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Let's say you get to make a PFS character and you can play anything you want: no race, class, archetype, or alignment restrictions. Let's also say, for the sake of argument, that you will also have the time to actually play said character and you won't be yelled at by other players or GMs no matter what.
What kind of character would you play?
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Rusty Ironpants wrote:Don't know that 100%.... as far as I can remember.TOZ wrote:Aroden.But you would be dead already! :)
They left a little wiggle room but none of his clerics have been granted spells in over 100 years and his churches are all being turned into Opera Houses and Embassies and whatnot.
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Vampire Hunter D - Dhamphir Undead Scourge Paladin
Here he is at Seeker
LG Medium Humanoid (dhampir)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +2
Aura aura of life
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Defense
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AC 24, touch 15, flat-footed 19 (+9 armor, +5 Dex)
hp 112 (12d10+36)
Fort +16, Ref +16, Will +15; +2 trait bonus vs. undead's spells or spell-like abilities, +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Immune disease, fear; Resist undead resistance
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee +3 Bane (Undead) Scimitar +17/+12/+7 (1d6+16+2d6 vs. Undead/15-20/x2)
Special Attacks smite evil (4/day), undead annihilation (dc 23)
Spell-Like Abilities Detect Evil (At will), Detect Undead (3/day)
Paladin (Undead Scourge) Spells Prepared (CL 9):
3 (3/day) Ghostbane Dirge, Mass (DC 20), Remove Blindness/Deafness, Prayer
2 (4/day) Blessing of Courage and Life (DC 19), Weapon of Awe (DC 19), Inheritor's Smite, Litany of Righteousness
1 (4/day) Divine Favor, Ghostbane Dirge (DC 18), Grace, Hero's Defiance
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Statistics
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Str 10, Dex 20, Con 12, Int 12, Wis 10, Cha 24
Base Atk +12; CMB +12; CMD 27
Feats Dervish Dance, Improved Critical (Scimitar), Piranha Strike -4/+8, Toughness +12, Weapon Finesse, Weapon Focus (Scimitar)
Traits Enemy of the Undead (Geb), Fast-Talker
Skills Acrobatics +4, Bluff +28, Diplomacy +17, Disguise +10, Escape Artist +4, Fly +4, Intimidate +10, Knowledge (religion) +14, Perception +2, Perform (dance) +12, Ride +4, Sense Motive +11, Stealth +4, Swim -1; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Necril
SQ aura of courage, aura of good, bane (undead), divine bonds (weapon [2/day]), lay on hands (6d6) (13/day), mercies (mercy [fatigued], mercy [paralyzed], mercy [shaken], mercy [sickened]), paladin channel positive energy 6d6 (6/day) (dc 23, resist level drain
Other Gear +3 Mithral Agile breastplate, +3 Bane (Undead) Scimitar, Amulet of channeled life, Belt of incredible dexterity +2, Circlet of persuasion, Headband of alluring charisma +6, 150 GP
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Special Abilities
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Amulet of channeled life Gain half the healing amount from positive energy as temporary hit points for 10 minutes.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Life -4 (10' radius) (Su) Undead in range don't heal from channeled negative energy and take -4 to save vs. positive channeled energy.
Bane (Undead) +2 & +2d6 damage vs chosen type
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3) (12 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Enemy of the Undead (Geb) +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6) (13/day) (Su) You can heal 6d6 damage, 13/day
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Paladin Channel Positive Energy 6d6 (6/day) (DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Evil (4/day) (Su) +7 to hit, +12 to damage, +7 deflection bonus to AC when used.
Undead Annihilation (DC 23) (Su) Undead hit by this attack must save or be destroyed.
Undead Resistance +2 save vs. disease, mind affecting effects.
I know there is a Vampire Hunter Archetype, but I like Paladins better.
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Half Elven Vanguard.
More Paizo related... I'd say a kayal lore warden 2 rogue 4 shadowdancer X. I've a concept I'm hoping to do if they're ever opened up.
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A psychic warrior from Psionics Unleashed (Dreamscarred Press) that focuses on archery and grabs feats in the Psionic Shot line compounded with Pathfinder's ridiculous archery line.
I've owned this book since it was published, and have yet to use it :(
Or, if I had to stick to strictly Paizo products, the Siege Mage from Ultimate Combat. Use the Shrink Item spell and carry a bunch of ballistas and trebuchets in my Handy Haversack. It'd be fun, I think.
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A ratfolk gulch gunner who is boisterous, rash, and loves having gobs and gobs of money and treasure--her favorite method of combat would be tumbling/leaping through battles to deftly dodge people then shoot them in the face. Also incredibly aquaphobic and refuses to go anywhere near any body of water more than ankle deep unless absolutely necessary, and then will probably try to find some way to jump across or some other way to go through without actually entering it (wanna pump that Acrobatics skill).
It'd also be neat to play a summoner who had Reduce Person cast on their eidolon nearly all the time and kept the eidolon in her backpack, and when fights began it would spring out, she'd enlarge it, then go to town. Also she and her eidolon would argue. A lot.