8/day) - 0/8
Levitate (At will) - 0/0
Maximize metamagic rod (lesser, 3/day) - 0/3
Mythic Power (22/day, Surge +1d10) - 2/22
Pearl of power (1st level, 2/day) - 0/2
Pearl of power (3rd level, 1/day) - 0/1
Plane Shift (1/day) - 0/1
Resonating (3/day) - 0/3
Shadowblood - 0/4
Stoneskin - 0/150
Suggestion (1/day) - 0/1
Tricky Spells (5/day) (Su) - 0/5
Wand of blessing of fervor (25 charges) - 0/25
Wand of cure critical wounds (17 charges) - 0/17
Wand of death ward (29 charges) - 0/29
Wand of dismissal (4 charges) - 0/4
Wand of enervation (18 charges) - 0/18
Wand of fly (19 charges) - 0/19
Wand of freedom of movement (17 charges) - 0/17
Wand of greater invisibility (CL 10th, 36 charges) - 0/36
Wand of lesser restoration (29 charges) - 0/29
Wand of mirror image (15 charges) - 0/15
Wand of see invisibility (10 charges) - 0/10
Wand of shield of faith (10 charges) - 0/10
Wand of slither (19 charges) - 0/19
Wand of true strike (46 charges) - 0/46

--------------------Special Abilities--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Arcane Accuracy +12 (Su) 1 Arcane Pool: +12 to attack rolls until the end of your turn.
Arcane Pool +2 (15/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Kukri) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Drow Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Farwalker (Sp) You can plane shift, using double your tier as your caster level.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity to Energy Drain Immune to energy drain
Immunity to Negative Energy You are immune to negative energy.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Intensified Spell [Mythic] You can cast a spell that can exceed its normal damage die cap by 10 (if you have the caster level to reach beyond that cap). 1 MP: cast spell as normal intensified spell w/o preparing in advance.
Invisible Thief (9 rounds/day) (Su) You can use greater invisibility as a free action.
Leadership (score 19) You attract loyal companions and devoted followers.
Legendary Power (8/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power,
Legendary Surge (+1d6 to Attack Rolls - All, Saving Throws - All, Saving Throws - Will) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Paranoid Aid Another DC 15 for attempts to help you.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ranged Spell Shield +12 (Su) 1 Arcane Pool: +12 to your or an ally within 30 feet's AC until the end of your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (90 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Sneak Attack +6d8/+6d4 +6d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Perfection (Vampiric Touch) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (30) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Tricky Spells (5/day) (Su) You can cast a spell without verbal or somatic components.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC.
--------------------


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Spoiler:
got it! Thank you.

have a pic for him but don't know how to get it to you or your page of NPC's.

its titled "superior_by_mavrosh" on deviant art, though haven't been able to find it lately.
could try "welcome_to_the_underdark_by_mavrosh" or "hunter_by_mavrosh"

any comments about the story/character?


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

So one of these?

The character strikes me as kind of over the top--as are most level 20, mythic 9 characters with a 41 RP race...

I can't think of too many situations in which such a character would be allowed to a player, or warrant use by a GM.

Taking magus into arcane trickster is kind of a neat idea, but likely holds you back in practice. I think you may have invested too much into intelligence. Your overall power level suffers from your class combinations and ability score allocation (especially since you suffer from really bad M.A.D.

The concept is pretty interesting, but it comes a little too close to being a "Drizzt clone" for my tastes. At least it's not a ranger wielding scimitars.

The eye patch is cool. Eye patches are always cool.


Ravingdork wrote:

So one of these?

The character strikes me as kind of over the top--as are most level 20, mythic 9 characters with a 41 RP race...

I can't think of too many situations in which such a character would be allowed to a player, or warrant use by a GM.

Taking magus into arcane trickster is kind of a neat idea, but likely holds you back in practice. I think you may have invested too much into intelligence. Your overall power level suffers from your class combinations and ability score allocation (especially since you suffer from really bad M.A.D.

The concept is pretty interesting, but it comes a little too close to being a "Drizzt clone" for my tastes. At least it's not a ranger wielding scimitars.

The eye patch is cool. Eye patches are always cool.

pictures=yes, though i can only find hunter & welcome to the underdark

DM allowed me the noble drow to my surprise! when it comes to character creation i always draw inspiration from either a miniature or picture, then build around that.

i'd really rather not play a mythic game ever again, way too much to keep track of.

Magus to arcane trickster was something i always wanted to try even though i lose alot of canny defense and some spell-casting.

never intended to be a two-weapon fighter, just kinda evolved this way during play.

went with int for spell dc's

what is "really bad M.A.D."

Tactics: endgame sneak attack+surprise spell+spellstrike should be:
1d4+20 base (dex and enhancement bonus) weapon damage will be multiplied on a crit (30%-ish of the time),
+6d6+4 holy/demon bane/spellbane enchant on kukri.
+7d8 Sneak Stab =Knife Master
+15d6 spellstrike= mythic intensified shocking grasp or dizzying bolt w/ close range arcana
+11d8 mythic quickened intensified vampiric touch
+7d4 (surprise spell) the spell damage will be multiplied on a crit (30%-ish of the time),

along with the rest of usual full attack/spell combat/whatever.

During combat proper, be using greater invisibility (and flanking when possible) to spellstrike/sneak attack/surprise spell (they all stack for about) freely for great damage.
low BAB is offset somewhat by high dex (and reliance on such) and arcane accuracy arcana--as well as the ability to increase weapon via arcane pool.
surprise spell only works on flat-footed enemies, and only adds d4's since a knife master.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

So that is approximately 197.5 average damage with one attack and one spell. It will likely be much higher with a full attack. The build is starting to look much better with the breakdown.

This is MAD.

Your character, at a minimum, needs good Dexterity, Constitution, and Intelligence scores to remain effective. Luckily, your Mythic Weapon Finesse reduces your reliance on Strength, so that helps reduce the amount of MAD somewhat.

How much does all that gear actually weigh? Might you be encumbered? If so, that's going to make for a nasty hit to your Dex-to-AC bonus.


my GM actually audited the character the 1st time i did that attack. he said "what happened, did you roll low?", as i only did somewhere around 220 points of damage with just that 1st attack. :D

thanks for clearing up M.A.D.

encumbered: 23.5 out of 49.5 for a light load.


Ravingdork l have a challenge that l believe only you and the great minds here can help me with my GM is planing to run iron-fang AP(plus using all horror splat books) and l would like to try and build ..... a manga themed character

(please don't kill me)

anyway the themed character is based on Orcbolg (Goblin Slayer), from the the light novel "Goblin Slayer"

Goblin Slayer :
Can't post images https://goo.gl/UppbCa

The series' main character, an experienced silver ranked adventurer who only concerns himself with hunting goblins. The jobs he takes only involve goblins and takes no others. His appearance is not as glamorous or elegant due to using equipment that would seem lacking for an adventurer of his rank. While wearing only light armor and carrying a small round shield and occasionally a short sword that is routinely broken, the Dwarf noted that his equipment is perfectly suited for taking on Goblins in their dark and cramped lairs. His style of combat relies more on pragmatism such as setting traps, using a weapon against its user, and taking whatever advantage that may come. He even uses his own imagination to repurpose a protection spell in order to kill all the goblins in a burning elven fortress. His most defining trait is the hatred of goblins that fuels him and his actions. The reason behind this is how his family and village were massacred by goblins and made a vendetta against all goblins everywhere. After he was orphaned, he was taken in by the uncle of his childhood friend, Cow Girl, and uses his income to pay for his stay. Though he is open to the idea of there being genuinely good goblins somewhere in the world, he believes that until proven otherwise, they can only be assumed to be evil due to the death and destruction they cause.

were l'm coming up short is do l go for fighter, ranger or slayer as he uses sword and board as his main weapons any help you or the others here can give me with planing out a lvl 1 version of this would be a great help


Fateweaver wrote:

Ravingdork l have a challenge that l believe only you and the great minds here can help me with my GM is planing to run iron-fang AP(plus using all horror splat books) and l would like to try and build ..... a manga themed character

(please don't kill me)

anyway the themed character is based on Orcbolg (Goblin Slayer), from the the light novel "Goblin Slayer"

** spoiler omitted **

were l'm coming up short is do l go for fighter, ranger or slayer as he uses sword and board as his main weapons any help you or the others here can give me with planing out a lvl 1 version of this would be a...

Sounds to me like what you want is a Trapper Ranger; they forgo spellcasting, but gain the capability to create a host of magical traps and can even attach those traps to ranged weapon and fire them at his enemies.

Other possibilities would include Inquisitor, Warpriest and an Oath of Vengeance Paladin. I think Trapper Ranger fits you best, though. By the way, I'm guessing the "used a protection spell as a trap" was, basically, taking a force field normally used to keep things out, to, instead, trap enemies inside, along with something dangerous?


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Fateweaver wrote:

Ravingdork l have a challenge that l believe only you and the great minds here can help me with my GM is planing to run iron-fang AP(plus using all horror splat books) and l would like to try and build ..... a manga themed character

(please don't kill me)

anyway the themed character is based on Orcbolg (Goblin Slayer), from the the light novel "Goblin Slayer"

** spoiler omitted **

were l'm coming up short is do l go for fighter, ranger or slayer as he uses sword and board as his main weapons any help you or the others here can give me with planing out a lvl 1 version of this would be a...

Yeah, I'm not familiar with that manga character.

Tels wrote:


Sounds to me like what you want is a Trapper Ranger; they forgo spellcasting, but gain the capability to create a host of magical traps and can even attach those traps to ranged weapon and fire them at his enemies.

Other possibilities would include Inquisitor, Warpriest and an Oath of Vengeance Paladin. I think Trapper Ranger fits you best, though. By the way, I'm guessing the "used a protection spell as a trap" was, basically, taking a force field normally used to keep things out, to, instead, trap enemies inside, along with something dangerous?

If you go ranger, there's also the weapon and shield combat style, which seems appropriate to your idea.


ta, for the help, now l have to come up with an alt in case l die, which 60% chance l will.

lm thinking of setting up a "Child" Tiefling lvl 1 Synthesist/warpriest or bloodrager lvl X, the idea of a child of Moloch losing him self to his dvil side and going turning into a bipedal iron bull that wrecks face sounds so cool and when lm not in full devil mode l will be playing a child in a hp lovecraft style iron fang game, lm starting to like it more the goblin slayer idea lol


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NEW CHARACTER

Ovoridani Chorster, adopted sister to Araonna Chorster, is a kitsune oracle with the ability to keep those around her safe from death.

Because of a combination of archetypes and abilities, she gets twice as many channel positive energies as a cleric of the same level, and has numerous magical items and feats that help her utilize that ability to the fullest. She can channel as a standard action, move action, and as a swift action, allowing her to heal her comrades three times in a single round (for roughly 31d6 healing). When channeling positive energy, she can also set an enemy ablaze for 11d6 fire damage AND grants those she heals a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks for 5 rounds simultaneously.

What's more, she has ultimate control over her channel options, able to channel in a radius around her up of up to 75 feet, a smaller radius a distance away from herself, or in a line or cone.

For combat she relies on the powerful cold ice strike/flame strike spell combo and her enchanted weapons, while using dust form, magic jar, and a variety of other spells to keep herself protected.

As with many divine casters, she is also equipped with numerous buff abilities for herself and her allies, as well as several powerful condition removal spells.

To round out the character we have TEN bonus feats that grant her a host of fun spell-like abilities and unusual weapon proficiencies. :D

A big thank you to PossibleCabbage for bringing this amazing build to my attention.


Ravingdork wrote:

NEW CHARACTER

Ovoridani Chorster, adopted sister to Araonna Chorster, is a kitsune oracle with the ability to keep those around her safe from death.

Because of a combination of archetypes and abilities, she gets twice as many channel positive energies as a cleric of the same level, and has numerous magical items and feats that help her utilize that ability to the fullest. She can channel as a standard action, move action, and as a swift action, allowing her to heal her comrades three times in a single round (for roughly 31d6 healing). When channeling positive energy, she can also set an enemy ablaze for 11d6 fire damage AND grants those she heals a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks for 5 rounds simultaneously.

What's more, she has ultimate control over her channel options, able to channel in a radius around her up of up to 75 feet, a smaller radius a distance away from herself, or in a line or cone.

For combat she relies on the powerful cold ice strike/flame strike spell combo and her enchanted weapons, while using dust form, magic jar, and a variety of other spells to keep herself protected.

As with many divine casters, she is also equipped with numerous buff abilities for herself and her allies, as well as several powerful condition removal spells.

To round out the character we have TEN bonus feats that grant her a host of fun spell-like abilities and unusual weapon proficiencies. :D

A big thank you to PossibleCabbage for bringing this amazing build to my attention.

I'll be honest, I'm a little turned on right now. heh. (I'm playing a human life oracle of Milani in Kingmaker right now). It would take a huge amount of retraining to get there. I do, however, have an undecided feat next level...

Anyway, those 10 bonus feats, let me see if I can track them down. Craft Wondrous Item is from the Spirit Guide Hex, Tails are easy enough as they replace mystery spells, and Exotic Weapon Proficiency is from Kitsune Favored Class?


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Yes! Congratulations, you totally got it. You win a thousand points, and...

Though I have tried to be more explanatory with new characters' capabilities than I used to be in the past, I still love it when people take the time to go over the characters well enough to figure things out on their own. I'm hoping that's part of the fun for you guys.

;D


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I've modified Ovoridani's gear. I found that by making the ring of protection +5 into a +4, I could free up enough money to get a belt of incredible dexterity +4 (ending with a higher overall AC and CMD) and still have enough money left over for deathwatch eyes, mithral armor, and an extra wand of cure light wounds.

:D

Silver Crusade

Ravingdork wrote:

I've modified Ovoridani's gear. I found that by making the ring of protection +5 into a +4, I could free up enough money to get a belt of incredible dexterity +4 (ending with a higher overall AC and CMD) and still have enough money left over for deathwatch eyes, mithral armor, and an extra wand of cure light wounds.

:D

I loved this build when I saw it posted the other day by possiblecabbage. I've always wanted to do a kitsune tail character but it always seemed like I was giving up too much. This method seems acceptable. Are there other ways to get tails? FCB's / traits / feats etc? I'm sure I've read about others but no idea on names or sources so not sure where to start looking.

Also, I'm not familiar with shamans or oracles but it seems to me that you can do the wrecking mysticism / spirit guide trick to convert your bonus spells known into tails with most of the mystery/ spirit combinations. Most of them make it both lists.

Are there any other cool tricks you can double up on by using the others like how you can double up on channels with life?

Also, is everything in this character PFS legal?


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Woodenman wrote:
Are there other ways to get tails? FCB's / traits / feats etc? I'm sure I've read about others but no idea on names or sources so not sure where to start looking.

Yes. Mt favorite way to look for themed things is via the Archives of Nethys' search tool.

Just select the appropriate check boxes, type in your theme (such as "kitsune" or "tail" and watch all the cool options appear before your eyes, complete with rules descriptions and sources.

Some options I quickly found by searching for kitsune was the nine-tailed heir archetype from Blood of the Beast, and the nine-tailed scion race trait (note that this is a background trait, not a racial trait).

Woodenman wrote:

Also, I'm not familiar with shamans or oracles but it seems to me that you can do the wrecking mysticism / spirit guide trick to convert your bonus spells known into tails with most of the mystery/ spirit combinations. Most of them make it both lists.

Are there any other cool tricks you can double up on by using the others like how you can double up on channels with life?

I've heard that, rather than having twice as many channels, you can have one set of normal channels, and one set of variant channels, or possibly two different sets of variant channels, or the same variant channel with twice as many uses.

Woodenman wrote:
Also, is everything in this character PFS legal?

Probably not. I keep PFS legal characters in a separate folder in my character archive (master link in the first post). I didn't bother to check the feats and other abilities for this character while building it, and I know the 25-point buy ability scores and current hit points aren't legal for PFS.

I hope that helps. :)


Is there any way to change the energy type (fire) from purifying channel into another energy type?


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Grizzly the Archer wrote:
Is there any way to change the energy type (fire) from purifying channel into another energy type?

Don't know of anything off the top of my head. Since it's part of the channel, it's likely considered a supernatural ability special attack.

If it were a spell, it'd be easy.

Scarab Sages

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ravingdork wrote:
Woodenman wrote:
Also, is everything in this character PFS legal?
Probably not. I keep PFS legal characters in a separate folder in my character archive (master link in the first post). I didn't bother to check the feats and other abilities for this character while building it, and I know the 25-point buy ability scores and current hit...

As far as character selections go, other than the point-buy total the only thing I see that is not PFS legal is the deathless spell.

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