| Byrdology |
| 1 person marked this as a favorite. |
I want your biggest, baddest, nastiest divine themed builds. For sake of standardization, assume PFS legal. I want to populate a temple that has a twist.
In my setting, all the faiths comprise a council of sorts. There are good, neutral and evil deities in this council who convene and make sure that a balance is maintained between faiths and their operatives. Individual agents are sanctioned, and if an agent goes rogue, then the council appoints a team to retrieve/ neutralize them. Druids have their own council, but do have emissaries that act as liaisons between the two councils and vice versa.
The pcs are about to do alot of work in and out of the council hall, and I am looking for champions, leaders, laymen, and agents to populate it. It doesn't need to be deity specific because my gods are not your gods. Let her rip and let's have fun!
EldonG
|
I want your biggest, baddest, nastiest divine themed builds. For sake of standardization, assume PFS legal. I want to populate a temple that has a twist.
In my setting, all the faiths comprise a council of sorts. There are good, neutral and evil deities in this council who convene and make sure that a balance is maintained between faiths and their operatives. Individual agents are sanctioned, and if an agent goes rogue, then the council appoints a team to retrieve/ neutralize them. Druids have their own council, but do have emissaries that act as liaisons between the two councils and vice versa.
The pcs are about to do alot of work in and out of the council hall, and I am looking for champions, leaders, laymen, and agents to populate it. It doesn't need to be deity specific because my gods are not your gods. Let her rip and let's have fun!
What level? I've been fiddling with inquisitors, of late...any alignment, I assume?
EldonG
|
Any lvl/ alignment up to lvl 12-15. No guns though, sorry.
The temple is like a shopping mall, with major deities having "stores" and minor deities having "kiosks" like shrines. There are three wings for good/neutral/evil pantheons and a central hub that has common area and the council hall.
Wealth level as per NPC? Heroic?
| Byrdology |
Use the wbl table, but being conservative doesn't hurt... If the pcs get into a fight here its game over. Even if they win, they will have every church and half their deities personal servants after them. Killing a sanctioned member of any faith is a great risk.
Holy wars and crusades marked the last great era, the covenant of the faiths and founding of the council was one of the turning points that started this era.
EldonG
|
Use the wbl table, but being conservative doesn't hurt... If the pcs get into a fight here its game over. Even if they win, they will have every church and half their deities personal servants after them. Killing a sanctioned member of any faith is a great risk.
Holy wars and crusades marked the last great era, the covenant of the faiths and founding of the council was one of the turning points that started this era.
I'm working on a dwarven inquisitor of a LN god...the inquisitor is a bit of a sadist, and LE...though Cha is dwarf avg, intimidate is through the roof. :p
...you did say holy terrors. ;)
EldonG
|
Dorstain the Harsh Male Dwarf Inquisitor14
LE Medium Humanoid (Dwarf)
Init +6; Senses Darkvision 60 ft.;
Languages Common, Dwarven, Orc AC 30, touch 14, flat-footed 29; You can choose to take a -3 penalty on melee attack rolls and combat maneuver checks to gain a +3 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
(+1 Dex, +3 natural, +3 deflection, +8 Adamantine Breastplate +2 (Fortification (Moderate)/Armor Spikes), +5 Heavy Shield)
hp 151 (14 HD); DR 2/-
Fort +14, Ref +5, Will +14 Speed 20 ft. (4 squares)
Melee Warhammer +3 (Adamantine) +18/+13 (1d8+8/x3) or
Melee Dagger +1 (Adamantine) +16/+11 (1d4+6/19-20) or
Ranged Crossbow +1 (Light) +12/+7 (1d8+1/19-20) or Dagger +1 (Adamantine/Thrown) +12/+7 (1d4+6/19-20)
Base Atk +10; CMB +15 ; CMD +29
Atk Options You can choose to take a -3 penalty on melee attack rolls and combat maneuver checks to gain a +3 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn., You can choose to take a -3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Inquisitor Spells Known (CL 14th)
5th (3/day)—Castigate, Mass (DC 20), Dispel Chaos (DC 20), Unwilling Shield (DC 20)
4th (5/day)—Death Ward, Discern Lies (DC 19), Divination, Stoneskin
3rd (5/day)—Deeper Darkness, Dispel Magic, Fester (DC 18), Magic Circle against Chaos, Seek Thoughts (DC 18)
2nd (6/day)—Castigate (DC 17), Confess (DC 17), Cure Moderate Wounds, Perceive Cues, Silence (DC 17), Zone of Truth (DC 17)
1st (7/day)—Alarm, Comprehend Languages, Detect Chaos, Divine Favor, Doom (DC 16), Protection from Chaos
0th (0/day)—Create Water Abilities STR 20, DEX 12, CON 20, INT 14, WIS 20, CHA 8
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Bloody Assault, Breadth of Experience, Combat Expertise, Enforcer, Intimidating Prowess, Lookout, Outflank, Paired Opportunists, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Intimidate), Swap Places
Skills Appraise (Precious metals and gemstones) +4, Bluff +16, Heal +12, Intimidate +34, Knowledge (Dungeoneering) +9, Knowledge (Dungeoneering/ID monster) +14, Knowledge (Engineering) +6, Knowledge (History) +6, Knowledge (Nobility) +6, Knowledge (Planes) +9, Knowledge (Planes/ID monster) +14, Knowledge (Religion) +21, Knowledge (Religion/ID monster) +26, Perception +22, Perception (Notice unusual stonework) +24, Sense Motive +29, Stealth +14, Survival +22, Survival (Follow or identify tracks) +29
Possessions Amulet of Natural Armor +3, Headband of Inspired Wisdom +4, Ring of Protection +3, Warhammer +3 (Adamantine), Adamantine Breastplate +2 (Fortification (Moderate)/Armor Spikes), Belt of Physical Might (STR/CON) +4, Shield +3 (Heavy/Steel), Bolts, Crossbow (10)(2), Metamagic Rod of Lesser Disruptive, Crossbow +1 (Light), Dagger +1 (Adamantine)
That's some serious possessions...I used the PC WBL table...he's easy enough to reduce a bit, if you like.
Terror enough? :)
| Lemmy |
Just because this guy could make a awesome villain!
Human (Shoanti) Antipaladin 4 Barbarian (Invulnerable Rager) 10
CE Medium Humanoid (human)
Init +4; Senses Perception +16
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 24 (+12 armor, +2 Dex, +1 natural, +1 deflection)
hp 135 (10d12+4d10+43)
Fort +22, Ref +14, Will +15; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 10/lethal, 5/—; Immune disease; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 Silversheen Falchion +22/+17/+12 (2d4+10/18-20/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +17/+12/+7 (1d8+6/x3)
Special Attacks rage (25 rounds/day), rage powers (beast totem +3 ac, beast totem, greater, beast totem, lesser, spell sunder, strength surge +10 [1/rage], superstition +7, witch hunter [+3]), smite good (2/day)
Spell-Like Abilities Detect Good (At will)
Antipaladin Spells Prepared (CL 1):
1 (2/day) Litany of Sloth (x2)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 10, Wis 8, Cha 20
Base Atk +14; CMB +19; CMD 32
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Dreadful Carnage, Extra Rage Power, Extra Rage Power, Furious Focus, Power Attack -4/+8, Raging Vitality
Traits Indomitable Faith, Reactionary
Skills Acrobatics -1, Bluff +22, Climb +2, Escape Artist -1, Fly -1, Intimidate +22, Knowledge (Religion) +13, Perception +16, Ride -1, Sense Motive +12, Stealth -1, Swim +2
Languages Common, Shoanti
SQ antipaladin channel negative energy 2d6 (3/day) (d, aura of cowardice, aura of evil, channel negative energy, cruelties (fatigued [dc 17]), fast movement +10, touch of corruption (2d6) (7/day), unholy resilience
Other Gear +3 Mithral Full plate, +1 Adaptive Composite longbow (Str +4), +3 Silversheen Falchion, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +1, 875 GP
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 2d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cruelty (Fatigued) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Disease You are immune to diseases.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Smite Good (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Strength Surge +10 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Touch of Corruption (2d6) (7/day) (Su) You can inflict 2d6 damage, 7/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.
Even more so if he's RAGING!
Human (Shoanti) Antipaladin 4 Barbarian (Invulnerable Rager) 10
CE Medium Humanoid (human)
Init +4; Senses Perception +16
--------------------
Defense
--------------------
AC 27, touch 11, flat-footed 25 (+12 armor, +2 Dex, +4 natural, +1 deflection)
hp 177 (10d12+4d10+85)
Fort +25, Ref +14, Will +17; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 10/lethal, 5/—; Immune disease; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 Silversheen Falchion +24/+19/+14 (2d4+13/18-20/x2) and
. . Claw x2 (Beast Totem, Lesser) +21 x2 (1d8+7/x3)
Ranged +1 Adaptive Composite longbow (Str +4) +17/+12/+7 (1d8+8/x3)
Special Attacks pounce, rage (25 rounds/day), rage powers (beast totem +3 ac, beast totem, greater, beast totem, lesser, spell sunder, strength surge +10 [1/rage], superstition +7, witch hunter [+3]), smite good (2/day)
Spell-Like Abilities Detect Good (At will)
Antipaladin Spells Prepared (CL 1):
1 (2/day) Litany of Sloth (x2)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 22, Int 10, Wis 8, Cha 20
Base Atk +14; CMB +21; CMD 32
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Dreadful Carnage, Extra Rage Power, Extra Rage Power, Furious Focus, Power Attack -4/+8, Raging Vitality
Traits Indomitable Faith, Reactionary
Skills Acrobatics -1, Bluff +22, Climb +4, Escape Artist -1, Fly -1, Intimidate +22, Knowledge (Religion) +13, Perception +16, Ride -1, Sense Motive +12, Stealth -1, Swim +4
Languages Common, Shoanti
SQ antipaladin channel negative energy 2d6 (3/day) (d, aura of cowardice, aura of evil, channel negative energy, cruelties (fatigued [dc 17]), fast movement +10, touch of corruption (2d6) (7/day), unholy resilience
Other Gear +3 Mithral Full plate, +1 Adaptive Composite longbow (Str +4), +3 Silversheen Falchion, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +1, 875 GP
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 2d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cruelty (Fatigued) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Disease You are immune to diseases.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Smite Good (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Strength Surge +10 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Touch of Corruption (2d6) (7/day) (Su) You can inflict 2d6 damage, 7/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.
Especially against Good aligned heroes...
Human (Shoanti) Antipaladin 4 Barbarian (Invulnerable Rager) 10
CE Medium Humanoid (human)
Init +4; Senses Perception +16
--------------------
Defense
--------------------
AC 32, touch 16, flat-footed 30 (+12 armor, +2 Dex, +4 natural, +6 deflection)
hp 177 (10d12+4d10+85)
Fort +25, Ref +14, Will +17; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 10/lethal, 5/—; Immune disease; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 Silversheen Falchion +29/+24/+19 (2d4+17/18-20/x2) and
. . Claw x2 (Beast Totem, Lesser) +26 x2 (1d8+11/x3)
Ranged +1 Adaptive Composite longbow (Str +4) +22/+17/+12 (1d8+12/x3)
Special Attacks pounce, rage (25 rounds/day), rage powers (beast totem +3 ac, beast totem, greater, beast totem, lesser, spell sunder, strength surge +10 [1/rage], superstition +7, witch hunter [+3]), smite good (2/day)
Spell-Like Abilities Detect Good (At will)
Antipaladin Spells Prepared (CL 1):
1 (2/day) Litany of Sloth (x2)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 22, Int 10, Wis 8, Cha 20
Base Atk +14; CMB +21; CMD 37
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Dreadful Carnage, Extra Rage Power, Extra Rage Power, Furious Focus, Power Attack -4/+8, Raging Vitality
Traits Indomitable Faith, Reactionary
Skills Acrobatics -1, Bluff +22, Climb +4, Escape Artist -1, Fly -1, Intimidate +22, Knowledge (Religion) +13, Perception +16, Ride -1, Sense Motive +12, Stealth -1, Swim +4
Languages Common, Shoanti
SQ antipaladin channel negative energy 2d6 (3/day) (d, aura of cowardice, aura of evil, channel negative energy, cruelties (fatigued [dc 17]), fast movement +10, touch of corruption (2d6) (7/day), unholy resilience
Other Gear +3 Mithral Full plate, +1 Adaptive Composite longbow (Str +4), +3 Silversheen Falchion, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +1, 875 GP
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 2d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cruelty (Fatigued) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Disease You are immune to diseases.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Smite Good (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Strength Surge +10 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Touch of Corruption (2d6) (7/day) (Su) You can inflict 2d6 damage, 7/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.
Fast Movement, Pounce, Spell Sunder, DR, Saves, Unholy Aura, Plague Bearer, Smite Good,... Intimidates the crap out of whoever manages to survive his attack... (Even Paladins)
Who says martial character can't make good BBEGs... (And I didn't even take Improved Critical for that Falchion!)
Also, I didn't think much about his items, so I just bought obvious stuff... There are many ways to make him even more badass buy optimizing his arsenal (a Furious weapon would be a good start)
EldonG
|
I just got an idea for a cleric 6/ ninja 6. Sun domain gives me cleric lvl to dmg when channeling vs undead, and he will use channel smite + SA to bring the pain... Maybe even use alignment channel to get all the other evil baddies. Think it will work?
Sun domain rocks. I'll be using it on a new character. :)
| GM Arkwright |
Echo, prophet of the equine race, and his rider Andivus.
Nature Mystery, get the Mount revelation
Dual-cursed with Blindness and Deafness
Feats: Huntmaster, Celestial Servant
Favored Class bonus goes into raising the level of the mount.
Idea is to buff the horse to the point where it's the smartest fellow in the room.
| Byrdology |
Here is my big bad.
Str: 16 (+2)
Dex: 7
Con: 14
Int: 12
Wis: 10
Cha: 15 (+1 @ 4, 8, &12)
Feats:
1) paladin- power attack weapon focus: greatsword
2) oracle-
3) pal- ?
4) pal-
5) pal- alignment channel
6) HV-
7) HV- skill focus: sense motive
8) HV-
9) HV- extra channel
10) HV- channel smite
EldonG
|
Male Human cleric 5 / monk 7
LG medium humanoid (human)
Init +2; Senses Perception +11,
Languages Common
AC 29, touch 25, flat-footed 26
hp 76 (12HD)
Fort +12, Ref +10, Will +18, +2 vs. enchantment spells and effects
Defensive Abilities Evasion, Resistant Touch (10/day), Still Mind,
Immunities Disease,
Speed 50 ft. (10 squares), Fast Movement, High Jump, Slow Fall
Melee flurry of blows +10/+10/+5 (2d6+2)
Face 5 ft. Reach 5 ft.
Base Atk +8; CMB +12 (+14 disarm) (+16 grapple); CMD 39 (41 vs disarm) (41 vs grapple)
Atk Options Blind-Fight, Improved Disarm, Improved Grapple, Stunning Fist, Ki Pool,
Special Actions Flurry of Blows,
Prepared Spells Prepared Spell List
Cleric (CL 5th):
3rd - daylight , magic circle against evil (DC 20) , protection from energy (DC 20) , wind wall
2nd - bear's endurance (DC 19) , bull's strength (DC 19) , calm emotions (DC 19) , hold person (DC 19) , *shield other (DC 19)
1st - divine favor (2) (DC ) , protection from evil (DC 18) , sanctuary (DC 18) , shield of faith (2) (DC 18)
0th - guidance (DC 17) , purify food and drink (DC 17) , resistance (DC 17) , stabilize (DC 17)
*: Domain spell.
Deity None; Domains Home Subdomain, Protection, Abilities Str 14, Dex 14, Con 12, Int 8, Wis 25, Cha 10
Special Qualities AC Bonus, Bonus Feat, Calming Touch (10/day), Fast Movement, High Jump, Maneuver Training, Orisons, Purity of Body, Skilled, Slow Fall, Spontaneous Casting, Touch of Serenity, Wholeness of Body,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Defensive Combat Training, Dodge, Greater Grapple, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Mobility, Scorpion Style, Shield Proficiency, Simple Weapon Proficiency, Stunning Fist, Touch of Serenity, Vital Strike
Skills Acrobatics +17, Acrobatics (Jump) +32, Appraise -1, Climb +2, Craft (Untrained) -1, Escape Artist +2, Fly +2, Heal +12, Knowledge (Local) +10, Knowledge (Religion) +14, Perception +11, Ride +2, Sense Motive +7, Stealth +2, Survival +7, Swim +2,
Possessions headband of inspired wisdom +4; necklass of ki serenity; bracers of armor +4; ring of protection +2; robe, monk's; slippers of spider climbing; flurry of blows; AC Bonus (Ex) When unarmored and unencumbered, you add +7 to your AC and your CMD. In addition, you gain a +3 bonus to AC and CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Bonus Feat Humans select one extra feat at 1st level.
Calming Touch (Sp) You can touch a creature as a standard action to heal it of 1d6+5 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 10 times per day.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast Movement (Ex) Your gain a +20 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
High Jump (Ex) You can adds +7 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.
Immunity to Disease (Ex) You are never subject to disease effects.
Ki Pool (Su) You have a pool of 12 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki strike allows your unarmed attacks to be treated as magic and lawful weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.
Maneuver Training (Ex) A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Monk Bonus Feat
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Purity of Body (Ex) You are immune to all diseases, including supernatural and magical diseases.
Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +2 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 10 times per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Slow Fall (Ex) If you are within arm's reach of a wall, you can use it to slow your descent. You takes damage as if the fall were 30 feet shorter than it actually is.
Spontaneous Casting
Still Mind (Ex) You gain a +2 bonus on saving throws against enchantment spells and effects.
Touch of Serenity (Su) At 1st level, a monk of the lotus gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies. This ability replaces Stunning Fist.
Wholeness of Body (Su) You can heal your own wounds as a standard action. You can heal 7 hit points of damage by using 2 points from your ki pool.
Prator Matorious is a weathered, older looking gentleman that wears what appear to be basic friar's robes. He's an extreme man of peace, and refuses to cause harm unless it's unavoidable...demons would be one of those situations. He's a follower of a protective god of the hearth, and though it's hard to get him to speak, when he does, his words are carefully measured, and very wise.
He trained with an order of peaceful monks some time ago...which nobody really knows about...and absolutely nobody knows his capabilities.
Edit - went with a more complete format.
| Byrdology |
I think this sort of thing could work between all the lawful gods, but not so much on the others. And even then I feel like it only works if their is some outside force that requires them to unite against. As a general rule good wants to eliminate evil, and evil wants to eliminate good.
Great point, there are in fact secret cults, cabals, and black ops of even sanctioned religions. The council just makes sure that religious world wars, doomsday rituals, and the like are contained. A council sanction can be as much of a hindrance as it is a boon in some circumstances (as the players have found out).
| Byrdology |
@ Eldon: it's perfect! Flavor over optimization is perfect for this! I need a couple mid to low lvl builds too. Lvl 15 is social epic ness in my game. 15-20 is the realm of legends for the whole era.
@ Conundrum: I'd be lying if I said that it wasn't a main inspiration for me... Wizards also have a council, but mostly neutral practitioners. The clerical council often targets wizards who have gone too far, but everything has a balance.
There are alot of politics and factions in my game. And while there is only as much intrigue as my players can stand, there is always something bubbling under the surface. Remember, this is only one small aspect of the entire campaign that the pcs are just now getting into.
| Byrdology |
Str: 11
Dex: 16 (+2)
Con: 12
Int: 10
Wis: 14
Cha: 12
Feats:
1) weapon finesse, skill focus: diplomacy
2) rapid shot
3) dervish dance
4)
5) deadly aim
6) many shot
Cale acts as the emissary and liaison between the Druids court, and the council of the faiths. He is a patient and friendly sort of man, and a shrewd negotiator and judge of character.
His pet wolf, Shyera, is a very playful sort, and loves the attention of several halfling and Dwarven clerics. but she is very wary of overtly pious individuals, and has a tendency to let off a low growl when people make long-winded speeches.
Brad McDowell
|
Dip a level of Unarmed Fighter and 2 levels of Master of Many Styles Monk. Cleric the rest.
He fights using a 9 section whip and the Crane Style feat chain. Flavor as mortification of the flesh (self torture).
Maybe a neutral version of Zon Kuthon.
Also, Byrd...if Torvald is a HV, is he doing greatsword and buckler at the same time?
| Byrdology |
I need a bit of racial diversity. Lvl 5-8 representatives for the elf, gnome, halfling, and Dwarven pantheons. Maybe a team of invertigators with mixed alignments, and a couple bounty hunters. Quirks are great, flavor is optimal here.
I have plenty of rogue clerics and cultist, but maybe a mole or double agent or two. Loving what I have so far!
EldonG
|
Nebuchadrezzar Aravaoshtra
NE medium humanoid (dhampir, dhampir)
Init +3; Senses Darkvision (60 ft.), Low-light, Perception +12,
Languages Common, Daemon, Shadowtongue
AC 13, touch 13, flat-footed 10
hp 45 (13HD)
Fort +7, Ref +7, Will +15, (+2 vs. disesae and mind-affecting effects)
Defensive Abilities Negative Energy Affinity, Resist Level Drain,
Weaknesses Light Sensitivity,
Speed 30 ft. (6 squares)
Ranged crossbow +2 (light) +12/+7 (1d8+2/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +7; CMB +6; CMD 19
Special Actions Channel Negative Energy (2d6, DC 17, 9/day),
Known Sorcerer Spells (CL 10th):
5th (4/day) - dominate person (DC 21)
4th (6/day) - animate dead , crushing despair (DC 20)
3rd (7/day) - magic circle against good (DC 19) , suggestion (DC 19) , vampiric touch
2nd (8/day) - false life (DC ) , ghoul touch (DC 20) , levitate , spectral hand
1st (8/day) - floating disk , hypnotism (DC 17) , mage armor (DC 17) , protection from good (DC 17) , sculpt corpse (DC 19) , unseen servant , identify
0th (at will) - acid splash , daze (DC 16) , detect magic , mage hand , message , ray of frost , read magic (DC ) , resistance (DC 16) , touch of fatigue (DC 18)
Prepared Spells Prepared Spell List
Cleric (CL 9th):
5th - command (greater) (DC 20) , slay living (DC 22)
4th - arcane eye , death ward (DC 21) , spell immunity (DC 19) , summon monster iv
3rd - animate dead , deeper darkness , dispel magic , meld into stone (DC ) , speak with dead (DC 20)
2nd - aid , death knell (DC 19) , resist energy (DC 17) , silence
*: Domain spell.
Deity None; Domains Arcane Subdomain, Undead Subdomain,
Innate Spell-Like Abilities: detect undead ( 3/day) Abilities Str 8, Dex 16, Con 8, Int 14, Wis 20, Cha 22
Special Qualities Arcane Beacon, Arcane Bloodline, Arcane Bond, Bloodline Arcana, Cantrips, Combined Spells, Death's Kiss, Familiar, Light Sensitivity, Manipulative, Metamagic Adept, Orisons, Spontaneous Casting, Undead Resistance,
Feats Alertness, Armor Proficiency, Light, Armor Proficiency, Medium, Command Undead, Eschew Materials, Gifted Mesmerist (Suggestion), Graverisen, Greater Spell Focus (Necromancy), Minor Spell Expertise: Inflict Light Wounds, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spell Focus (Necromancy)
Skills Acrobatics +3, Appraise +2, Bluff +8, Climb -1, Craft (Untrained) +2, Diplomacy +6, Disguise +6, Escape Artist +3, Fly +3, Heal +5, Intimidate +6, Knowledge (Arcana) +18, Knowledge (History) +13, Knowledge (Religion) +15, Perception +12, Perform (Untrained) +6, Ride +3, Sense Motive +13, Spellcraft +15, Stealth +3, Survival +5, Swim -1, Use Magic Device +18,
Possessions headband of mental prowess (wis/cha) +4; staff of swarming insects; wand of command undead; wand of darkvision; wand of desecrate; wand of entangle; Crossbow +2 (Light) ; Arcane Beacon (Su) As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability 8 times per day.
Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 2d6 points of negative energy damage to living creatures or to heal undead creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 17 Will save to halve the damage. You can use this abilty 9 times per day.
Combined Spells (Su) You can prepare and cast spells from one of your spellcasting classes using the available slots from any of your other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. You can prepare spells up to level 0 from one of your spellcasting classes using the slots one level higher of the other spellcasting class. The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast.
Death's Kiss (Su) You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for 1 rounds. It does not apply to the Turn Undead or Command Undead feats. You can use this ability 8 times per day.
Dhampir Spell-Like Ability (Sp) A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Manipulative +2 racial bonus on Bluff and Perception
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.
Negative Energy Affinity (Ex) The creature is alive, but reacts to positive and negative energy as if it were undead - positive energy harms it, negative energy heals it.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resist Level Drain (Ex) A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
He's not very powerful at all. He's actually pretty sickly. Tends to dress in silks, tending toward elaborate patterns and drab colors. A very quiet individual, though he's somewhat specialized as a necromancer, he's also something of an enchanter, and he has a lot of telekinetic powers...magic runs strong in his veins, and where he's lived all of his life is drenched in necromantic magic...so much so that he's died before...and keeps coming back...
EldonG
|
Well...that worked. At any rate, he's a lot more flavor than power. He has a familiar...not sure what kind, yet...
I picture him in a very desecrated area...where undead come and go regularly. He's trying to learn how to become a lich. For some reason, though nobody really likes him...he's too creepy...people always do things for him.
| TGMaxMaxer |
Dwarf Monk(2 or 4)/Inq 5 of a lawful neutral god of death.
More of an enforcer type for those who would call the dead back through the veil.
Use Guided on either bodywraps or an AoMF for wis to hit/damage.
-----------------
Inq/rogue for the bounty hunter, probably thug for the intimidate angle, and the deception subdomain for the teleport on a miss.
-----------------
Gnome cleric/sorc with the illusion/trickery domain focus and the trait/feat to make all illusions have substance, all of a sudden your ghost sound is an actual flanking partner for your inq/rog buddy seen above.
| Byrdology |
Dynon Everlund ranger1/ cleric 11 LN
Str: 17 (7pts), +1 @ 4, +2 belt = 20
Dex: 12 (2pts), +2 belt = 14
Con: 14 (5pts), +2 belt = 16
Int: 7 (+4 pts), = 7
Wis: 14 (5pts), +1 @ 8, 12 = 16
Cha: 14 (5pts), = 14
1) cleric- selective channel, versatile channeler
2) ranger- favored enemy (undead)
3) cleric- power attack
4) cleric
5) cleric- channel smite
6) cleric
7) cleric- alignment channel
8) holy vindicator
9) holy vindicator- imp channel
10)holy vindicator
11) holy vindicator- extra channel
12) holy vindicator
knowledge: religion = 7 ranks -2 (ability) +3 (class skill) = 8
Knowledge: planes = 7 ranks -2 (ability) +3 (class skill) = 8
Survival = 6 ranks +3 (ability) +3 (class skill) = 12
Perception = 6 ranks +3 (ability) +3 (class skill) = 12
Dynon is a tracker and enforcer for the council. As a decorated veteran of several campaigns, he is well traveled and well respected in many lands. His position and noteriety gains him access to almost any resource he needs to accomplish his missions in almost any law abiding realm.
*Edit: I think this may be my next PFS character...*
| Story Archer |
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I want your biggest, baddest, nastiest divine themed builds. For sake of standardization, assume PFS legal. I want to populate a temple that has a twist.
In my setting, all the faiths comprise a council of sorts. There are good, neutral and evil deities in this council who convene and make sure that a balance is maintained between faiths and their operatives. Individual agents are sanctioned, and if an agent goes rogue, then the council appoints a team to retrieve/ neutralize them. Druids have their own council, but do have emissaries that act as liaisons between the two councils and vice versa.
The pcs are about to do alot of work in and out of the council hall, and I am looking for champions, leaders, laymen, and agents to populate it. It doesn't need to be deity specific because my gods are not your gods. Let her rip and let's have fun!
I have two divine themed builds that I absolutely love.
This first is a Tiefling Paladin with a one level dip in Oracle first. His backstory is that he is the child of an Aasimar woman who was seduced by an Incubus in the hopes of producing a unique offspring. She learned of his true identity and fled, eventually finding sanctuary in in a remote Dwarven temple to Torag. There she hid until she gave birth though the ordeal was too much for her - before she died she begged the dwarves to raise him and protect him from the predations of his father who was no doubt even now searching for them both. Against their better judgement the dwarves did exactly that, raising him and educating him on matters of faith and good and evil outsiders though his true parentage was hidden from him. When he grew strong enough, they also put him to work at the forge that he might channel his destructive impulses into acts of creation instead. He thrived under their tutelage and learned to somewhat control the tempest within him.
One day the temple was discovered by agents of the Incubus and attacked while Ashur (the PC) and one of the dwarves were away. They returned to find the temple in ruins and several dretches still urking amongst the corpses - the two were able to drive the fiends out but not until his dwarven mentor recieved a fatal wound. As he lay dieing he told Ashur all that was known about his parentage and the circumstances of his birth. The youth buried him and those of his friends and teachers who remained in accordance with Torag's rites and then left the temple behind, devoting himself to the dwarven god and to vengeance on his sire and all fiends who infested this world.
Character build:
Tiefling 1st level Oracle (Lore, Legalistic) / 19th level Paladin of Torag (Oath of Vengeance, Oath against Fiends)
Demon-blooded, Favored class option for Paladins, Fiendish Sprinter, Clawed, Prehensile Tail
Attributes: (20 point buy)
STR - 16 (+2 racial bonus)
DEX - 10
CON - 12
INT - 12 (-2 racial penalty)
WIS - 7 (+1 at 20th level)
CHA - 16 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th level)
Racial Abilities:
Cold Resistance: 5, Electricity Resistance: 5, Fire Resistance: 5
+10 movement when running, charging or withdrawing
Darkvision 60'
Claws (Primary natural attacks 1d4/1d4)
Prehensile Tail (retrieve items as a swift action)
Traits:
Suicidal (make yourself the target of an attack directed against an adjacent creature as an immediate action 1/day)
Purity of Faith (+1 Will saves, +1 saves vs. spells and effects originating from evil outsiders)
Feats:
1st - Fey Foundling (re-flavored as Mother's Blessing)
3rd - Power Attack
5th - Extra Lay on Hands
7th - Extra Lay on Hands
9th - Extra Lay on Hands
11th - Skill Focus: Survival
13th - Eldritch Heritage (Orc Bloodline - Touch of Rage)
15th - Improved Eldritch Heritage (Orc Bloodline - Strength of the Beast)
17th - Greater Eldritch Heritage (Orc Bloodline - Power of Giants)
19th - Extra Lay on Hands or Quicken SLA for Touch of Rage/Power of Giants
Mystery: Lore
Sidestep Secret (replace Dexterity with Charisma for purposes of AC and Reflex saves)
Curse: Legalistic
Become sickened for 24 hours if word is broken, gain +4 morale bonus to 1 roll/day when keeping word
Skills:
Craft: Blacksmith* 1
Linguistics (Dwarven) 1
Knowledge: Religion* 1
Knowledge: Planes* 1
Knowledge: Dungeoneering* 2
Knowledge: History* 3
Knowledge: Nature* 4
Knowledge: Arcana* 5
Diplomacy * 6-20
Survival 2-20
Languages:
Common, Dwarven, Abyssal
The character plays as a front-line fighter and penultimate tank, making good use of his Lay on Hands to fuel any number of abilities. All of the Eldritch Heritage feats have been re-flavored to reflect his split heritage as has Fey Foundling. Out of combat he has a surprising store of knowledge on a variety of subjects, gleaned from years of study under his dwarven tutors. His 1st level Oracle spells are Know the Enemy and Protection vs. Evil.
The other is a Dwarven Evangelist who is quite insane. He began as a miner who devled too deeply and was captured by agents of the abominations below, subected to terrible tortures before managing to escape... and escape he did, fleeing the deepest depths where he had been taken ever toward the surface, hoping for the sanity, the safety he might find there. When he emerged it was on a clear winter night and the first vision he had of the surface world was that of an infinite night sky... the very place his tormentors had come from all around him, everywhere, forever. It broke part of his mind and convinced him of the futility of life, of the certainty that the power and madness of the Old Ones beyond the tapestry would overcome all. He has devoted himself to stave off that inevitable destruction but deep down he knows we are all doomed.
Technically he is a Cleric of Azathoth, but in reality he is more of a resigned herald, preaching the inevitable end of all things to madness. His actions are that of defiance, his words of doom and his mind unbalanced enough that the two are not in conflict. He is a neutral character who believes all are doomed anyway, which makes it very easy for him to sacrifice one life or a thousand if it means (in his mind) staving off oblivion for one more day. He does not strive for a balance of chaos and law or good and evil but rather remains convinced of the futility of devotion to one extreme or another, convinced of a common enemy that threatens us all.
Character build:
Dwarven 20th level Evangelist (Madness Domain)
Dwarven favored class option, Craftsman, Deep Warrior, Minesight
Attributes:(20 point build)
STR - 10
DEX - 14
CON - 14 (+2 racial modifier)
INT - 12
WIS - 16 (+2 racial modifier, +1 at 4th, 8th, 12th, 16th & 20th)
CHA - 8 (-2 racial modifier)
Traits:
Glory of Old (+1 saves vs. Spells, Spell-like Abilities & Poison)
Militant Merchant (+1 Perception, Perception is class skill)
Feats:
1st - Lingering Performance
3rd - Spell Focus: Enchantment
5th - Spell Focus: Necromancy
7th - Improved Initiative
9th - Spell Penetration
11th - Discordant Voice
13th - Quicken Spell
15th - Greater Spell Penetration
17th - Reach Spell
19th - Healer's Touch
Skills:
Profession: Stonemason* 1/1st level
Perform: Oratory* 1/2nd - 11th level
Knowledge: Planes* 1/ 12th - 20th level
Perception* 1/level
Sense Motive* 1/level
He plays as a non-combatant but a very potent buffer, de-buffer and face. Visions of Madness is one of the best buffs and de-buffs in the game and his dwarven heritage allows him to use the ability almost at will.