| tieflingwizard |
Hello. I am creating a tiefling wizard for any possible Shattered Star campaigns that I join. I would like some advice on my choices. Tell me what you think. I'm looking for the following:
1) Class - Good choice? Is the Thassiloinian Specialist worth it?
2) Skills - What skills should I spend the rest of my skill points on?
3) Feats - I have some possible feats written down. Which ones on the list would you recommend? Which feats that I don't have written down would you recommend?
4) Prestige Class - Should I take one? If so, which one? I have some options written down.
5) Traits - Are these good traits? What traits would you recommend and which ones to replace?
6) Spells - I have not gotten to this part yet. So I'm looking for recommendations.
7) Background & Family - Opinions? Any changes?
8) Tiefling Variant Abilities - I have some ideas written down. Good choices? Are they replacing the right skills? Recommendations?
9) Other - Any other suggestions or recommendations?
Here is the build I have so far. It's a bit rough, but should be understandable.
Name: Dakamos Tarmikos
Gender: Male
Age: 25
Race: Tiefling (Varisian)
Height: 6 ft
Weight: 145 lbs
Alignment: N
Languages: Common, Draconic, Infernal, Dwarven, Elven, Gnome, Halfling, Thassiloinian, Azlanti, Giant
Racial Traits:
+2 Dexterity, +2 Intelligence, and -2 Charisma
Outsider (Native) type
Medium size (no bonuses or penalties)
Speed: 30 feet
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Fiendish Resistance: Cold Resistance 5, Electricity Resistance 5, and Fire Resistance 5
+2 racial bonus on Bluff and Stealth checks (hope to replace with variant ability 5)
Darkness 1/day as a spell-like ability. Caster level = tiefling’s class level. (hope to replace with variant ability 4)
Darkvision = can see perfectly in the dark for up to 60 feet
Prehensile Tail - Can use tail to retrieve small, stowed objects carried on their person as a swift action. Replaces fiendish sorcery.
Class: Conjurer (Thassilonian Magic Specialist [Sloth/Zeal]; Teleportation subschool; Prohibited Schools: Evocation and Illusion) (favored class: wizard, +1 skill point)
Deities: Nethys, Lissala and Peacock Spirit
Hit Points: 1d6+2
Ability Scores: (bonuses and penalties already applied)
STR: 13 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 20 (+5)
WIS: 16 (+3)
CHA: 11 (+0)
Level 4 Bonus: Intelligence
Level 8 Bonus: Intelligence
Level 12 Bonus: Intelligence
Level 16 Bonus: Intelligence
Level 20 Bonus: Intelligence
Skills: 5 skill points (used points for Knowledge (Arcana), Knowledge (History), and Linguistics)
Appraise
Craft (Calligraphy)
Craft (Clockwork)
Craft (Tattoo)
Fly
Knowledge (Arcana) +8
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (Geography)
Knowledge (History) +8
Knowledge (Local)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (Planes)
Knowledge (Religion)
Linguistics +8
Spellcraft
Feats:
Scribe Scroll (Automatic)
Spell Focus (Conjuration)
Future Feats:
3rd Level:
5th Level:
5th Level:
7th Level:
9th Level:
10th Level:
11th Level:
13th Level:
15th Level:
15th Level:
17th Level:
19th Level:
20th Level:
20th Level:
Feat Options:
Augment Summoning
Greater Spell Focus (Conjuration)
Superior Summoning
Improved Familiar
Craft Wondrous Item
Craft Magic Arms and Armor
Inscribe Magical Tattoo
Inscribe Rune
Varisian Tattoo (Conjuration)
Combat Casting
Extend Spell
Quicken Spell
Spell Penetration
Widen Spell
Defensive Combat Training
Craft Construct
Extra Traits (Magical Lineage & Loreseeker)
Eschew Materials
Skill Focus (Knowledge [planes])
Skill Focus (Knowledge [history])
Skill Focus (Knowledge [arcana])
Forge Ring
Craft Staff
Prestige Class Choices:
Loremaster
Tattooed Mystic
Cyphermage
Traits:
Monument Scholar (Campaign Trait): +1 to Knowledge (history) checks in Varisia. Increases to +2 bonus if check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus to any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.
Rich Parents: Starting gold increases to 900gp
Spells:
Family:
Malcolm Tarmikos (LN Human Fighter 6/Aristocrat 4)
Samantha Tarmikos (NG Human Aristocrat 9)
Sebastian Tarmikos (age: 28)(CN Human Aristocrat 2/Fighter 6/Duelist 1)
Baolo Tarmikos (age: 22) (CN Human Aristocrat 3/Rogue 2)
Belor Tarmikos (age: 22) (CN Human Aristocrat 3/Ranger 2)
Meilin Tarmikos (age 16) (NG Human Aristocrat 4)
Background:
Born to Malcolm and Samantha Tarmikos, Dakamos has had difficult relations with his family. Malcolm is the head of the newest family of nobles in Magnimar. About 3 years after the birth of their first child, Sebastian, Samantha became pregnant with Dakamos. However, the happy couple were shocked when their child was revealed to be a tiefling. Since then, Malcolm has gone out of his way to avoid and belittle Dakamos, considering him to be an embrassment and thinking that if Dakamos’s heritage was revealed to the public, it could ruin everything that he has worked to gain. This behavior has been passed to Sebastian and Dakamos’s twin brothers, Baolo and Belor (younger by three years). Samantha, however, loves her son and tries to give him everything he could ever need and want.
About 9 years after Dakamos’s birth, Malcolm and Samantha had a girl, Meilin. Meilin grew up to love her older brother, despite the attempts made by her other brothers. As she got older and Dakamos came back from the academies, showing her what he learned, she became interested in magic as well. She currently strives to be a great wizard like her brother, though she doesn’t know what school she wants to specialize in (or if she wants to specialize).
During his younger years, his mother would read him stories of Xin and the Thassilonian Empire. Through these stories, Dakamos became interested in Thassilon and magic in general. Samantha sent him to the Acadamae in Korvosa when he turned 12. This led Dakamos to develop an interest in Conjuration. However, 2 years later, Malcolm came to the Acadamae and took Dakamos back to the Tarmikos manor, berating Dakamos, saying that him learning magic is useless and insulting him, saying that he’s useless and wouldn’t amount to anything. When Dakamos turned 15, Samantha sent him to the Golemworks academy to learn even more, crafting golems in particular. However, Malcolm forced Dakamos to drop from the academy again.
Dakamos, who was fed up with being denied his freedom and the key to power and recognition, eventually ran away at 17 (with some money that his mother gave him), to gain experience in the field and to learn about the Thassilonian Empire firsthand. For the next 8 years, Dakamos travelled across Varisia. He established himself in various groups, including taking some jobs and research for the Order of Cyphers. He became considered an expert on Thassilonian lore.
While he was in the area that the former Thassilonian Realm of Haruka was located, Dakamos felt his Conjuration magic become stronger. He also heard the voice of Krune, the runelord of sloth, telling him to embrace sloth, asking why he should have to work for his goals, when he could get others to do the work for him. Dakamos, however, told Krune that if he wanted to reach his goals, then he should do the work himself and he should use his abilities to have others work with him. He decided to embrace sloth’s equivalent virtue: Zeal. For this zeal is what drives him to better himself on his magic and to expand his knowledge.
However, his need for recognition and self-worth led him to create what people could see as ludicrous or dark, malevolent goals for himself. For he wishes to obtain the power of a runelord and the sheer power of Xin himself.
While he was studying Thassilonian ruins near the city of Korvosa, he was approached by some members of the Pathfinder Lodge in Magnimar. They delivered Dakamos a letter from Sheila Heidmarch. She offered him the opportunity to join the Society, to have various resources at his disposal, and to continue his research into the Thassilonian Empire. His interest peaked, Dakamos agreed to join, accompanying the members to Magnimar.
Personality:
Dakamos is a smart man. He does come across as a bit arrogant, but he believes that due to his skill and knowledge, he has every right to be arrogant and prideful. He also comes across as a bit uninterested most of the time, showing the somewhat more bored, slothful side that his specialization relies on. He often spends his time writing his notes and research in his journals, even when traveling or in a conversation. When something interesting catches his eye (especially things related to magic, Thassilon, the runelords, or Xin), he displays the virtue of conjuration in spades, furiously writing notes, research, and observations in his journals and books or immediately moving to the object or location in question to try and get a better look.
Appearance: (often hides head in deep hood of robes)
Arms: 6 inch boney barbs coming out of elbows
Build: Very tall and a little gaunt
Ears: Pointed
Eyes: Glow with an eerie yellow light
Hair: Dark Blue, Long, slicked back, reaches shoulder blades
Horns: Ram-like, Light black in color
Tail: Fiendish
Skin: White with a reddish tint to it
Teeth: Fanged