| Arizhel |
| 1 person marked this as a favorite. |
This is a Gnome CMB/Illusion/Pit Sorceress:
So I am in on a constant quest to refine and perfect my own character while I spend time running games for others in the vain hope that someday I get to play my character in person.
So I have posted the build here before, and gotten really great feedback which resulted in quite a few tweaks.
The basics:
Level 1 Oracle of Heavens (Lame Curse) Gnome:
5 Str 14 Dex 14 Con 12 Int 8 Wis 20 Cha
Awesome Display Mystery.
Level 2+ Sylvan Sorcerer with Roc (using as a flying mount) animal companion.
Feats:
Level 1 — Effortless Trickery;
Level 3 — Boon Companion;
Level 5 — Spell Focus, Illusion
Level 7 Bonus — Improved Initiative;
Level 7 — Heighten Spell;
Level 9 — Greater Spell Focus: Illusion;
Level 11 — ?.
Animal Companion: 1HD (Level 1) — Link, Share Spells, Feat: Toughness;
3HD (Level 3) — Evasion, Feat: Combat Reflexes;
4HD (Level 4) — Ability Increase (Intelligence);
5HD (Level 5) — Feat: Godless Healing;
6HD (Level 6) — Devotion;
6HD (Level 7) — Size Advancement;
7HD (Level 8) — Feat: Power Attack;
8HD (Level 9) — Ability Score Increase (Constitution), Multiattack;
9HD (Level 10) — Feat: ??
Spells I know I want, and reason for title of thread:
1) Illusions, 2) Buffs for AC, 3) Create Pit, 4) CMB Bullrush spells
Level 1 Spells: Color Spray, Enlarge Person, Silent Image, Mage Armor, Hydraulic Push
Level 2 Spells: Create Pit, Hypnotic Pattern, Gusting Sphere, Lipstitch
Level 3 Spells: Loathsome Veil, Spiked Pit, Battering Blast, Haste
Level 4 Spells: Rainbow Pattern, Acid Pit,
Level 5 Spells: Hungry Pit
What I am looking for is ideas on what else to add to finish up the concept.
Things I am not keen on changing:
Horrible Str. I considered this a lot, and I like it. Sad when a Shadow hits me and I die, but I have made peace with this. 20 Cha. It is just too important to my concept to change.
Roc animal companion.
| Chris P. Bacon |
Holy smokes, I love this build. I helped a friend build a pit-focused sorcerer before, but I never thought to use the roc companion. It's a perfect fit with the pit spells; it won't be affected by them and can use grap to fling opponents into the pits - especially when enlarged. Gorgeous.
Pretty sure my friend chose Grease and used it from time to time on creatures trying to climb out of the pit, but it didn't come in handy as often as he anticipated.
Not sure what else to say! Sometimes when a thread like this doesn't get many replies its because people don't have anything to add. ^__^
Edit: On the subject of trying to keep creatures in the pits, do you suppose its worth taking Extra Revelation as a feat to select Moonlight Bridge? It'll fit over a pit and lasts until you walk over it - which you don't have to - and aside from length and hit points, none of its parameters are governed by your oracle level (uses per day equal to your cha modifier!).
The trouble is with the wording: "The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level." Obviously you don't want to be standing adjacent to the pit, but what if you're on your Roc, flying above it? Does the mouth of the pit still count as "the ground at a point adjacent to your position"?
How often do things even try or manage to get out, anyway?
Esmerelda Lokrien
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| 2 people marked this as a favorite. |
Warning, this is a long one:
This is a mini-guide to the finished (so I claim, yet again) build of the Sorceress of Delphi, The lesser famed sister. The full mini-guide including examinations of other races is in the works, but, just to be clear: Gnome is the ONLY five star (Or blue if you speak Treantmonk) race for the build.
Esmerelda Lokrien Savet
Female Gnome Sorcerer (Wildblooded) 1
Eyes: Violet Hair: Lilac and blue
Height: 3’0 ; Weight:32 lbs.; Age: 44
Alignment: True Neutral; Diety: The Green Faith
N Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1; +2 vs. illusions
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Offense
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Speed 20 ft.
Spell-Like Abilities:
Dancing Lights (1/day),
Ghost Sound (1/day),
Prestidigitation (1/day),
Speak with Animals (1/day)
Spells Known (CL 1):
1 (5/day) Color Spray (DC 17), Hydraulic Push
0 (at will) Haunted Fey Aspect, Acid Splash, Daze (DC 15), Detect Magic
Str 5, Dex 14, Con 14, Int 12, Wis 8, Cha 20
BAB +0; CMB -4; CMD 8
Feats Eschew Materials, Spell Focus (Conjuration)
Traits Animal Friend, Savannah Child (Ride)
Languages Common, Gnome, Goblin, Sylvan
Gear Backpack, Bedroll, Blanket, Candle (5), Chalk (5), Charcoal stick (5), Dilettante’s Outfit, Fishhook (5), Flint and steel, Gnome trail rations (2), Black Ink, Colored (red) Ink, Inkpen, Rice paper (15), Sewing needle (2), Signal whistle, Silk rope, Thread (50’).
8 PP 3 GP, 1 SP, 3 CP
Total Weight: 10.92 lbs. This is important, see below.
Total Weight Carried: 10.92 lbs., including coin and outfit. This is essential, because my animal companion, Eponine the roc, has a strength score of 12 at level 1, meaning she can only fly if she is carrying 43 lbs. or less. 32+10.92=42.92. Huzzah! Under, but not by much. I can fly! At level 3, I should have the PP for a Haversack, and this will no longer be an issue. Mind you, at the level 7 advancement, weight for flying mount is not an issue either.
The ‘Christmas’ wish list:
Handy Haversack. You want this. (2,000)
Metamagic Rod: Extend. (3,000)
Headband: Charisma upgraded along the way to Charisma/Intelligence +6 (40,000)
Head: Circlet of Persuasion (4,500)
Shoulders: Cloak of Resistance +3 (9,000)
Neck: Amulet of Natural Armor +1 (2000)
Armor: That’s what mage armor is for!
Belt: Belt of physical perfection +2 (16,000)
Body: Robe of Arcane Heritage. Gets me wings and extra free inviso powers! (16,000)
Chest: Sipping Jacket – Stores potion for instant use later on. Perfecto! Well, nothing better. (5,000)
Eyes: Eyes of the Eagle +5 Perception. (2,500)
Feet: Jaunt Boots 3x day, 5’ step 15’ without provoking AoO. Not useful often, but a life saver when it is useful! (7,200)
Hands: Glove of Storing: only stores 1 thing, so I like Gloves of Climbing and Swimming to offset my abysmal -3 in these two skills. Also a cheap option! (6,250)
Ring: Ring of Featherfalling. Again, falls from 10,000 suck! (2,200)
Ring: Ring of sacred mistletoe (6,000) +2 to a bunch of skills I like, and a weapon when needed.
Shield: Light Quickdraw Mithral +1 Shield (2,059)
Wrist Spellguard Bracers. +2 on concentration, AND roll twice taking the better? Yes please! (5,000)
Total for entire list: 128709. This is within the ambit of possible. (See “On Gold, PP, and Gear”, below)
I know! No ring of Wizardry? No ring of Regeneration? Yeah, this is PFS. You will not have that kind of money. This is a list of things you can reasonably afford. I tried to balance cost v. effect.
Feats, in order:
1) Effortless Trickery. Never again shall I be shackled to the concentration duration!
3) Boon Companion. I am 4 levels behind on Druid Level for my Animal Companion. This fixes all 4 levels.
5) Heighten Spell. I can now use level 2 spell slots to cast Color Spray if needed. (later I can also use level 3, 4, and 5 spell slots.)
7) Spell Focus Conjuration. I just got my 3rd level spell slot. Perfect timing. Too bad it isnt Augment summoning, but what can you do.
8) (Normally 7b, but I took Oracle at 2) Improved Initiative.
9) Augment Summoning. What I can do is take this feat at level 9.
11) Superior Summons. I hate getting 1d3=1 Summoned creature!
The Skill progression is going to work like this:
Ride until Ride skill is 15 ( The hardest trick is quick mount/dismount and you only need a 20.) Very unlikely you will need the 15, better to be prepared to overcome high winds while 10,000 feet up. Falling sucks.
This means at most, I want 9 ranks. “But wait!” I hear you call out, “14 dex, class skill. . it will take 10 ranks!” That is true, but I will be buying magic belts of +2 dex,(then upgrading from there)
I need 6 Ranks in Handle Animal. Why 6? Simple. There are 6 skills in Combat Riding. If I lose my animal companion, I want to be able to train it in combat riding all in one sitting. Also at level 10, when I get my +4 headband of Cha/Int:
6 Ranks, +3 Class Skill, +3 Circlet of Persuasion, +8 Charisma +4 Link = 24. If someone else is summoning, I can also either Aid them in ordering animals around, or I can use my awesomeness to push other animals at +20. Sure I need a 5+, but what can you do.
Taking 0 on my animal training and I cannot fail anything but a push. Taking 1, I cannot fail even that.
Linguistics: Take 4 ranks. I want: Terran, Auran, Ignan, Aquan, Infernal, Druidic, and your faction's main Language. I take Druidic with my final language choice. Make me feel more Sylvanesque. The other languages are so you can actually talk to, and control, your elemental summons. Abyssal, Infernal, and Celestial creatures (As in Archons, not as in the creature you put a template on) generally speak common. Good idea to know their languages.
It will take 5 ranks to end up with 20 in Diplomacy and Bluff guaranteed.
5 Ranks, +3 Class Skill, +3 Circlet of Persuasion, +8 Charisma = 19 + Die roll = minimum of 20. Even if that somehow is insufficient, I can aid others and auto pass to get them the +2.
I will want all 12 ranks in Spellcraft. No such thing as too much spellcraft on a caster.
I will have K. Arcana, K. Nature, K. Religion, and K. Planes on my Class Skills List. I am going to put 1 rank in each of these 4 skills. When I end up with the various +Int/Cha Headbands, the headbands will provide max ranks in 1, then 2 of these K. Skills. Specifically Nature and Planes. Why? Because I need to know what it is in order to summon it. Good idea to be at least passable at the other two if only to Aid Other.
Total Skill Ranks I can spend:
11*4 (sorcerer) + 5 (Oracle) = 49.
Total Ranks I have spent:
9 Ranks (Ride) + 6 Ranks (Handle Animal) + 4 Ranks (Diplomacy) + 5 ranks (Bluff) + 12 Ranks (Spellcraft) + 4 Ranks Linguistics, +4 Ranks (Knowledge Skills) = 43, reserving 6 skills.
These go to Perception. This will yield the amazing skill of (6 Ranks -1 Wis, +3 Class skill) 8 +5 from goggles = 13, not great, but not horrible. I auto pass when I want to aid others when we search rooms. Aid other is a good thing. See how I keep mentioning it?
To start out with, the limitations: Sorcerers do not have many spell slots. What I look for is synergy, and the age old question, Why learn it, and not wand it.
Mage Armor: Wand until I have a Metamagic Rod of Extend, Lesser, then learn.
Enlarge Person: Wand it always. It lasts 10 rounds already. That is fine for a combat buff. Heck, I can hand out 5, before combat, and still have 5 rounds of combat before the first one wears off.
Infernal Healing: It is amazing. It does not make you evil to cast. See the FAQ on the PFS Discussion if you dont believe me. Then print a copy, and bring it to your PFS game. Home games, up to GM, PFS, up to Mike Brock.
Reduce Person: Not in a hurry to get this wand, but want it at level 7!
So, with those gone, what do I learn? First 3 spells are, in order, Color Spray, Silent Image, Hydraulic Push. After that, Grease, and Mage Armor. Mage armor AFTER buy Rod of Extend. Reduce Person. Unlike Enlarge which is really just needed for combats, Reduce may be needed for an entire dungeon. Wanding 5 hours at 10 min./charge is painful. Extend+ late choice make Reduce Person easier. Also. It is worth noting a medium is a medium. If their Medium sized PCs fit, the Medium Sized roc fits. This is way you want the Rod/Reduce!
Hydraulic push moves the target 5'. If that 5' puts them in one of my pits, they get no save. No save, CMB for spell is Caster Level + Cha Mod. Everyone knows why the first two, so I will forgo.
Level 1 Oracle Spells:
Honestly, only taking one level of Oracle, so these will never scale. Protection from Evil saves me buying the Wand, and CLW does largely the same, and is automatic for Positive Energy. I could select Negative Energy to get ILW, but then I would need to wade into combat. No thanks. Finally, bless is a nice simple burst buff everyone likes to round out the level 1 spells.
Guidance, Create Water, Stabilize, and Mending. Basically the ones not available as Cantrips and that are not already SLAs from Gnome Race.
Level 2 Spells:
Create Pit. This is lovely with Hydraulic Push because "Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect."
Glitterdust. I am still bummed by the save a round, but . . . great alternative to See Invisible, and it works for everyone at once.
Mirror Image. I hate getting hit. This makes me harder to hit.
Lip Stitch. I love my caster, but I hate the enemy casters.
Level 3 Spells:
Ok, quick break here to go over some numbers that are important in selecting level 3 spells. Normally, at the top of this list, I would have Stinking Cloud. However, Stunned and Unconsious are better debuffs. This spell level comes at level 7 for this build, due to the oracle level. Assuming 5 PP per level of PFS play +1 because people just miss a PP now and then, you should have 7*5=36 PP by now. You can buy magic items that cost up to 23,000 gp. By now, you should have: Haversack, and a +4 charisma headband. If you don't, you should have a wand of Eagle's Splendor at the very least.
(20 Base Charisma, +1 at level 4, +4 from headband/wand = 25, +7 Mod)
Creatures with 9 HD or less count as 2HD for Color Spray. It is short range, and it is time to be moving away from short range, but none the less, your Color Spray is still providing the beat down we all know and love. So:
Summon Monster III. This is where the power of Summon Monster starts to glimmer, SM V it shines.
Haste: Everyone expects your sorcerer to be a Haste vending machine. You will feel the hate if you don't know how to cast this.
Dispel Magic: You need this for counter spells, and the zillion annoying spell effects you will come across.
Hydraulic Torrent: As Hydraulic Push above, but this one has no size restriction! Go ahead and bull rush that giant!
Stinking Cloud after you know the above spells.
Level 4 Spells:
You should have your metamagic rod of extend by now, so for lower level selections, make sure to include Mage Armor and Enlarge Person.
Black Tentacles, Acid Pit. Ruin some people's day. Remember to use Hydraulics in conjunction with pit.
Level 5 Spells:
Summon Monster V. Duh.
No, this is not an exhaustive list, just the cherry picked spells. Sadly page of spell knowledge cost a lot more than pearls of power. Nonetheless, they are worth buying to accelerate the learning of some key spells, like grease for the people down in the pit.
At level 12, there should be:
9 known 0 level; 5 level 1; 5 level 2; 4 level 3; 3 level 4; and 2 level 5 spells known. If you get the +6 Cha Headband, you can cast infinite level 0, 9 level 1, 8 level 2, 8 level 3, 8 level 4, and 6 level 5 spells/day. In addition, due to heighten spell, you can push the level of the low level gems up a notch or three as needed.
Curse = Lame, Mystery = Heavens, Revelation = Awesome Display
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion).
Note: At level 9, you get the level 5 advancement for lame (1 level oracle + 8 one half levels towards the curse for the levels of Sorcerer.
Since I will be on a mount 90% of my time, It doesn't bother me too much to be a little slow.
Heavens: just for the sake of Awesome Display:
Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
You gain Armor proficiency, light, and shield proficiency.
Mithril bucklers and light shields (including light quickdraw) are both 0% Arcane Spell Failure and both are also very light!
War Pajamas (aka Silken Ceremonial Armor) are only 30gp, and offer +1 AC. Not much, but it beats 0. Mathematically, +1 is infinite times better than 0!
You get 1PP for completing a mission, and an additional 1 if you succeed in your Faction mission. At level 12, you will have 11*3*2 PP (you don’t get PP for getting from level 0 to level 1) 66PP if you successfully completed every single task without fail (not really doable, but what the heck, 66 it is)
Lets assume you are perfect, and take a stab at some estimates:
Level 1 Missions (3) average Gold: 525 ish. 2PP each means at level 2 you have 1575 GP and 6 PP.
Level 2 Missions (3) average gold: 525 ish 2pp each means you now have 3050gp and 12 PP
Level 3 Missions (3) Average Gold (Assuming move up to tier 4-5) about 1750gp 4250 gp/level 6PP/level. So you are at 18 PP and 7300gp.
Stop and count the stuff! You will probably buy a belt or headband. That is 4000 coins. Add in a Haversack for 2000, and you have spent 6000 of your gold, leaving 1300 gp. Probably (99%) spent at a minimum, 2PP on a wand of CLW, and probably 2-3 others for 4-6 PP. PP down to 10.
Level 4 ... See how this works? You have finite resources in PFS. You can’t just go out and look for something to mine, sell your services for quick coin. At retirement, you will have amassed about 120,000 coins.
Roc. Just does not get any better for this build, but lets pick it apart and see why:
1) with a 12 Str, it can carry 43 lbs or less.
2) Gnome + Gear = 42.92 lbs.
3) Roc can be flying mount from level 1 on!
Unfortunately, the roc cannot carry the wight of Rider + Saddle + Gear until:
(At level 3, the weight of all my items drops to 5, and stays there. . . more or less. Hurray for haversacks!)
Moving on. The Roc needs to be able to carry about 32 Gnome+36 Saddle+10 Misc.= ~78 lbs. while at light load. (17 Str, or 12 Str Large Size)
Level 1:
Size Medium; AC 19 (+4 Dex, +5 natural armor); 9 hp (2d8) (4.5+4.5 -1 -1 +3)
Saves: Fort: 2; Ref: 7; Will: 1
Speed 20 ft., fly 80 ft.;
Attack 2 talons +2 (1d4+1), +2 bite (1d6+1);
Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Combat Riding, Attack Any Target, Toughness
Level 2: Same as Level 1, no Boon Companion Feat yet.
Size Medium; AC 19 (+4 Dex, +5 natural armor); 9 hp (2d8) (4.5+4.5 -1 -1 +3)
Saves: Fort: 2; Ref: 7; Will: 1
Speed 20 ft., fly 80 ft.;
Attack 2 talons +2 (1d4+1), +2 bite (1d6+1);
Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Combat Riding, Attack Any Target, Toughness
Level 3:
Size Medium; AC 22 (+5 Dex, +7 natural armor); 13 hp (3d8) (3(4.5) +3(-1) +3(1))
Saves: Fort: 2; Ref: 8; Will: 2
Speed 20 ft., fly 80 ft.;
Attack 2 talons +3 (1d4+1), +3 bite (1d6+1);
Ability Scores Str 13, Dex 20, Con 9, Int 2, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes
Level 4:
Size Medium; AC 22 (+5 Dex, +7 natural armor); 18 hp (4d8) (4(4.5) +4(-1) +4(1))
Saves: Fort: 3; Ref: 9; Will: 2
Speed 20 ft., fly 80 ft.;
Attack 2 talons +4 (1d4+1), +4 bite (1d6+1);
Ability Scores Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Attack Any Target, Toughness, Combat Reflexes Ability Score Increase (Int)
Level 5:
Size Medium; AC 22 (+5 Dex, +7 natural armor); 22 hp (5d8) (5(4.5) +5(-1) +5(1))
Saves: Fort: 3; Ref: 9; Will: 2
Speed 20 ft., fly 80 ft.;
Attack 2 talons +4 (1d4+1), +4 bite (1d6+1);
Ability Scores Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+5)
Level 6:
Size Medium; AC 24 (+5 Dex, +9 natural armor); 27 hp (6d8) (6(4.5) +6(-1) +6(1))
Saves: Fort: 4; Ref: 10; Will: 3
Speed 20 ft., fly 80 ft.;
Attack 2 talons +6 (1d4+2), +6 bite (1d6+2);
Ability Scores Str 14, Dex 21, Con 9, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+6), Devotion
7th-Level Advancement
Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +4.
Level 7:
Size Large; AC 26 (+4 Dex, +12 natural armor); 39 hp (6d8) (6(4.5) +6(+1) +6(1))
Saves: Fort: 6; Ref: 9; Will: 3
Speed 20 ft., fly 80 ft.;
Attack 2 talons +10 (1d4+6) + Grab, +10 bite (1d6+6);
Ability Scores Str 22, Dex 19, Con 13, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+6), Devotion, Grab
Level 8:
Size Large; AC 26 (+4 Dex, +12 natural armor); 45 hp (7d8) (7(4.5) +7(+1) +7(1))
Saves: Fort: 6; Ref: 9; Will: 3
Speed 20 ft., fly 80 ft.;
Attack 2 talons +11 (1d4+6) + Grab, +11 bite (1d6+6);
Ability Scores Str 22, Dex 19, Con 13, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+7), Devotion, Grab, Power Attack
Level 9:
Size Large; AC 29 (+5 Dex, +14 natural armor); 60 hp (8d8) (8(4.5) +8(+1) +8(2))
Saves: Fort: 8; Ref: 11; Will: 3
Speed 20 ft., fly 80 ft.;
Attack 2 talons +12 (1d4+6) + Grab, +12 bite (1d6+6);
Ability Scores Str 23, Dex 20, Con 14, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+8), Devotion, Grab, Power Attack, Ability Score Increase (Con), Multi Attack,
Level 10:
Size Large; AC 29 (+5 Dex, +14 natural armor); 67 hp (9d8) (9(4.5) +9(+1) +9(2))
Saves: Fort: 8; Ref: 11; Will: 4
Speed 20 ft., fly 80 ft.;
Attack 2 talons +12 (1d4+6) + Grab, +12 bite (1d6+6);
Ability Scores Str 23, Dex 20, Con 14, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+8), Devotion, Grab, Power Attack, Ability Score Increase (Con), Multi Attack,
Level 11:
Size Large; AC 29 (+5 Dex, +14 natural armor); 67 hp (9d8) (9(4.5) +9(+1) +9(2))
Saves: Fort: 8; Ref: 11; Will: 4
Speed 20 ft., fly 80 ft.;
Attack 2 talons +12 (1d4+6) + Grab, +12 bite (1d6+6);
Ability Scores Str 23, Dex 20, Con 14, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+9), Devotion, Grab, Power Attack, Ability Score Increase (Con), Multi Attack,
Level 12:
Size Large; AC 31 (+5 Dex, +14 natural armor); 75 hp (10d8) (10(4.5) +10(+1) +10(2))
Saves: Fort: 9; Ref: 12; Will: 4
Speed 20 ft., fly 80 ft.;
Attack 2 talons +14 (1d4+7) + Grab, +14 bite (1d6+7);
Ability Scores Str 24, Dex 21, Con 14, Int 3, Wis 13, Cha 11;
Special Qualities low-light vision, Link, Share Spells, Evasion, Combat Riding, Attack Any Target, Toughness, Combat Reflexes, Ability Score Increase (Int), Godless Healing (1d8+10), Devotion, Grab, Power Attack, Ability Score Increase (Con), Multi Attack,
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier;
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait;
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses;
Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred; and access to:
Effortless Trickery
Your natural knack for illusion allows you to maintain at least one illusion spell with little effort.
Prerequisite: Gnome.
Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity; and
Animal Friend (Gnome)
You’ve long been a friend to many among Katapesh’s animal life, and feel safer when there are animals nearby.
Benefit You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Savannah Child
You were born and raised among rolling savannahs. You spent many of your youth exploring these vast reaches, and know much of the savannah’s secrets.
Pick one of the following skills: Handle Animal, Knowledge (nature), or Ride.
Benefit You gain a +1 trait bonus on that skill, and it is always a class skill for you.
| Douglas Muir 406 |
Are you okay with being ganked on skills? 8 Int and gnome = 1 skill rank/level. Even if you sprinkle ranks around, you're going to have weak Perception and get no benefits from any of the skill-based Gnome racial attributes. You can crank up your roc's Perception, but that's going to have limited use when you're crawling through the dungeon or having tea with the Grand Duke.
Also, 5 Str? Most DMs tend to go easy on encumbrance because keeping track of it is a bit of a PITA, but 5 Str is really asking for encumbrance trouble. Your move is already a horrible 15' (20' gnome -5' for lame curse), and whenever you carry more than 16 pounds you become medium-encumbered and your speed drops to 10'. Early in your career, you'll want to stick close to a high-Str type who can literally pick you up and run with you if things turn terribly pear-shaped. And a Handy Haversack is going to be a must-have item ASAP.
Doug M.
| Douglas Muir 406 |
Also^2, you need at least one anti-grapple spell or item. Small-sized arcane spellcasters are everyone's favorite grapple target, and you're really particularly vulnerable. At 10th level your base CMD will be -- wait for it -- 12. That means that ANYTHING can grapple you, and be reasonably sure of keeping that grapple forever. Your slow speed means you can't run away. And once you're grappled, you got nothin' -- all spells with somatic components are shut down. Dimension Door (verbal only! poof, the ogre is grappling air!) becomes a very, very high priority, but you won't have access to it until 9th level. You'll have to come up with clever ways to avoid or escape grapples until then.
Normally the low-level go-to spell for this is Liberating Command, but here your lack of skill ranks is going to sting -- getting 2x your level on a free Escape Artist check isn't going to help much if Escape Artist is not a class skill and you have no ranks in it anyway.
Doug M.
| Remy Balster |
Are you okay with being ganked on skills? 8 Int and gnome = 1 skill rank/level. Even if you sprinkle ranks around, you're going to have weak Perception and get no benefits from any of the skill-based Gnome racial attributes. You can crank up your roc's Perception, but that's going to have limited use when you're crawling through the dungeon or having tea with the Grand Duke.
Also, 5 Str? Most DMs tend to go easy on encumbrance because keeping track of it is a bit of a PITA, but 5 Str is really asking for encumbrance trouble. Your move is already a horrible 15' (20' gnome -5' for lame curse), and whenever you carry more than 16 pounds you become medium-encumbered and your speed drops to 10'. Early in your career, you'll want to stick close to a high-Str type who can literally pick you up and run with you if things turn terribly pear-shaped. And a Handy Haversack is going to be a must-have item ASAP.
Doug M.
Lame curse ain't so lame now, huh?
"Your speed is never reduced due to encumbrance."
| andreww |
Also^2, you need at least one anti-grapple spell or item. Small-sized arcane spellcasters are everyone's favorite grapple target, and you're really particularly vulnerable. At 10th level your base CMD will be -- wait for it -- 12. That means that ANYTHING can grapple you, and be reasonably sure of keeping that grapple forever. Your slow speed means you can't run away. And once you're grappled, you got nothin' -- all spells with somatic components are shut down. Dimension Door (verbal only! poof, the ogre is grappling air!) becomes a very, very high priority, but you won't have access to it until 9th level. You'll have to come up with clever ways to avoid or escape grapples until then.
Normally the low-level go-to spell for this is Liberating Command, but here your lack of skill ranks is going to sting -- getting 2x your level on a free Escape Artist check isn't going to help much if Escape Artist is not a class skill and you have no ranks in it anyway.
Doug M.
Liberating Command doesn't do anything for the caster as you cant take advantage of casting on yourself. Its an immediate action to cast and then an immediate action to make the check so you cant do it.
For sorcerers the best low level any grapple item is probably a potion of gaseous form. At mid level then being flying/invisible/mirror imaged or using emergency force sphere are better options. A pair of lightning leap boots might be a good idea as well for emergencies. At high levels the ring of freedom of movement makes the issue irrelevant.