| Arizhel |
So we rented Rapunzel, and I was smitten by the concept. So I designed Rapunzel.
The full statblock is in the Spoiler, below.
So short version.
Human White Haired Witch. Feats are Extra Traits and Tribal Scars (Night Hunt)
Traits are: Rough and Ready: Craft (Tinker) Tinker is a maker of pots and pans to use a frying pan as a weapon with a +1 Trait Bonus
Humble Beginnings, so always considered to have the Catch off Guard feat when wielding her frying pan.
Magical Lineage* (Shocking Grasp)
Observant (Grand Lodge) Perception becomes a class skill
Although Cha is typically a "dump stat" for witch, I just can't do it with this one...
Unsure on Magical Lineage. This will be a go to if I branch to Hexcrafter Magus at level 2 or 3. The deciding factor is:
Is a Frying pan considered a weapon for application of the various Arcane Pool abilities for a Magus?
Is a Frying pan considered enough of a weapon to qualify for weapon enchantments?
This is intended for PFS play, though it will be a tertiary character at best due to potential problems based on the interactions of the frying pan.
Lastly: under the trait, Humble Beginnings, it lays out that a frying pan (or any of the other options) are 1d4 blunt weapons. Would there be any way (hopefully without too much craziness) to qualify a frying pan as a Light Weapon? I want to finesse the pan!) No big deal on that point really.
Rapunzel
Human (Jadwiga) Witch (White Haired Witch) 1
CN Medium Humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (1d6+7)
Fort +1, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Hair (White Haired Witch) +4 (1d4+4/x2)
Special Attacks white hair (grab)
Witch (White Haired Witch) Spells Prepared (CL 1):
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 13, Int 19, Wis 8, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Additional Traits, Tribal Scars (Night Hunt)
Traits Humble Beginnings (Varisia) (Frying Pan), Magical Lineage (Shocking Grasp), Observant (Perception), Rough and Ready (-Choose-)
Skills Craft (Tinker) +6, Fly +7, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +6, Spellcraft +8, Survival +1
Languages Aquan, Auran, Common, Ignan, Terran
SQ +2 bonus on cmb checks to start and maintain a gra, empathic link with familiar, patron spells (trickery), share spells with familiar
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Humble Beginnings (Varisia) (Frying Pan) No penalty for using selected item as improvised weapon.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
--------------------
Arcane Familiar
Crab, King
CN Tiny Magical Beast ((vermin), aquatic)
Init +2; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4 (1d8+1)
Fort +3, Ref +2, Will +2
Weakness water dependency
--------------------
Offense
--------------------
Speed 30 ft., swimming (20 feet)
Melee Claw x2 (Crab, King) +0 x2 (1d2-2/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB +0; CMD 8 (16 vs. Trip)
Feats
Skills Climb +2, Fly +7, Perception +1, Spellcraft +1, Stealth +10, Swim +10
Languages
SQ improved evasion
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Swimming (20 feet) You have a Swim speed.
Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.
| rangerjeff |
Hee hee. And (what have you done to my brain) I gave it further thought, and decided like you that while a cast (cold) iron frying pan would be heavy (and bludgeoning), a tin (or mithral) skillet would be light, perhaps even flat and with a sharp edge, for slashing 1d4. If you're a tinker, make it how you want, right?