Ravingdork's Crazy Character Emporium


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Shadow Lodge

I don't want to get into a huge rules debate, but have you considered that

Spirit Guide wrote:
A spirit guide gains one hex of her choice from the list of hexes available from that spirit.

insinuates that general hexes available to the shaman are unavailable to the spirit guide?


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I actively encourage people to point out potential errors. It's important to me that my gallery is as rules adherent and usable to most groups as possible.

She relies too heavily on Craft Wondrous Item to easily switch it out. That means I will have to drop another feat to keep it. Any suggestions as to which one?

Thinking I'll replace the fetish hex with the enhanced cures hex.


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Dropped Fox Shape in favor of Craft Wondrous Item. It didn't really give her much that she didn't already have.

Now down to 9 bonus feats. :P


Can't you get fox shape from the kitsune race replacement for kitsune magic?


Also, how are you going from a +23 disguise to a +43 disguise with change shape when it's a +10 bonus? What am I missing here?


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Grizzly the Archer wrote:
Can't you get fox shape from the kitsune race replacement for kitsune magic?

Ooh, good idea! Think I'll do that. The enchantment DC is nice, but fox shape is just SO thematic!

Grizzly the Archer wrote:
Also, how are you going from a +23 disguise to a +43 disguise with change shape when it's a +10 bonus? What am I missing here?

+10 circumstance bonus to appear as a specific humanoid from the Realistic Likeness feat. Technically, her own human form qualifies as a "specific humanoid" since there's only one of her.

You can see the full breakdown here.


Ravingdork wrote:
Grizzly the Archer wrote:
Can't you get fox shape from the kitsune race replacement for kitsune magic?

Ooh, good idea! Think I'll do that. The enchantment DC is nice, but fox shape is just SO thematic!

Grizzly the Archer wrote:
Also, how are you going from a +23 disguise to a +43 disguise with change shape when it's a +10 bonus? What am I missing here?

+10 circumstance bonus to appear as a specific humanoid from the Realistic Likeness feat. Technically, her own human form qualifies as a "specific humanoid" since there's only one of her.

You can see the full breakdown here.

No problem! I did the same thing and went fox shape. It really came i handy for doing some quick recon ahead. Quick question, since it's a standard action to change into fox What is it to cha he back to human or fox humanoid? Immediate, standard, ...?

I had my first session with my kitsune double life oracle and it worked amazingly. Almost died though from something else but as for combat it worked beautifully. In 3 channel use I healed party members up 5hp, and 2 of the channels was to deal with the undead that came shambling towards us. I took out 3 myself, and damage another enough for another party member to clean up. Glorious! Only issue i see for low levels is attacking with my Morningstar because I have a -8 Str and now at level 2, my full attack bonus is +0.


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Cross-posted from another thread:

Ravingdork wrote:
Grizzly the Archer wrote:
Looks good. When did you take the realistic likeness feat?

It's been there all along. If you meant where in the progression, it would have been as early as possible (level 1 or 3). Next to keeping allies alive, disguises/shape changing are kind of her thing.

Grizzly the Archer wrote:
Also, I noticed you didn't take fey founding for the extra +2hp heal per die rolled when you heal. With all the channeling you'll do looks like a great feat.

The very first iteration of the character actually DID have it. I ended up removing it because I didn't want this character to be a clone of another healing specialist in my gallery, Lailah Hael.

Having diversity in your character portfolio is important when making it useful to the widest audience.

It's also important to note that it only increases her healing when used on herself. She does just fine without it.

Now, if the bonus healing did apply to others as well, well then, I would definitely consider it again.


I think in her gear list it still shows that she has a ring of protection +5 instead of +4. The bonuses show the +4 bonus though.

Nice build, very nice build. Funny thing is that the wrecking mysticism oracle curse doesn't stipulate 'kitsune only', so anyone could potentially sprout nine fox tails this way.


Ravingdork wrote:

Cross-posted from another thread:

Ravingdork wrote:
Grizzly the Archer wrote:
Looks good. When did you take the realistic likeness feat?

It's been there all along. If you meant where in the progression, it would have been as early as possible (level 1 or 3). Next to keeping allies alive, disguises/shape changing are kind of her thing.

Grizzly the Archer wrote:
Also, I noticed you didn't take fey founding for the extra +2hp heal per die rolled when you heal. With all the channeling you'll do looks like a great feat.

The very first iteration of the character actually DID have it. I ended up removing it because I didn't want this character to be a clone of another healing specialist in my gallery, Lailah Hael.

Having diversity in your character portfolio is important when making it useful to the widest audience.

It's also important to note that it only increases her healing when used on herself. She does just fine without it.

Now, if the bonus healing did apply to others as well, well then, I would definitely consider it again.

I saw you talk about how this character was definitely going into the gallery, and my first thought was she would have some connection to Lailah. I was honestly surprised you made her the adopted sister of Araonna instead. What made you think to link the Channel Specialistt with the Undead Queen?


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The Mad Comrade wrote:

I think in her gear list it still shows that she has a ring of protection +5 instead of +4. The bonuses show the +4 bonus though.

Nice build, very nice build. Funny thing is that the wrecking mysticism oracle curse doesn't stipulate 'kitsune only', so anyone could potentially sprout nine fox tails this way.

It should be a ring of protection +4. I've fixed it now. Thanks for pointing it out.

Tels wrote:
I saw you talk about how this character was definitely going into the gallery, and my first thought was she would have some connection to Lailah. I was honestly surprised you made her the adopted sister of Araonna instead. What made you think to link the Channel Specialistt with the Undead Queen?

I liked the idea of the juxtaposition. One a veritable goddess of death, and the other a savior that brings life. In nearly every way they are opposites of one another. Araonna represents the coldness of cold, uncaring, true neutrality; whereas her sister represents one of the alignment extremes--seemingly unlimited passion for helping to make the lives of others better.

The connection between them also gives each character more depth. Relationships define people. If they grew up together, what must have possibly happened to ultimately cause them to take such different paths in life?

The mystery makes the character.


Gloves of Improvised Might for Bumi?


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Tels wrote:
Gloves of Improvised Might for Bumi?

That's a great idea, but do you think that would work in conjunction with the rock throwing ability?

Seems kind of fishy to me to be treating rocks as weapons for some things (weapon training), but not for others (gloves of improvised might).

I suppose that's an issue I'm already kind of stretching with the character though.

What to give up for it though? I could get gloves of improvised might +1 if I give up the boots of speed (instead relying on allies for haste effects I guess), or a +2 if I give up the boots, backup armored coat, bag of holding, and hunter's sight.


The way I see it, is, even if you are proficient in the use of rocks, that doesn't change the fact that rocks are an improvised weapon. As such, they should still work with the gloves even if they benefit from weapon training. If this did change the rocks from working with the gloves, then this would mean that you could enhance the rocks as a magical weapon.

Either they're an improvised weapon (and the fact they benefit from Improvised Weapon Mastery and the life says they are), or they aren't. If they are improvised, they work with the gloves, if they aren't improvised, then you should be able to enhance them.

As for what to give up... You won't be able to get a set of +2 gloves by selling everything in your list because you come up 200 gp shy (Boots 12,000; backup coat 1,200; bag of holding 2,500; hunter's sight 100 = 15,800). What I would do, is keep all of your stuff, but drop the armor bonus of the O-yoroi to a +2 (this frees up 5,000 gp) to get the gloves, but in the form of a... based on the picture a bodystrap of improvised might since it doesn't cost anything more to swap the slot.

If you don't want to do the above, you could drop the enhancement of O-yoroi, and pawn off the backup armored coat, this gives you 6,200 gp to add the effects of the improvised gloves to your dueling gloves (which would cost 6,000 gp).

Or you could reduce the enhancement of the O-yoroi, sell the armored coat, then swap the slot of the improvised gloves to the body slot, pick up a quickrunner's shirt and a bag of everlasting dung. Why? You have enough dung to fertilize a 20x20 ft square, which, to me, says you have a lot of feces you can throw at someone for the hilarity of it. I would go with this option, as the thought of a guy literally throwing s$#+ at people when he is grump is amusing to me.

The most important thing, I think, is to make the rocks magical, that way it bypasses DR/magic, and, more importantly, can be used against ethereal/incorporeal creatures. I wouldn't worry about upping the enhancement bonus of the gloves until you can get it up to the +3 mark, at which point you start bypassing materials. Even then, that's not a huge issue due to Clustered Shots. But Clustered Shots doesn't help against incorporeal/ethereal creatures, which is Bumi's greatest weakness.

[Edit] Even better, a nice GM might rule the feces can function as a non-lethal improvised weapon, which, as per Improvised Weapon Mastery now has a critical of 19-20/x2. Personally, I would rule the bases feces as simply doing 1 point of non-lethal damage, and IWM increases this to 1d2, but that's just me.


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Didn't a recent FAQ basically nix the idea of enhancement bonuses of ranged weapons helping to bypass alignment/material DR?

I'm not turning him into a turd slinger.


Ravingdork wrote:

Didn't a recent FAQ basically nix the idea of enhancement bonuses of ranged weapons helping to bypass alignment/material DR?

I'm not turning him into a turd slinger.

When it comes to ranged weapons conferring their bonus onto the ammunition, yes, yes it did (I was the guy who posted that FAQ originally); however, it shouldn't apply to the gloves.

Gloves of Improvised Might wrote:
These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons (see pages 136– 137 of Pathfinder RPG Ultimate Equipment for a list of abilities). Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability.

The above says you can grant the abilities to thrown weapons, and the enhancement bonus is granted to "improvised weapons" where as in the next sentence they make it explicitly clear you can only add "melee" magical properties, instead of melee or ranged properties. The fact that it explicitly says you can use it on thrown weapons is pretty clear to me that the gloves would work just fine.

Also, as I said, the most important aspect is the ability to affect incorporeal/ethereal creatures. The FAQ and the thread points out that RAW, ammo fired from a ranged magical weapon is treated as magical for the purpose of overcoming DR. Also, if the ranged weapon is aligned, then it passes this property onto the ammo. So, to be safe, if you used +1 holy gloves of improvised might then, at the minimum, it bypasses DR/magic and DR/Evil; however, based on the text itself, it should also bypass cold iron and silver if used against evil creatures.

You know you want a turd slinger :P


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CHARACTER UPDATE

I've decided to take (some of) Tel's advice and give Bumi Mei Fong a pair of gloves of improvised might. This will allow him to better combat incorporeal creatures, and will marginally increases his offensive capabilities with his...rocks.

To make room in his starting funds for the new gloves, I've reduced his amulet of natural armor from a +2, to a +1. This frees up just enough money to combine the new gloves with his old gloves (though this costs a little more than Tels' suggestion above, I suspect more GMs will allow a slot share than a slot swap).

Tels wrote:
You know you want a turd slinger :P

That's what we have goblins, monkeys, and monkey goblins for.

Liberty's Edge

Correct me if I'm wrong, but Bumi's full attack range increment on the rocks is:
20 base
+10 skilled thrower (hurler barbarian)
+10 belt
for 40 total. However, far shot means it's a -2 penalty up to 120 feet, which distance thrower brings down to 0. So the range is 120 ft with a -1 for every 40 feet beyond that, right?

That's f***ing sick man. I love your crazy characters.


blashimov wrote:

Correct me if I'm wrong, but Bumi's full attack range increment on the rocks is:

20 base
+10 skilled thrower (hurler barbarian)
+10 belt
for 40 total. However, far shot means it's a -2 penalty up to 120 feet, which distance thrower brings down to 0. So the range is 120 ft with a -1 for every 40 feet beyond that, right?

That's f***ing sick man. I love your crazy characters.

Far Shot reduces the -2 penalty per range increment, to a -1 penalty.

In addition to Distance Thrower, Bumi also has a Hunter's Sight, which reduces ranged penalties by a further -2. Since his rocks have a 40 ft. range increment, this means at 40 to 80 ft. he would have a -1 penalty; at 80 to 120, a -2 penalty; at 120 to 160, a -3 penalty; and at 160 to 200 (the maximum range increment since thrown weapons only get 5x range increments), he'd have a -4 penalty. With Distance Thrower and a Hunter's Sight, Bumi gets a total penalty reduction of 4, meaning Bumi can throw his rocks out to his maximum distance at no penalty.


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Don't forget that he adds an additional 10 feet to the base range increment if he moves at least 10 feet in the round. He could conceivably throw a rock up to 250 feet with pinpoint accuracy.

Liberty's Edge

I did see that. I also have a comment on Hagradsdottor, the totemic skald - while master performer works, weirdly grand master performer doesn't because AFIK skalds don't count as bards, and the grand version requires Bard 8:
http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Grand%20Master%20 Performer

Annoying but not the end of the world.


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Hagradsdottor?

EDIT: Ah, you mean Astrid. Took me a moment to find it.

Liberty's Edge

Ravingdork wrote:

Hagradsdottor?

EDIT: Ah, you mean Astrid. Took me a moment to find it.

Yeah sorry, public submissions. Wanting to see how weird I can get, I made a build with VMC bard to boot:

Grants allies rage of +7 str +7 con +6 morale to will saves, +5 misc vs fear +2 morale attack and damage +5 competence attack and damage, DR 1, and I haven't picked rage powers yet. Also other random awesomeness.

Probably not optimal per se but over your career adding ~1/2 level to hit and damage for a party isn't bad.


Did you really use 4,515 gp of Natu Yama's wealth to buy masterwork shuriken, or did you use some other method to reduce the cost of that?


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According to my notes, I spent 465gp on 75 masterwork shuriken.

(1 / 5 + 6) * 75 = 465


Ravingdork wrote:

According to my notes, I spent 465gp on 75 masterwork shuriken.

(1 / 5 + 6) * 75 = 465

I don't see how that's possible. Shuriken are sold in bundles of 5, so masterwork shuriken are likewise sold in bundles of 5 as you simply add the cost of masterwork (300 gp) to the cost of the weapon (1 gp). So 1 bundle of 5 masterwork shuriken costs 301 gp. Even crafting them will only reduce the cost to 1/3 the amount.

The cheapest method I could think of to get around the masterwork cost is abuse the masterwork transformation spell. This allows the spell to affect "50 pieces of ammunition" which shuriken are considered to be in every way except "technically a thrown weapon."

So pay a caster 60 gp (spellcasting services is CL*SL*10) to transform 50 shuriken into masterwork weapons. The cost would be 10 gp (to buy 50 shuriken), 300 gp for the material compenent, and 60 gp for the spell itself, totaling 370 gp for 50 masterwork shuriken.


Tels wrote:
Ravingdork wrote:

According to my notes, I spent 465gp on 75 masterwork shuriken.

(1 / 5 + 6) * 75 = 465

I don't see how that's possible. Shuriken are sold in bundles of 5, so masterwork shuriken are likewise sold in bundles of 5 as you simply add the cost of masterwork (300 gp) to the cost of the weapon (1 gp). So 1 bundle of 5 masterwork shuriken costs 301 gp. Even crafting them will only reduce the cost to 1/3 the amount.

The cheapest method I could think of to get around the masterwork cost is abuse the masterwork transformation spell. This allows the spell to affect "50 pieces of ammunition" which shuriken are considered to be in every way except "technically a thrown weapon."

So pay a caster 60 gp (spellcasting services is CL*SL*10) to transform 50 shuriken into masterwork weapons. The cost would be 10 gp (to buy 50 shuriken), 300 gp for the material compenent, and 60 gp for the spell itself, totaling 370 gp for 50 masterwork shuriken.

d20pfsrd wrote:


A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Emphasis mine. RD's math checks out.


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To be fair, my math never checks out. That's why I use spread sheets to track most everything. :P


I knew I had to be missing something; you wouldn't make that big of an oversight. Hence why I asked.


Ravingdork wrote:
To be fair, my math never checks out. That's why I use spread sheets to track most everything. :P

That counts. ;)


To avoid the risk of getting lost in the stack, do you have anyone Harrow-friendly?


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Ran a search of my gallery for "harrow" and didn't find anything.


Ravingdork wrote:
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...

Is every trait that is listed in the Nethys search engine with the "PFS legal" box checked fair game...what would traits would you select for a PFS legal Alchemist if you were building one?


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VooDooMonkey wrote:
Is every trait that is listed in the Nethys search engine with the "PFS legal" box checked fair game...what would traits would you select for a PFS legal Alchemist if you were building one?

That depends on the alchemist.

That's kind of like asking what feats to take for a fighter; without knowing what kind of fighter is being made, it's something of an unanswerable question. An archer will have very different feats than a sword and board knight, a bomb alchemist would have very different traits than a vivisectionist alchemist, etc.


Hi RD, thanks for all your work! I can't seem to be able to access the galery today, OneDrive won't load the files and says "error code 6" after a while. Any idea what happened?


I'm also having issues accessing the files.


Works for me when I do it on my phone. Haven't checked from a PC though.


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Yeah, it's down for me too. Microsoft Support says it's likely a temporary issue on the severe side, and to check again in 24-48 hours.


Ravingdork wrote:
VooDooMonkey wrote:
Is every trait that is listed in the Nethys search engine with the "PFS legal" box checked fair game...what would traits would you select for a PFS legal Alchemist if you were building one?

That depends on the alchemist.

That's kind of like asking what feats to take for a fighter; without knowing what kind of fighter is being made, it's something of an unanswerable question. An archer will have very different feats than a sword and board knight, a bomb alchemist would have very different traits than a vivisectionist alchemist, etc.

Sylph Grenadier/Sacrament Alchemist...I am assuming archetype stacking is legal for PFS chose Firebug Trait to start with, and I picked Dodge for his first level feat to get to Close Quarters Thrower ASAP, Grenadiers martial weapon feat I chose Javelin Melee...what would you go with?

Scarab Sages

This is what I have so far...


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Error code 6 appears to have gone away (for me at least).


Since you swapped out kitsune magic for fox shape for Ovoridani you shouldn't have the 3/day dancing lights.

Question:
Also, I'm running a similar kitsune life oracle. Do you think picking up swift shapechanger and natural spell would work well for him? I wouldn't be getting them till early to mid teens though. Getting a familiar might also help with the damage spread, but I'm already stretched thin on feats.

Here's what I'm thinking:
1. Fey founding
3. Selective Channeling
5. Realistic likeness
7. Quicken channel
9. Skill focus: religion?
11. Eldritch heritage: arcane (which familiar? Thematically= fox, but...)
13. Swift kitsune shapechanger
15. Natural spell

I did think about quickdraw and weapon finesse but I don't know if It better to have those or to have the familiar. The crafting feat would be nice like your build but again, where?

The natural spell is for fox spellcasting, but I think a ring of eloquence might help for vocal. As for the somatic, no idea. Oracle's don't need a divine focus. And since the kitsune are going heavy in Disguise, you can now change into your other forms as a swift action instead of a standard.

Any thoughts?


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For anyone who is interested in Starfinder, I just finished my first Starfinder character: an android daredevil and reformed biker gang member turned space explorer.

I won't be posting Starfinder characters in this thread, but if I get enough of them made up, then I just may make a sister thread similar to this one over on the Starfinder forum. :D


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Grizzly the Archer wrote:
Since you swapped out kitsune magic for fox shape for Ovoridani you shouldn't have the 3/day dancing lights.

Quite right. I have fixed this error. Thanks for bringing it to my attention.

Grizzly the Archer wrote:
** spoiler omitted **

Looks fine to me. I don't have any particularly helpful thoughts to offer on your build I'm afraid.

A familiar can be quite a lot of fun if you're creative! My other kitsune character, Bein Brennil (7th-level kitsune enchantress), used one to distract enemies via her reckless infautation spell and crazy high spell DCs. She throws the enchantment over them, then has them chase her fairy companion all over the place FOR DAYS. While the party mops them up, they just stand there, trying to reach the target of their infatuation that always flits just outside of their reach. :D


Ravingdork wrote:

For anyone who is interested in Starfinder, I just finished my first Starfinder character: an android daredevil and reformed biker gang member turned space explorer.

I won't be posting Starfinder characters in this thread, but if I get enough of them made up, then I just may make a sister thread similar to this one over on the Starfinder forum. :D

Thanks for this, somehow i knew you would be doing this, watching your character ideas is the best brainstorming i have for creating my own ideas. :D

Sovereign Court

Ravingdork wrote:

For anyone who is interested in Starfinder, I just finished my first Starfinder character: an android daredevil and reformed biker gang member turned space explorer.

I won't be posting Starfinder characters in this thread, but if I get enough of them made up, then I just may make a sister thread similar to this one over on the Starfinder forum. :D

Looks like a cool concept and a great way to pull apart the character building for Starfinder. I look forward to seeing any other characters you build in the future RD.


I think for the kitsune oracle you having an Amulet of Spirits would help out immensely. Your Life revelations and the spirit abilities from the wandering spirit would both go up 2 levels. Meaning your channels for both channel pools would go up another 1d6 and so forth. Great item for 12k gp.


New Villain NPC Deimia, the Harbinger of Fear.

Deimia can fulfill a couple roles in a campaign, either as a BBEG with minions at the end of a dungeon, or a nemesis that haunts the party, or a bounty hunter targeting a specific person.

Deimia wields fear as her greatest weapon. Thanks to the damnation feats, specifically Soulless Gaze, Deimia can use intimidate to create ever worsening fear effects for her enemies. In addition to this, due to feats like Cornugon Smash (free intimidate on a power attack), Dazzling Display (intimidate enemies within 30 ft. as a full round action) and Dreadful Carnage (intimidate enemies iwthin 30 ft. when she kills someone), she has many methods of pulling off her fear based combat style. Also, thanks to Shatter Defenses, she will almost always be able to sneak attack enemies and immediately apply her Studied Target benefits.

One change you might make to Deimia if you opt to use her in your game, is swap the Faihtful of Lamshtu Ranger combat style for the Two Handed combat style, which lets you swap Furious Focus for Great Cleave, while keeping Power Attack and Dreadful Carnage. This lets Deimia turn herself into a real AoE threat beyond just causing fear. Her Fiendskin feat is not a mandatory choice, I went with Fiendskin because at resist cold 5 and fire 5, this means she can operate in hot and cold environments at almost no detriment to herself.

Thematic wise, Deimia can operate much like Jason Vorhees. She induces incredible fear in her enemies, causing them to flee from her presence, but thanks to Slowing Strike, their movement is halved. This lets Deimia merely walk after her victims, slowly chasing them down and only heightening their terror.


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Cool concept, Tells! Looks like someone who could readily team up with Kujo or Paegin.

Grizzly the Archer wrote:
I think for the kitsune oracle you having an Amulet of Spirits would help out immensely. Your Life revelations and the spirit abilities from the wandering spirit would both go up 2 levels. Meaning your channels for both channel pools would go up another 1d6 and so forth. Great item for 12k gp.

Would it stack with her other items though? It says "This effect does not stack with other abilities that increase the effective level of mystery or spirit powers."


Don't have time to look up all of the items, but I know it will stack with the Phylactery of Positive Channeling because that simply increases channel dice by +2d6, instead of effective level increase.

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