ExiledTyrant
|
So I hopped on a character gen site and came up with this:
Rowsh Delanov
Male Human Sorcerer 1
Chaotic Neutral
Representing Farley
Strength 14 (+2)
Dexterity 10 (+0)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 15 (+2)
Size: Medium
Height: 6' 0"
Weight: 220 lb
Eyes: Green
Hair: Black; Beardless
Skin: Silvery
Total Hit Points: 7
Speed: 30 feet
Armor Class: 13 = 10 + 3 [studded]
Touch AC: 10
Flat-footed: 13
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 0 = 0 [base]
Reflex save: + 0 = 0 [base]
Will save: + 4 = 2 [base] + 2 [wisdom]
Attack (handheld): + 2 = 0 [base] + 2 [strength]
Attack (missile): + 0 = 0 [base]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 12 = 10 + 0 [base] + 2 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Common
Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.; arcane spell failure 15%]
Feats:
Armor Proficiency (light) Removes attack penalty
Exotic Weapon Proficiency Weapon:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 0 =
+0
Appraise Int 0 =
+0
Bluff Cha 6 =
+2
+ 1 + 3 [class skill]
Climb Str* 2 =
+2
Craft_1 Int 0 =
+0
Craft_2 Int 0 =
+0
Craft_3 Int 0 =
+0
Diplomacy Cha 2 =
+2
Disguise Cha 2 =
+2
Escape Artist Dex* 0 =
+0
Fly Dex* 0 =
+0
Heal Wis 2 =
+2
Intimidate Cha 2 =
+2
Perception Wis 3 =
+2
+ 1
Perform_1 Cha 2 =
+2
Perform_2 Cha 2 =
+2
Perform_3 Cha 2 =
+2
Perform_4 Cha 2 =
+2
Perform_5 Cha 2 =
+2
Ride Dex* 0 =
+0
Sense Motive Wis 3 =
+2
+ 1
Stealth Dex* 0 =
+0
Survival Wis 2 =
+2
Swim Str** 2 =
+2
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Zero-level Sorcerer spells: Cantrips can be used at will
First-level Sorcerer spells: 4 (3 + 1) per day
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
This human chose +2 to wisdom (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Sorcerer
Can know only limited numbers of spells
Sorcerer spells no longer require cheap material components.
High charisma gains bonus spells daily
Concentration check: d20 + sorcerer level + charisma modifier vs. DC
Pathfinder sorcerers each choose a bloodline, which provides a class skill, extra spells, powers, and feats. Please write these in. Thanks for understanding.
Abyssal bloodline sorcerers can grow claws,give damage resistance to summoned creatures, and as they gain levels get resistance to electricity, better saves against poison, physical strength [added as applicable], getan extra creature on sumon monster spells, and eventually rest acid cold and fire and gain telepathy.
Class HP rolled
Level 1: Sorcerer 6
Rowsh Delanov's Equipment:
30 lb
2 lb
5 lb
2 lb
1 lb
7 lb
1 lb
28 lb
_____
76 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Caltrops
Mirror
Rations (1 day) x7
Torches x1
Waterskins x7
Total
More about Rowsh Delanov:
Hailing from the small city of Dark Pool, Rowsh has been raised by his father, a first blood duelist, and his mother, an actor for the local theater company, until the age of 17.The city is supported almost entirely the various sought after entertainers that live there and the Eyes of Eternity tourism proceeds. Dark Pool resided on a cliff overlooking the Eyes of Eternity, which are 2 massive pools filled with dark water (known as heavy water). The Eyes of Eternity are impossible to swim in. It's brackish waters rob any living creature that enters of all it's stamina sucking them into their neigh bottomless depths. It is rumored that before Dark Pool became a lawful settlement it was a place of sacrifice for demonic fringe cults and a convenient corpse dumping spot for neighboring thieves guilds and murderers. When Rowsh became of age he was trained in the art of dueling. What he lacked in grace and avoidance Rowsh made up for in sheer power and the ability to capitalize on his foes weaknesses. Although he still lived on the outskirts of the city he became a duelist of high acclaim before his life would be changed forever.
They came in dark green cloaks carrying symbols of unknown origin. Twelve servants of some unknown idol crowded the Dark Pool Stage in the center of the city. Their voices in unison claiming that that Dael Gud gave life to this city and that it was his wish to take it away. One word per worshiper echoed through the streets of Deep Pool in a language only they understood. The citizens fell to their knees in horror as the Dark Waters Rose and twisted above the city. It was as if the maw of the abyss itself opened up spewing forth the brackish black liquid into the sky morphing it into horrifying images. Panic ran rampant through the city as people tried to flee, but to no avail. The Horrifying Avatar spawned from the Eyes of Eternity crashed into the city shearing the cliff face clean off and consuming the city never to be seen again. Only Rowsh survived washed up on the valley floor where the Eyes of Eternity remained stagnant once more.
As he tries to reorient himself a sharp whisper penetrates his thoughts. "Your blood is filthy!" the churlish voice exclaims. "I give you life so that your filthy blood may sew more destruction. Perhaps you will live up to my desires." An anger envelops Rowsh as he tries to push the voice out. "Anger, yes anger is good." the voice playfully teases."A gift you will have, for this I ask no favor." Rowsh blanks out as a supernatural pain surges into his right eye. He awakes to small campfire where a green cloaked man resembling a follower of Dael Gud is tending to a meal.Before the man even has a chance to speak Rowsh is upon him in a rage ripping into him with his bare hands. His eye still throbbing and his breathing now heavy Rowsh tries to piece together the events of what happened. "I guess that makes thirteen." the voice cackles loudly as if it told some uproariously funny joke. "You and I are going to have loads of fun together. Your mind is weak and your blood is filthy" the voice goads. "Your are to much demon for me to take control of completely, but not enough to push me out Rowsh."
Rowsh shouts in disbelief "I am no demon. You may intrude on my thoughts and torture my being , but you can not twist my mind to that end". "A liar am I?" the voice goads once more. "Then if words will not "twist you" perhaps images will". Rowsh is compelled to stand in front of a bucket of water the worshiper left near the camp fire. To his horror he sees the changes his body has undergone. His left eyeball now a livid violet contains a reptilian iris stained amber in it's center.His once dark skin now a sickly greyish hue. Crystal fractures now lined his face in heavy arches around his cheekbones and eyes lids as if forming a mask. His teeth had become several sizes larger jagged like the shards of the cliff face that feel into the Eyes of Eternity. "This is my gift to you. A long lost family heirloom if you will." the voice teases once again. "The eye projects your desires on yourself and those around you. The crystal mask forms in your unattended rages to hide the person you once were. Your new found fangs convey your excitement for the task at hand whether it be killing, robbing etc." The voice begins to fade. "All these traits reside in that vile blood of yours. I relish the we have spent, but now there are other duties I must attend to. Don't fret however I will be sure to pop in from time to time to check on my new toy. Maybe next time you will put up more of a fight or I will be sure to make our games much more interesting from now on." the voice lets out one last gout of grotesque laughter before disappearing. As the pain ceases and visual effects of Rowsh's partial demonic transformation recede the camp grows dark. Inside the absolute darkness of the camp Rowsh's thought echo inside his head. What lies in store for him now?
I would appreciate help tightening up my back story. this is a first run of how my character comes into his own(and my first character period). Major plot points I need in his story are: City of dark Pool, Loss of city somehow, He has to be trained as a duelist, A high level demon has to be interfering with him directly or indirectly. If you can see anyway to tighten up the framework already set that would be awesome.
I should add:
He has had 3 years coping with the demonic influences before any scenario/ adventure occurs
He wears an eye patch over his right eye now and has gotten better at concealing his demonic urges/features unless overly provoked/excited.
His right ear is missing a chunk out of it and his face and chest are covered in scars ( he's good at winning duels not staying pretty after the fight)
He hates water and will not campaign or explore any environment with deep water in it. This also includes boat travel.
He detest losing and will sometimes challenge fellow party members to duel (first blood 1 point of non lethal damage) over loot he desires if a problem occurs.
other flavor things I'm thinking of adding are possible will saves needed during random parts of a campaign to ward off the evil influence in his head
I guess it all depends on what meshes with the DM aswell.
basic idea He's a duelist, his life has gotten a lot more difficult after learning about his abyssal bloodline that he tries to hide, he gonna be going badass spawn/ghost rider with chain weaponry and leather/scale mail armor depending on how the feats go during the adventure and last he's out to get a piece of the demon that been ruining things for him "BY ANY MEANS NECESSARY".
I'm not a min/maxer the skills like bluff, and perception are more flavorful skills then anything for my sorc seeing as he has had to get good at lying etc and using his charisma to hide his demonic side and get along in a world where he has no home to go back to. perception and sense motive obviously because he favors more wisdom now and he has to be able to read situations and the outside force pressing on him
thanks in advance
| Bearded Ben |
Are you sure sorcerer is the right class for you? All you seem to be using it for is the flavor of his demonic influences, rather than spellcasting; the build seems to be built around hitting things. Other options that might fit the character better would be a martial class or Bard with the Eldritch Heritage line of feats or an Oracle, all of which have better BAB/HP/armor/etc.
Now on to the minor build critiques.
Four extra skill points at first level (already included)
This should be just one extra skill point per level (a change from 3.5).
Strength 14 (+2)
Dexterity 10 (+0)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 15 (+2)
Why is his wisdom so high? Dropping it to 14 would let you raise either Dex or Con to 12 for an extra +1 to AC or HP at no cost, dropping it to 13 would let you raise both. A melee combatant (especially one built out of a caster) needs those more than he needs mental stats.
Also, why the spiked chain? It's been severely nerfed in Pathfinder.
ExiledTyrant
|
My character is more thematic than optimized I guess you can say. He needs demon blood in his veins as it is a reoccurring theme that threatens his character. I also think abyssal is perfect for the physical character as it adds bonus spells and feats that can increases melee effectiveness. Abyssal can get things such as power attack, rage, cleave, etc.
They also get strength of the abyss which bolsters my str even more and slashing options from claws that evolve as you level.
That is not to say I won't be using spells at all, but I will probally be leaning on the debuffing spells / summons ( when I can get a succubus)
He's basically a sorc who was trained to be like a fighter. He has just come into his own on the whole magic thing. While they can appreciate the benefits of magic my character will mostly rely on magic for utility purposes or defense ( although I am eying truestrike with big eyes)
Also protection spells like mage armor can help round out my defenses.
using the point buy system it came out to me best having the 2+ attribute bonus on my wisdom for desired stat bonuses or I would have a wonky wisdom stat and an odd 11 somewhere. My wisdom is high mostly for RP purposes that extra edge in will saves, and for skills like perception. My character is geared around resisting (he's had a demon gnawing at his psyche for over 3 years now) I would like his skills and stats to reflect that.
Lastly I pick spiked chain because I like the weapon not for any stat superiority or anything. If I wanted something more devastating I would probably lean towards a bastard sword but it's not the weapon I want to use.
Skerek
|
10 con front line fighters are generally considered fairly soft.
A 10 con front line fighter with a D6 hit die is going to visit Pharasma's bone yard very quickly.
If you really want to go with the demonic heritage I would recommend looking at the Eldritch Heritage feat line. You could probably just get it to Improved rather than Greater as you'll only really want claws and strength of the abyss.
Also, 15 point buy? ouch. you will still need at least 15 charisma by 11th for Improved Eldritch Heritage, but you can atleast drop it down to 13 to start with that way.
As pointed out by Bearded Ben you really don't need that much wisdom. Using such a small point buy you really don't have the room to be thematic.
I'd recommend going
STR 16
DEX 10
CON 14
INT 10
WIS 12
CHA 13
or
STR 15
DEX 10
CON 14
INT 10
WIS 12
CHA 14
ExiledTyrant
|
I still question the need for so much constitution since the sorcerer will be my favored class (I won't be investing in to many skills) so I can gain an extra hit point each level. I will also have the skillful human bonus to add an extra skill point each level anyway.
If fortitude saves become to much of a burden I could just nab the greater fortitude bonus feat to help out. Sorcerers seem to have a myriad of buffs they can choose from as well and gaining spells like mage armor early while wearing armor(I plan to go from studded to scale mail asap) is sure to help. I will most likely also invest in touch attacks that debuff.
Also depending on how far I will go with magic ( bonus spell for final summon monster and having a high level succubus is tempting) I may be able to convert all remaining ability score level up bonuses to const and dex.
I am still pretty firm with the wisdom stat as I need my character to be perceptive. Seeing as his class skills don't give bonuses to wisdom type skills like perception I think diving into wisdom for the +2 (possibly even 16 wisdom after leveling to close the class gap even more). Seeing as my character will only have average dex and no investment in rp actions such as acrobatics it is my hope that being able to feel out the combat setting will prove useful. If I am unable to be caught off guard I think it will be just as useful.
Does anyone have any input on the duel mechanic? would first blood dueling be to bothersome to have added as a flavor mechanic? would it cause to much friction between a band of adventures rping for loot.
It does lean highly towards high intiative/combat roll players since whoever lands the first non lethal hit wins. Perhaps it should be best 2 out of 3?
** I should have also mention this character is for core rule book only. It seems I can no longer edit my main post to reflect that (sorry). This will be my first character when I jump into an adventure so I would like to just work off the core rules
| Bearded Ben |
I still question the need for so much constitution...
And I in turn question your need for so much wisdom. You can't roleplay a dead character.
Sorcerers seem to have a myriad of buffs they can choose from as well and gaining spells like mage armor early while wearing armor(I plan to go from studded to scale mail asap) is sure to help.
Mage armor doesn't stack with normal armor - only the larger armor bonus applies.
Also depending on how far I will go with magic ( bonus spell for final summon monster and having a high level succubus is tempting) I may be able to convert all remaining ability score level up bonuses to const and dex.
I'd concentrate on surviving to level 2 first.
I am still pretty firm with the wisdom stat as I need my character to be perceptive. Seeing as his class skills don't give bonuses to wisdom type skills like perception I think diving into wisdom for the +2 (possibly even 16 wisdom after leveling to close the class gap even more).
Taking Skill Focus (Perception) or cajoling your GM into using traits and taking one to make Perception a class skill are both better uses of your resources than spending point buy points on buffing one skill.
Seeing as my character will only have average dex and no investment in rp actions such as acrobatics it is my hope that being able to feel out the combat setting will prove useful.
So exactly how mechanically is your character capable of "feel[ing] out the combat setting"?
If I am unable to be caught off guard I think it will be just as useful.
Or you could worry less about the handful of times you will miss going in the surprise round and worry more about surviving the rest of combat.
Does anyone have any input on the duel mechanic? would first blood dueling be to bothersome to have added as a flavor mechanic? would it cause to much friction between a band of adventures rping for loot.
It does lean highly towards high intiative/combat roll players since whoever lands the first non lethal hit wins. Perhaps it should be best 2 out of 3?
Have you asked your GM if he even wants a "duel mechanic" in his game?
EDIT: What spells are you considering knowing?
ExiledTyrant
|
can level 1-3 combat really be so taxing that I absolutely need the 2 extra hit points? It was my understanding that there are heal/support in a party, actions like withdraw and run, the ability to rest between fights, potions etc. I'm not trying to be funny or anything it's just that the few sessions I've watched people weren't just dying left and right at level 1. The mechanics of the game seem to give me chances to lick my wounds or at least escape unfavorable encounters.
I put more value into perception because it would allow me to sense danger more often, which would in turn allow my party to set up more strategic fights than if we were constantly caught of guard. Maybe I'm wrong however. Are pathfinder scenarios/campaigns so bland that there is never a need for perception checks beforehand while exploring or dungeon crawling?
As for mage armor it seems I was wrong I mixed up armor bonus with armor modifier. After further reading of the rulings it would seem i could use the shield spell in it's place.
The duel input just a little tangent. I was asking for feedback as a flavor mechanic.
right now for spell I'm looking at
0 Spells
Acid splash
Touch of fatigue
Dancing light
Flare
1 spells
True Strike(possibly ray of effeblment or chill touch)
Sheild
| AndIMustMask |
a small note: if you're playing PFS, there very likely WONT be time to rest between fights (because usually you're on a fairly tight schedule). also, regular rest only recovers a small amount.
also-also, healing/support is actually fairly uncommon these days, since most characters should be able to handle themselves and being a healbot is kind of a downer for most people.
on "feeling the combat out" do you mean stepping in, getting clocked, and then retreating? that just sounds like a waste of time and resources (health, actions) to me.
on PF scenarios/campaigns: there are lots of perception checks, but gimping yourself elsewhere for a measly +1 doesn't make much sense, and usually you don't have time to be hyper-prepared and investigate everything. while perception is certainly helpful, it isn't the end-all-be-all for the system.
another thing to note is that they're not all "dungeon crawling". there's lots of social interaction that goes on and is usually if not outright required to advance.
| Bearded Ben |
I put more value into perception because it would allow me to sense danger more often, which would in turn allow my party to set up more strategic fights than if we were constantly caught of guard. Maybe I'm wrong however. Are pathfinder scenarios/campaigns so bland that there is never a need for perception checks beforehand while exploring or dungeon crawling?
Yes, perception is important. It just isn't important enough that you should skimp on defenses to get +1 to it. Pathfinder is a team game, someone else can probably make the perception checks you miss, no one else can take damage for you. Something like the following would be better (you drop your wisdom modifier by 1, but gain +1 AC, +1 hp/level, and +1 to hit with ranged attacks/spells):
STR 14
DEX 12
CON 12
INT 10
WIS 13
CHA 15 (13+2 for human)
| Wasum |
Let me say something:
Optimizing is roleplaying. Characters find themselves in dangerous situations, so usually they try to do what they can do best. When I'm a little wimp I'm not going to pick the role of a frontliner. If I want to do that, I will do all my best to survive and therefor train things that somehow help me. This character - as nicely as the background is - is so insanely weak that it will 1) hurt your group and 2) not survive any encounter with challenging enemies. If fighting is not what you want to do, play another game, but this character just makes no sense at all. I'm sorry. You can always do roleplaying, but making up the weakest character ever, justifying it with a background story (that really could have been applied to a more optimized character) will just lead in frustration for your party. Surviving, gaining expierience and levels means that characters get better in what they do. Going on like that your sorcerer will be weaker than a 4 level lower character who did something to survive in a rough world. This character is meant to die in Pathfinder because characters are meant to be heros. I know a lot of people dont agree here, but this is what the game mechanics are based of.
This post has nothing to do with the actual thread but with the idea of creating such a character.
And dont get me wrong, I like the idea and everything, I'd love to play with such a character and stuff, you really seem to have put efford in it - but this is just nothing for pathfinder. Let the character do what everyone would - decreasing the chance to be cut in half in a worl with crazy bad monsters EVERYWHERE.... :D
ExiledTyrant
|
So it is frowned upon to rest up after a bad encounter and most builds are offense oriented with little party support. These two points disappoint me.
I also thought perception along with sense motive would be helpful in the RP aspect of the game. Both skills I put points into and are upped by wisdom. Although my class is worse in those skills than others I was hoping to use the wisdom +2 to buffer them somewhat.
It seems that combat readiness prevails over these aspects however. I could possibly make my character a senseless dope instead and shorten his back story by several lines
Feel for combat was referring to high perception being able to spot enemies much farther off so that flanking or bottle necking could occur. The elimination of surprise attacks could help keep my party from being flat footed so easily. My character would be more of the follow up early on in the game not the charging fighter seeing as he is lacking in armor proficiencies and combat feats till later on. Considering he also has access to debuffs early on, and bonuses to disarm I though having a better chance to set up these tactics would be good.I don't understand all the mechanics of perception however maybe it is to limited to do those things.
I will concede bearded that the last stat allocation does look good. I will modify my stats to that as it keeps most stats in line without those wonky 11s I was running into. thank you for your constant input on the thread
| Bearded Ben |
also-also, healing/support is actually fairly uncommon these days, since most characters should be able to handle themselves and being a healbot is kind of a downer for most people
That should probably say that "in-combat healing is actually fairly uncommon these days, since most characters should be able to handle themselves and being a healbot is kind of a downer for most people". Once the fight's done, wands/potions/spells/channels heal you up for the next fight, but during it, party resources are probably best spent ending the encounter.
LazarX
|
So it is frowned upon to rest up after a bad encounter and most builds are offense oriented with little party support. These two points disappoint me.
Your first point is wrong for the following reason.
1. You can't count on resting and recharging to full health after every encounter. We had a recent scenario where a party was required to stealth across a hostile city making stealth checks every block. Since its a city where monsters rule you just can't camp out between fights and since they had at least one stealth failure on each block they fought 3 combats in a very short period of time.
Your second point misses the mark thusly...
2. Party support is paramount to surviving PFS. No one can do everything so everyone needs to cover for everyone else.
| Some Random Dood |
A few points I'd like to mention.
Few people like to play a healbot, so don't count on having one around.
Yes perception is one of the most useful skills in the game, but remember this is a team game and there will probably be others putting points into it as well. If you really want this skill, take skill focus instead. It will give you a much bigger bonus to the skill.
Sure in the games you watched people weren't dropping like flies. But I'm willing to bet they built their characters to be more durable than a wet paper bag. Because honestly while the story is well thought out, you would be helping the party more by staying out of combat.
At 1st lv you will have 7hp, one decent hit would knock you out (2 if you're lucky), and with an ac of 13 you won't be hard to hit. At 2nd lv you would have about 12 hp (14 at most if you roll for your hp), that's still low enough to get knocked out by 1 good hit. Unless your gm takes pity on you, you will be spending more time face down on the ground, than you will be actually doing something in combat. Even at 3rd lv it wouldn't take more than 3 hits to take you down.
ExiledTyrant
|
I would note that I said a bad encounter as in the fight you had to stabilize 1 or 2 party members or you treading deaths door with less 25% hit points.
Also what level 1 party in their right mind starts an adventure going to a city full of monsters? I could see the deterrent of not being able to rest in that situation but why would the party be in such a dire situation to begin with? Most adventures open with more avenues of escape early on do they not? From the previous wording I took it that most people playing prefer self sufficient characters and frown upon characters that use their option to rest even when applicable.
for the second point I am told that healing/support is a downplayed role, but now I am told that party support is paramount.
| Wasum |
It has nothing to do with a shorter background story. It has to do with just with your character having nothing to shine at. A druid starts with like +8 perception, maybe 10. Others maybe with +6, you have +3. you dont have any good skills. You dont have HP, you dont have any defense. You even have ASF on your spells while low cha and bad spell selection. No offence either. You'll be onehitted by anything wielding a weapon... :P
There is no problem with having a great story and a playable character.
| Bearded Ben |
I feel like what LazarX said needs some clarification.
1. Unless you are running from a boulder, there is probably some time between fights to do at least some healing (magical rather than mundane). What you often can't do is recharge your X times a day abilities between fights.
2. "Party support is paramount to surviving [in Pathfinder]. No one can do everything so everyone needs to cover for everyone else." This. Just this. People may argue over exactly what the party roles that need to be filled are, but what it boils down to is that you can't do everything, so you should concentrate on doing what you do well and trust that the other party members will do the things you can't do as well at.