what do you think of my Prodigy? (multi-classed multi-style skirmisher)


Advice


Saren
Azata-Blooded Aasimar (Musetouched) Fighter (Two-Handed Fighter) 4 Ranger 8
NG Medium Outsider (native)
Init +6; Senses Perception +11
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Defense
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AC 26, touch 15, flat-footed 23 (+8 armor, +3 shield, +3 Dex, +2 deflection)
hp 108 (12d10+32)
Fort +15 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +15, Will +6; +1
trait bonus against enchantment spells and spell-like abilities
DR 2/—; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Greatsword of Viscious Thunder +12/+7/+2 (2d6+20+2d6 (& 1d6 to wielder)/17-20/x2+1d8
sonic+deafened)
Ranged Darksbane (Str +5) +19/+19/+14/+9 (1d8+7+2d6 vs. Evil/x3)
Special Attacks favored enemies (evil outsiders +2, human +4), overhand chop, shattering strike +1
Spell-Like Abilities Glitterdust (1/day)
Ranger Spells Prepared (CL 5):
2 (1/day) Bear's Endurance
1 (2/day) Lead Blades, Gravity Bow
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Statistics
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Str 21, Dex 22, Con 14, Int 11, Wis 13, Cha 9
Base Atk +12; CMB +15 (+16 Sundering); CMD 32 (33 vs. Sunder)
Feats Endurance, Improved Critical (Greatsword), Manyshot, Opening Volley, Point Blank Shot, Power
Attack -4/+8, Precise Shot, Quick Draw, Rapid Shot, Vital Strike, Weapon Focus (Greatsword), Weapon
Focus (Longbow)
Traits Loyalty, Resilient
Skills Acrobatics +3 (-1 jump), Bluff -1 (+3 vs. human, +1 vs. evil outsiders), Climb +14, Craft (leather)
+9, Diplomacy +5, Escape Artist +3, Fly +3, Handle Animal +6, Intimidate +4, Knowledge (dungeoneering)
+6 (+10 vs. human, +8 vs. evil outsiders), Knowledge (nature) +6 (+10 vs. human, +8 vs. evil outsiders),
Perception +11 (+15 vs. human, +13 vs. evil outsiders, +15 while in forest terrain, +13 while in
underground terrain), Ride +8, Sense Motive +1 (+5 vs. human, +3 vs. evil outsiders), Spellcraft +6,
Stealth +12 (+16 while in forest terrain, +14 while in underground terrain), Survival +10 (+14 vs. human,
+12 vs. evil outsiders, +14 while in forest terrain, +12 while in underground terrain, +14 to track), Swim +7
(+11 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ animal companion link, clangorous (dc 13), combat styles (archery), favored terrains (forest +4,
underground +2), hunter's bonds (animal companion, wolf), share spells with companion, swift tracker,
thundering (dc 14), track, wild empathy, woodland stride
Other Gear +2 Adamantine Agile breastplate, +2 Clangorous Buckler, Darksbane (Str +5), Greatsword of
Viscious Thunder, Belt of physical might (Dex & Con +2), Cloak of resistance +2, Handy haversack
(empty), Headband of inspired wisdom +2, Ioun stone (pale blue rhomboid), Ring of protection +2, 695 GP
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TRACKED RESOURCES
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Glitterdust (1/day) (Sp) - 0/1
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Special Abilities, Feats, and Gear-abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Clangorous (DC 13) When hit can activate for thunderstone effect, or sound burst if critically hit (Fort
part).
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity
attacks.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Human +4) (Ex) +4 to rolls vs Favored Enemy (Human).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Loyalty +1 to save vs. enchantment spells and spell-like abilities.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as
touch spells.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Thundering (DC 14) On a critical hit, foe is permanently deafened (Fort neg).
Track +4 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


The basic idea is to have my bow in hand (as part of flavor text it's my father's bow, a previous character) and suddenly we're attacked or are otherwise put into combat. whatever. she shoots a full round with the bow and deals quite a good amount of damage for a bow, then pulls our her Greatsword and charges like a maniac, Vital Strikes, hulk smash happens, pray's for a critical. on a non crit her vital strike will do 4d6 (weapon damage) + 30 (20 static damage +10 for overhand chop) 4d6 (vicious/vital) and returns 1d6 to you. on a crit... well... greatsword is x2 so 4d6x2 + 30x2 + 4d6 +1d8 (thundering) is a total of 12d6+1d8+60 and a chance of being Deafened. Id say that's a pretty good round, and its all at +18 to hit. in two rounds thats a combined potential damage of 5d8+24d6+84, if everything goes perfectly.


my bad, vital strike doesnt increase vicious, so its only 22d6. oh no!


Not really optimized but the flavour is quiet cool!

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