Nanomd |
Howdy yall. Nanomd here. I've got a bit of a brain tickler for everyone to parse through. If you've seen the anime "Fullmetal Alchemest: Brotherhood" or have read the manga "Fullmetal Alchemist", then you are familiar with the Sins. The 8 homunculi are Wrath, Pride, Lust, Sloth, Envy, Gluttony, Greed, and Father (Also known as The Dwarf in the Flask). Well, I've been meaning to build these characters for PFS, and have a few of them nailed down already in a way I think works wonderfully. I've got Colonel Roy Mustang down pat as well.
STR 7
DEX 13
CON 12
INT 20
WIS 7
CHA 14
I fully understand that one level of sorcerer means that charisma of 14 does me almost nothing. However, with Daibolist being keyed off of charisma, I figured being able to deal half damage on my fireballs on anything (Due to channel hellfire) 3 times a day, as opposed to once with a 10 charisma, is worth it.
Traits: Wayan Spellhunter and Magical Lineage (Both on fireball)
1st level: Crossblooded Tattooed Sorcerer 1 (Gold Draconic & Orc)
-Varisian tattoo (Evocation)- From sorcerer level
-Elemental Focus (Fire)
2nd Level: Thassilonian Wrath Spellbinder wizard 1
-Spell Focus (Evocation)- from Wizard 1st
3rd Level: Thassilonian Wrath Spellbinder wizard 2
-Greater Spell Focus (Evocation)
4th Level: Thassilonian Wrath Spellbinder wizard 3
5th level: Thassilonian Wrath Spellbinder wizard 4
-Spell Specialization (Fireball)
6th Level: Thassilonian Wrath Spellbinder Wizard 5
-Empower Spell- From wizard 5th
7th level: Diabolist 1
-Spell penetration
8th level: Diabolist 2
9th level: Thassilonian Wrath Spellbinder Wizard 6
-Greater Spell Penetration
10th level: Thassilonian Wrath Spellbinder wizard 7
11th level: Thassilonian Wrath Spellbinder wizard 8
-Greater Elemental Focus (fire)
12th level: Thassilonian wrath spellbinder wizard 9
STR 7
DEX 16
CON 16
INT 20
WIS 7
CHA 5
Traits: Twilight Zeal and Magical Lineage (Shocking Grasp)
1st Level: Kensai Magus 1
-Exotic Weapon Proficiency (Dueling Sword)
-Weapon Focus (Dueling Sword)
-Weapon Finesse
2nd Level: Kensai Magus 2
3rd Level: Kensai Magus 3
-Dazzling Display
-Spell Shield Magus Arcana
4th Level: Kensai Magus 4
5th Level: Kensai Magus 5
-Arcane Stirke
-Combat Reflexes
6th Level: Aldori Swordlord 1
-Dueling Mastery
7th Level: Kensai Magus 6
-Intensified Spell
-Arcane Accuracy
8th level: Kensai Magus 7
9th Level: Kensai Magus 8
-Step Up
10th Level: Kensai Magus 9
11th Level: Kensai Magus 10
-Following Step
12th Level: Kensai Magus 11
-Step up and Strike
I have Pride built (Tiefling warrior 1/ Wizard (Shadow illusionist) 5/Hellknight Signifer 6), as well as Lust (Elf Fighter 1 / Spire Defender Magus 11 focusing on whip), and Sloth (Half-Orc Rage Prophet -- 'nough said). I will post those builds in the morning, but in the meantime, I'd like some advice for Gluttony, Greed, Envy, and Father. I do know I want Father to be a summoner (And for him to be the ONLY summoner out of the eight), but aside from that I don't have much to go on. Greed could be a monk of many styles using crane, turtle, and snake (Just an idea, one I'm not too crazy over). Base these concepts around the abilities seen in the show and the manga that the homunculi have, and lets see what madness can be done!
Detect Magic |
I fail to see why one would restrict such an interesting experiment with the limitations of PFS...
Heh, yea. At the very least, the homunculi are advanced humans (as per the template), with regeneration 5, immortality (as per the wizard discovery), plus at least one unique ability (Envy would have at will polymorph, for example, whereas Greed would have at will iron body). Changing their type to "Aberration" might be justified, as well.
Nanomd |
Sorry this one took so long to post, but here it is. Had to rework a bunch of stuff. This one is one of my favorites, and is all bits of exciting. When you reach level 11, provided you buy a +4 int handband, you should have 143 skill points. So that's something.
STR 10
DEX 12
CON 12
INT 20
WIS 7
CHA 13
Traits: Magical Knack (Witch) and Kuthite Caster
1st level: Wizard (Shadow subschool) 1
-Spell Focus (Illusion)
-Evolved Familiar (Skilled Evolution)
-Tenebrous Spell
2nd level: Witch 1 (Shadow patron)
-Misfortune hex
3rd level: Witch 2
-Cackle Hex
-Umbral spell
4th level: Witch 3
5th level: Fighter 1
-Arcane Armor Training
-Shadow Grasp
6th Level: Hellknight Signifer 1 (spell progression going to witch)
7th level: Hellknight Signifer 2
-Shadow Gambit
-Arcane Armor Mastery
8th level: Hellknight Signifer 3
9th level: Witch 4
-slumber hex
-Improved Familiar
10th level: Witch 5
11th Level: Witch 6
-Spell Penetration
-Flight Hex
When shown at 11th level, the stats will look like this
Human Wizard 1/ Witch 6 / Fighter 1 / Hellknight Signifer 3
LN Medium Humanoid (human)
Init +2; Senses Perception +9, empathic link with familiar
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DEFENSES
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AC 26, touch 14, Flat-Footed 24 (+11 Armor, +2 Dex, +1 Natural, +2 Deflect)
HP 79 (7d6+3d8+1d10+22)
Fort +10, Red +8, Will +10
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OFFENSIVE
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Speed 20 Ft
Melee Mwk Ranseur +8 (2d4+1/x3, reach) OR Mwk Longsword +8 (1d8+1/19-20)
Ranged Mwk Composite Longbow(+1) +9 (1d8+1/x3)
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SATISTICS
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Str 12, Dex 14, Con 14, Int 26, Wis 7, Cha 13
Base Atk 6; CMB +7; CMD 21
Feats Spell Focus (Illusion), Evolved Familiar (Skilled Evolution), Tenebrous Spell, Umbral Spell, Arcane Armor Training, Shadow Grasp, Shadow Gambit, Arcane Armor Mastery, Improved Familiar, Spell Penetration
Skills Bluff +5, Climb +5, Craft(Alchemy) +22, Diplomacy +15, Disable Device +3, Escape Artist +3, Fly +16, Handel Animal +5, Heal +2, Intimidate +15, Knowledge (Arcana) +22 (Dungeoneering) +12 (Engineering) +12 (Geography) +12 (History) +12 (Local) +22 (Nature) +12 (Nobility) +12 (Planes) +22 (Religion) +15, Linguistics +22, Perception +9, Ride +6, Sense Motive +2, Sleight of Hand +3, Spellcraft +22, Stealth +3, Survival +2, Swim +5, Use Magic Device +15
Languages Common, Hallit, Osiriani, Shadowtongue, Shoanti, Skald, Tien, Vudrani, Ancient Osiriani, Azlanti, Thassilonian, Abyssal (From a boon), Aklo, Aquan, Auran, Celestial, Draconic, Dwarven (From a boon), Elven, Ignan, Inferanl (From a boon), Terran, Undercommon
Combat Gear Oil of Bless Weapon, Potion of Invisibility, Potion of Fly Other Gear Ring of Deflection +2, Amulet of Natural Armor +1, +2 Mithral Hellknight Plate, Belt of Physical Perfection +2, Cloak of Resistance +3, Headband of Vast Intelligence +4, Mwk Ranseur, Mwk Longsword, Mwk Composite Longbow(+1) with 10 silver arrows, 10 Cold Iron arrows, 10 Adamantite Arrows, 20 Regular arrows, Metamagic Rod of Echoing Spell
I didn't write down the spell list because I honestly don't know it yet. He is a shadow withc, so he'll have darkness and deeper darkness. his familiar will be an imp once he gets to high enough level, which will allow him to bypass the whole "I can't see in deeper darkness" thing, because the imp can. The imp will be invisible almost all of the time outside of combat. 12th level will probably be a level of Diabolist, so he can get an imp Animal Companion with more "nifty stuff" than his familiar has. And that way the familiar can stay invisible and out of combat more often.
EDIT: I know this may not look like Pride the Arrogant on the surface, but I'm thinking of the version of him when he was inside Alphonse, using him like a puppet. Shadows that leaked out of the armor and could slice and dice anything, and then retreated back inside once he chose. Something more like this than this. Also, the ranseur is the closest thing to the spears that Edward and Alphonse love to create. And if I'm remembering correctly, Alphonse has made a sword before to fight with. No, I can't justify the bow --shrugs-- I'd also be grabbing a rod of something or other at some point, in addition to the Echoing rod.