AsmodeusUltima
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Greetings. I like to think I have a decent grasp on the rules of the game, but sometimes find myself falling into the trap of trying to adhere too closely to the concept in my head and forgetting that I need to actually make the character mechanically viable. With that in mind, I have several concepts that have been running around in my head, some for my personal PFS use, some for use as NPCs in a future KM campaign I will be running, and, if I like them enough, perhaps even both for a lucky few. That, dear reader, is where you come in: I know everyone is probably quite busy with the ACG playtest, but if anyone happens to be bored and wants to take a few minutes to peruse and critique the builds, I would be most appreciative.
I ask that everyone remain calm and respectful at all times. It is, after all, a game, and something that we do, in theory, to relax and enjoy ourselves. I would also appreciate it if comments remain focused on constructive criticism and advice about the viability of the builds as presented; I am rather attached to the concepts, it is the simple mechanics that I am asking for opinions on. E.g. please no "Ugh, never play a *race**class*, they suck, if you want *build* play this instead!" I appreciate your opinion, but if I wanted to play that instead then that is the character I would have built.
A few notes about what I will be presenting: I have eight characters that I have built at four points in their careers (levels 1, 6, 12, and 18). For ease of use everything is built PFS legal. Each character has attributes, skills, feats, traits, etc, but only minimum gear since a) I did not wish to go into quite that level of detail, and b) as mentioned before, not 100% which of these will be PFS PCs and which will be NPCs, so that is a huge difference in WBL. I am pretty set on the race/class combo of each character and the general concept represented by each, but would love to hear ideas pursuant to pretty much everything else, including non-Big Six (but still PFS legal) magic items, essential spells, neat tactics, etc. Please note that I am not looking to make super-optimized characters, but simply viable ones, and preferably ones that work well within the party dynamic. Thank you for your time.
tl;dr: Hey, here are some builds, please tell me how to make them not suck!
The Builds:
AsmodeusUltima
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Tiefling Witch
I wanted one of those heroes that is just a hair's breadth away from being a villain. I am partial to daemons, but decided to go with the generic tiefling because a penalty to Cha fit better and hurt the build less than a penalty to Wis. He speaks in a harsh rasp, remains cloaked, hooded, gloved, and masked (plague doctor's mask) at all times, and regularly refers to anyone who isn't a fellow super-genius as a simpleton.
"Death comes for all in its own time and in its own guise. For you, that time is now, and I am He."
I want this guy to be a primary debuffer, secondary battlefield control. Hexes and area effects for the mooks, higher level single-target SoS spells for the bosses.
Creon Daemonborn
Tiefling Witch 1
N Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +4
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Special Attacks hexes (slumber [dc 14])
Spell-Like Abilities
. . At will—deathwatch
Witch Spells Prepared (CL 1st; concentration +5):
1st (2/day)—ill omen, mage armor
0 (at will)—detect magic, read magic, message
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Statistics
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Str 9, Dex 14, Con 14, Int 19, Wis 14, Cha 5
Base Atk +0; CMB -1; CMD 11
Feats Accursed Hex
Traits reactionary, tomb raider
Skills Craft (alchemy) +8, Fly +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8, Perception +7, Spellcraft +8; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Vudrani
SQ alternate racial traits (soul seer, vestigial wings), arcane familiar (greensting scorpion named Atropos), patron spells (time)
Other Gear Silken ceremonial armor
Creon Daemonborn
Tiefling Witch 6
N Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 15, touch 12, flat-footed 13 (+1 armor, +2 Dex, +2 natural)
hp 44 (6d6+18)
Fort +4, Ref +4, Will +7
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Special Attacks hexes (cackle, flight, misfortune [dc 18], slumber [dc 18])
Spell-Like Abilities
. . At will—deathwatch, feather fall (self only) (DC 8)
. . 6 minutes/day—fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 6th; concentration +11):
3rd (3/day)—stinking cloud (DC 18), haste, bestow curse (DC 19)
2nd (4/day)—false life, silence (DC 17), blindness/deafness (DC 18), glitterdust (DC 17)
1st (5/day)—ill omen, reduce person (DC 16), mage armor, ray of enfeeblement (DC 17), compel hostility
0 (at will)—detect magic, read magic, dancing lights, message
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Statistics
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Str 9, Dex 14, Con 14, Int 20, Wis 14, Cha 5
Base Atk +3; CMB +2; CMD 14
Feats Accursed Hex, Armor of the Pit, Spell Focus (necromancy)
Traits reactionary, tomb raider
Skills Craft (alchemy) +14, Fly +6, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (nature) +14, Perception +12, Spellcraft +14, Swim +3, Use Magic Device +6; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Shadowtongue, Vudrani
SQ alternate racial traits (soul seer, vestigial wings), arcane familiar (greensting scorpion named Atropos), patron spells (time)
Other Gear Silken ceremonial armor
Creon Daemonborn
Tiefling Witch 12
N Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 15, touch 12, flat-footed 13 (+1 armor, +2 Dex, +2 natural)
hp 86 (12d6+36)
Fort +6, Ref +6, Will +10
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Special Attacks hexes (cackle, evil eye [dc 22], flight, ice tomb [dc 22], misfortune [dc 22], retribution [dc 22], slumber [dc 22])
Spell-Like Abilities
. . At will—deathwatch, feather fall (self only) (DC 8)
. . 12 minutes/day—fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 12th; concentration +18):
6th (3/day)—disintegrate (DC 22), greater dispel magic, dust form
5th (4/day)—suffocation (DC 23), teleport, cloudkill (DC 21), feeblemind (DC 21)
4th (4/day)—black tentacles, dimension door, enervation (x2)
3rd (5/day)—stinking cloud (DC 19), haste, dispel magic, bestow curse (DC 21), marionette possession (DC 21)
2nd (6/day)—false life, hold person (DC 18), silence (DC 18), blindness/deafness (x2) (DC 20), glitterdust (DC 18)
1st (6/day)—infernal healing, ill omen (x2), mage armor, ray of enfeeblement (DC 19), compel hostility
0 (at will)—detect magic, read magic, dancing lights, message
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Statistics
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Str 9, Dex 14, Con 14, Int 22, Wis 14, Cha 5
Base Atk +6; CMB +5; CMD 17
Feats Accursed Hex, Armor of the Pit, Greater Spell Focus (necromancy), Persistent Spell, Spell Focus (necromancy), Split Hex
Traits reactionary, tomb raider
Skills Craft (alchemy) +21, Fly +6, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (nature) +21, Knowledge (planes) +21, Perception +18, Spellcraft +21, Swim +3, Use Magic Device +12; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Shadowtongue, Varisian, Vudrani
SQ alternate racial traits (soul seer, vestigial wings), arcane familiar (greensting scorpion named Atropos), patron spells (time)
Other Gear Silken ceremonial armor
Creon Daemonborn
Tiefling Witch 18
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +24
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Defense
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AC 15, touch 12, flat-footed 13 (+1 armor, +2 Dex, +2 natural)
hp 128 (18d6+54)
Fort +8, Ref +8, Will +13
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Special Attacks hexes (cackle, death curse [dc 25], evil eye [dc 25], flight, ice tomb [dc 25], major healing, misfortune [dc 25], retribution [dc 25], slumber [dc 25], water lung)
Spell-Like Abilities
. . At will—deathwatch, feather fall (self only) (DC 8)
. . 18 minutes/day—fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 18th; concentration +24):
9th (2/day)—time stop, wail of the banshee (DC 27)
8th (3/day)—mind blank, power word stun, horrid wilting (DC 26)
7th (3/day)—insanity (DC 23), waves of exhaustion, heal
6th (5/day)—disintegrate (x2) (DC 22), greater dispel magic, greater death knell aura (DC 24), dust form
5th (5/day)—overland flight, suffocation (x2) (DC 23), cloudkill (DC 21), feeblemind (DC 21)
4th (5/day)—black tentacles, dimension door (x2), enervation (x2)
3rd (5/day)—stinking cloud (DC 19), haste, dispel magic, bestow curse (DC 21), marionette possession (DC 21)
2nd (6/day)—false life, hold person (DC 18), silence (DC 18), blindness/deafness (x2) (DC 20), glitterdust (DC 18)
1st (6/day)—ill omen (x2), reduce person (DC 17), mage armor, ray of enfeeblement (DC 19), compel hostility
0 (at will)—detect magic, read magic, dancing lights, message
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Statistics
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Str 9, Dex 14, Con 14, Int 23, Wis 14, Cha 5
Base Atk +9; CMB +8; CMD 20
Feats Accursed Hex, Armor of the Pit, Greater Spell Focus (necromancy), Greater Spell Penetration, Persistent Spell, Spell Focus (necromancy), Spell Penetration, Split Hex, Split Major Hex
Traits reactionary, tomb raider
Skills Craft (alchemy) +27, Fly +6, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (nature) +27, Knowledge (planes) +27, Perception +24, Spellcraft +27, Swim +3, Use Magic Device +18; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Shadowtongue, Varisian, Vudrani
SQ patron spells (time)
Other Gear Silken ceremonial armor
AsmodeusUltima
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Human Fighter
This character was inspired by the coolness of the Aldori Sword Lords. A rakish warrior and consummate duelist, I intend to play this character as irreverent, flippant, and irascible, but never crass. Think Errol Flynn's Robin Hood.
"When I said death before dishonor, I meant... alphabetically!"
Just make a working Aldori. I decided to incorporate the archetype and the prestige class, because anything worth doing is worth doing all the way. I liked the prestige class' ability dealing with disarming and decided to add a bit of utility with that maneuver as well. And yes, if there was an Aldori Sword Lord archetype for the new Swashbuckler class I would be all over that.
Since this is a multi-classed character and I am not showing every single level, here is the progression:
1 Fighter, 2 Monk, 3-5 Fighter, 6 ASL, 7-10 Fighter, 11-18 ASL
Vallerian Orkandros
Human (Taldan) Fighter (Aldori Swordlord) 1
LG Medium humanoid (human)
Init +4; Senses Perception +0
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +0
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Offense
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Speed 30 ft.
Melee dueling sword +5 (1d8+3/19-20)
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Statistics
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Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 18
Feats Dodge, Exotic Weapon Proficiency, Weapon Finesse
Traits armor expert, expert duelist
Skills Acrobatics +4, Climb +1, Escape Artist +3, Fly +3, Intimidate +4, Knowledge (nobility) +1, Ride +3, Sense Motive +1, Stealth +3, Swim +1
Languages Common
Other Gear Chain shirt, Dueling sword
Vallerian Orkandros
Human (Taldan) Fighter (Aldori Swordlord) 4/Monk (Maneuver Master) 1/Aldori Swordlord 1
CG Medium humanoid (human)
Init +6; Senses Perception +6
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Defense
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AC 25, touch 19, flat-footed 16 (+4 armor, +2 shield, +4 Dex, +5 dodge)
hp 51 (5d10+1d8+12)
Fort +8, Ref +8, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1, defensive parry
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Offense
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Speed 30 ft.
Melee masterwork dueling sword +11 (1d8+6/19-20) or
. . unarmed strike +9 (1d6+2)
Special Attacks stunning fist (2/day, DC 13)
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Statistics
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Str 14, Dex 19, Con 14, Int 10, Wis 10, Cha 10
Base Atk +5; CMB +8 (+10 disarm); CMD 26 (28 vs. disarm)
Feats Aldori Dueling Mastery, Crane Style, Dazzling Display, Dodge, Exotic Weapon Proficiency, Improved Disarm, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, Weapon Focus (dueling sword), Weapon Specialization (dueling sword)
Traits armor expert, expert duelist
Skills Acrobatics +13, Intimidate +9, Knowledge (nobility) +6, Perception +6, Sense Motive +9
Languages Common
SQ flurry of maneuvers, stunning fist (stun), unarmed strike
Other Gear Masterwork Chain shirt, Masterwork Dueling sword
Note: The above statblock includes modifiers for Crane Style, Fighting Defensively, and Flurry of Maneuvers
Vallerian Orkandros
Human (Taldan) Fighter (Aldori Swordlord) 8/Monk (Maneuver Master) 1/Aldori Swordlord 3
CG Medium humanoid (human)
Init +7; Senses Perception +10
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Defense
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AC 30, touch 22, flat-footed 18 (+6 armor, +2 shield, +5 Dex, +7 dodge)
hp 99 (11d10+1d8+24)
Fort +11, Ref +11, Will +5 (+2 vs. fear)
Defensive Abilities bravery +2, defensive parry
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Offense
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Speed 30 ft.
Melee masterwork dueling sword +19/+14/+9 (1d8+7/19-20) or
. . unarmed strike +16/+11/+6 (1d6+2)
Special Attacks stunning fist (3/day, DC 16)
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Statistics
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Str 14, Dex 21, Con 14, Int 10, Wis 10, Cha 10
Base Atk +11; CMB +14 (+16 disarm); CMD 35 (37 vs. disarm)
Feats Aldori Dueling Mastery, Combat Reflexes, Crane Riposte, Crane Style, Crane Wing, Dazzling Display, Dodge, Exotic Weapon Proficiency, Greater Weapon Focus (dueling sword), Improved Disarm, Improved Unarmed Strike, Shatter Defenses, Stunning Fist, Weapon Finesse, Weapon Focus (dueling sword), Weapon Specialization (dueling sword)
Traits armor expert, expert duelist
Skills Acrobatics +20, Intimidate +15 (+19 to demoralize with Dazzling Display & Aldori dueling sword), Knowledge (nobility) +6, Perception +10, Sense Motive +15
Languages Common
SQ disarming strike, display weapon prowess, flurry of maneuvers, steel net, stunning fist (stun), unarmed strike
Other Gear Mithral Breastplate, Masterwork Dueling sword
Note: The above statblock includes modifiers for Crane Style, Fighting Defensively, Flurry of Maneuvers, and Steel Net
Vallerian Orkandros
Human (Taldan) Fighter (Aldori Swordlord) 8/Monk (Maneuver Master) 1/Aldori Swordlord 9
CG Medium humanoid (human)
Init +8; Senses Perception +10
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Defense
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AC 30, touch 22, flat-footed 18 (+6 armor, +2 shield, +5 Dex, +7 dodge)
hp 147 (17d10+1d8+36)
Fort +13, Ref +15, Will +7 (+2 vs. fear)
Defensive Abilities bravery +2, defensive parry
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Offense
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Speed 30 ft.
Melee masterwork dueling sword +26/+21/+16/+11 (1d8+8/19-20) or
. . unarmed strike +23/+18/+13/+8 (1d6+2)
Special Attacks stunning fist (5/day, DC 19)
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Statistics
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Str 14, Dex 22, Con 14, Int 10, Wis 10, Cha 10
Base Atk +17; CMB +20 (+22 disarm); CMD 41 (43 vs. disarm)
Feats Aldori Dueling Mastery, Combat Reflexes, Crane Riposte, Crane Style, Crane Wing, Dazzling Display, Deadly Stroke, Dodge, Exotic Weapon Proficiency, Flanking Foil, Greater Weapon Focus (dueling sword), Hold the Blade, Improved Disarm, Improved Unarmed Strike, Shatter Defenses, Stunning Fist, Weapon Finesse, Weapon Focus (dueling sword), Weapon Specialization (dueling sword)
Traits armor expert, expert duelist
Skills Acrobatics +27, Intimidate +21 (+28 to demoralize with Dazzling Display & Aldori dueling sword), Knowledge (nobility) +6, Perception +10, Sense Motive +21
Languages Common
SQ adaptive tactics, dextrous duelist, disarming strike, display weapon prowess, flurry of maneuvers, saving slash, shatter confidence, steel net, stunning fist (stun), unarmed strike
Other Gear Mithral Breastplate, Masterwork Dueling sword
Note: The above statblock includes modifiers for Crane Style, Fighting Defensively, Flurry of Maneuvers, and Steel Net
AsmodeusUltima
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Half-Orc Inquisitor
This one kind of evolved with the mechanics; essentially I built the character, then decided how I would play him, instead of the other way round. He is gruff, no-nonsense, and really doesn't give a flying fig what anyone else thinks. He takes pride in being a "monster" and will fight to the end to protect his freedoms.
"To orckind I was not monster enough. To humankind, too monstrous. Call me whatever you want, but know that if you try to chain me, I will destroy you with the power of the Mother."
I built this character to be an Intimidate-bot. Between the Inquisitor's bonuses to Intimidate, and the half-orc's bonuses to the same, I plan on being able to demoralize most anything that is level-appropriate and not immune. For afterward, and for times when the enemy cannot be intimidated, he just wades in to flank with the Fighter and do pretty respectable damage with his high Str, Power Attack, and falchion.
Solis Brand
Half-Orc Inquisitor (Heretic) of Lamashtu 1
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +5, Ref +2, Will +6
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Offense
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Speed 30 ft.
Melee falchion +3 (2d4+4/18-20)
Special Attacks judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Inquisitor Spells Known (CL 1st; concentration +4):
1st (2/day)—bane (DC 14), protection from evil
0 (at will)—disrupt undead, detect magic, create water, guidance
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Statistics
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Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Intimidating Prowess
Traits bad reputation, deadeye
Skills Acrobatics -1, Climb +1, Escape Artist -1, Fly -1, Intimidate +15, Knowledge (religion) +4, Perception +9, Ride -1, Sense Motive +8, Stealth +6, Survival +7, Swim +1; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ alternate racial traits (sacred tattoo), domains (conversion inquisition), hide tracks, judgement 1/day), judgment of escape
Other Gear Lamellar (leather) armor, Falchion
Solis Brand
Half-Orc Inquisitor (Heretic) of Lamashtu 6
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 45 (6d8+12)
Fort +8, Ref +4, Will +9
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Offense
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Speed 30 ft.
Melee masterwork falchion +8 (2d4+12/18-20)
Special Attacks bane, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
. . At will—detect alignment
. . 6 rounds/day—discern lies
Inquisitor Spells Known (CL 6th; concentration +9):
2nd (4/day)—blistering invective, invisibility, bloodhound, brow gasher
1st (5/day)—bane (DC 14), protection from evil, true strike, cure light wounds
0 (at will)—disrupt undead, stabilize, detect magic, create water, guidance, brand (DC 13)
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +4; CMB +6; CMD 19
Feats Intimidating Prowess, Outflank, Overwhelm, Power Attack, Weapon Focus (falchion)
Traits bad reputation, deadeye
Skills Acrobatics +0, Climb +3, Escape Artist +0, Fly +0, Intimidate +26, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +14, Ride +0, Sense Motive +15, Stealth +12, Survival +12 (+15 to track), Swim +3; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ alternate racial traits (sacred tattoo), domains (conversion inquisition), hide tracks, judgement 2/day), judgment of escape, solo tactics, teamwork feat, track
Other Gear Masterwork Chain shirt, Masterwork Falchion
Note: The above statblock includes modifiers for Power Attack
Solis Brand
Half-Orc Inquisitor (Heretic) of Lamashtu 12
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 87 (12d8+24)
Fort +11, Ref +6, Will +12
Defensive Abilities stalwart
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Offense
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Speed 30 ft.
Melee adamantine falchion +13/+8 (2d4+16/18-20)
Special Attacks bane, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
. . At will—detect alignment
. . 12 rounds/day—discern lies
Inquisitor Spells Known (CL 12th; concentration +15):
4th (3/day)—greater invisibility, freedom of movement, divine power, battlemind link (DC 17)
3rd (5/day)—cure serious wounds, dispel magic, coordinated effort, locate weakness
2nd (6/day)—blistering invective, weapon of awe (DC 15), invisibility, bloodhound, brow gasher
1st (6/day)—bane (DC 14), protection from evil, divine favor, true strike, cure light wounds, ear-piercing scream (DC 14)
0 (at will)—disrupt undead, stabilize, detect magic, create water, guidance, brand (DC 13)
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Statistics
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Str 20, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +9; CMB +11; CMD 25
Feats Cornugon Smash, Dazzling Display, Intimidating Prowess, Outflank, Overwhelm, Paired Opportunists, Power Attack, Shatter Defenses, Swarm Strike, Weapon Focus (falchion)
Traits bad reputation, deadeye
Skills Acrobatics +0, Bluff +12, Climb +4, Escape Artist +0, Fly +0, Intimidate +39, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +20, Ride +0, Sense Motive +24, Stealth +18, Survival +18 (+24 to track), Swim +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ alternate racial traits (sacred tattoo), domains (conversion inquisition), hide tracks, judgment of escape, judgement 4/day), solo tactics, swaying word, teamwork feat, track
Other Gear Mithral Breastplate, Adamantine Falchion
Note: The above statblock includes modifiers for Power Attack
Solis Brand
Half-Orc Inquisitor (Heretic) of Lamashtu 18
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +26
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 129 (18d8+36)
Fort +14, Ref +8, Will +15
Defensive Abilities stalwart
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Offense
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Speed 30 ft.
Melee adamantine falchion +16/+11/+6 (2d4+19/15-20)
Special Attacks exploit weakness, bane, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
. . At will—detect alignment
. . 18 rounds/day—discern lies
Inquisitor Spells Known (CL 18th; concentration +21):
6th (3/day)—litany of madness, heal, find the path, cleanse
5th (4/day)—righteous might, true seeing, greater lend judgment (DC 18), resounding blow
4th (5/day)—greater invisibility, freedom of movement, divine power, battlemind link (DC 17), judgment light
3rd (6/day)—cure serious wounds, dispel magic, searing light, burst of speed, coordinated effort, locate weakness
2nd (6/day)—blistering invective, weapon of awe (DC 15), align weapon, invisibility, bloodhound, brow gasher
1st (6/day)—bane (DC 14), protection from evil, divine favor, true strike, cure light wounds, ear-piercing scream (DC 14)
0 (at will)—disrupt undead, stabilize, detect magic, create water, guidance, brand (DC 13)
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Statistics
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Str 21, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +13; CMB +14; CMD 29
Feats Bleeding Critical, Coordinated Charge, Cornugon Smash, Critical Focus, Dazzling Display, Improved Critical (falchion), Intimidating Prowess, Outflank, Overwhelm, Paired Opportunists, Power Attack, Shake It Off, Shatter Defenses, Swarm Strike, Weapon Focus (falchion)
Traits bad reputation, deadeye
Skills Acrobatics +0, Bluff +18, Climb +4, Escape Artist +0, Fly +0, Intimidate +51, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +26, Ride +0, Sense Motive +33, Stealth +24, Survival +24 (+33 to track), Swim +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ alternate racial traits (sacred tattoo), domains (conversion inquisition), hide tracks, judgment of escape, slayer, solo tactics, swaying word, teamwork feat, judgement 6/day), track
Other Gear Mithral Breastplate, Adamantine Falchion
Note: The above statblock includes modifiers for Power Attack
AsmodeusUltima
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Aasimar Cavalier
I decided to take the concept of "Lawful Stupid" to its logical conclusion. This guy is Zapp Brannigan, Dudley Do Right, and Glorion from JourneyQuest (if you haven't seen it, look it up on YouTube NOW) rolled into one. He is a pompous ass, but I will NOT engage in disruptive behavior: for instance, he is not going to try to force to turn the rogue in for petty larceny or anything like that. No, instead he will simply cluck his tongue and roll his eyes at the foibles of the lesser races.
"That's okay little sub-human. I understand you just can't help the way you act; we can't all be blessed with the blood of angels after all. Just watch me as an example of all you should aspire to be and one day the Empyreal Lords will smile on you."
I wanted the knight in blindingly shining armor. A few levels of Paladin to boost saves and make him immune to fear ("I'm much too brave for mercy!"), cavalier for the mounted knight feel, a level of bard for pre-reqs, and Battle Herald prestige class so he can sit astride his charger while issuing orders and inspiring the troops. I want a competent melee fighter on horseback or foot who buffs his fellows at the same time.
Since this is a multi-classed character and I am not showing every single level, here is the progression:
1-3 Paladin, 4-7 Cavalier, 8 Bard, 9-18 Battle Herald
Torin Lightbringer
Angel-Blooded Aasimar (Angelkin) Paladin 1
LG Medium outsider (human, native)
Init +1; Senses Perception -2
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 15 (1d10+5)
Fort +4, Ref +1, Will +0; +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 20 ft.
Melee longsword +5 (1d8+4/19-20)
Special Attacks smite evil
Spell-Like Abilities
. . At will—detect evil
. . 1—corruption resistance (vs evil, 1 hr/lvl on self) (sp) (DC 15)
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Statistics
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Str 19, Dex 13, Con 14, Int 8, Wis 7, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Toughness
Traits armor expert, empyreal focus
Skills Acrobatics -4 (-8 jump), Climb -1, Diplomacy +7, Escape Artist -4, Fly -4, Heal +0, Intimidate +3 (+5 circumstance vs. evil creatures), Ride -4, Stealth -4, Swim -1; Racial Modifiers +2 Heal
Languages Common
SQ alternate racial traits (halo, incorruptible, scion of humanity), aura of good, halo, scion of humanity
Other Gear Scale mail, Heavy steel shield, Longsword
Torin Lightbringer
Angel-Blooded Aasimar (Angelkin) Cavalier 3/Paladin 3
LG Medium outsider (human, native)
Init +1; Senses Perception -2
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Defense
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AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex)
hp 58 (6d10+18)
Fort +11, Ref +6, Will +5; +2 circumstance vs. blinded or dazzled, +1 Morale bonus when threatening the target of your challenge
Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 20 ft.
Melee masterwork lance +10/+5 (1d8+9/x3) or
. . masterwork longsword +10/+5 (1d8+9/19-20)
Special Attacks cavalier's charge, smite evil, challenge
Spell-Like Abilities
. . At will—detect evil
. . 1—corruption resistance (vs evil, 1 hr/lvl on self) (sp) (DC 15)
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Statistics
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Str 20, Dex 13, Con 14, Int 8, Wis 7, Cha 16
Base Atk +6; CMB +9; CMD 22
Feats Celestial Servant, Power Attack, Precise Strike, Toughness
Traits armor expert, empyreal focus
Skills Acrobatics -4 (-8 jump), Climb +0, Diplomacy +11, Escape Artist -4, Fly -4, Handle Animal +7, Heal +0, Intimidate +11 (+13 circumstance vs. evil creatures), Profession (soldier) +3, Ride +1, Stealth -4, Swim +0; Racial Modifiers +2 Heal, ride mount, star's skills
Languages Common
SQ alternate racial traits (halo, incorruptible, scion of humanity), aura of courage, aura of good, calling (ability check), calling (attack roll), calling (saving throw), calling (skill check), halo, lay on hands, mercies (mercy [sickened]), orders (order of the star), scion of humanity, tactician
Other Gear Masterwork Full plate, Masterwork Heavy steel shield, Masterwork Lance, Masterwork Longsword
Note: The above statblock includes modifiers for Power Attack
Excelsior
Celestial Horse (Charger)
N Large animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
--------------------
AC 23, touch 11, flat-footed 21 (+6 armor, +2 Dex, -1 size, +6 natural)
hp 19 (+6)
Fort +5, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5; SR 8
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Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d4+3) and
. . 2 hooves +4 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
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Statistics
--------------------
Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Armor Proficiency (Medium), Power Attack
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Throw Rider [Trick]
Skills Acrobatics +4 (+12 jump), Climb +1, Escape Artist +0, Fly -2, Perception +5, Ride +0, Stealth -4, Swim +5
SQ barding training, combat riding, exclusive, mounted challenge, throw rider
Other Gear Masterwork Breastplate
Torin Lightbringer
Angel-Blooded Aasimar (Angelkin) Battle Herald 4/Bard (Arcane Duelist) 1/Cavalier 4/Paladin 3
LG Medium outsider (human, native)
Init +1; Senses Perception -2
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Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex)
hp 111 (11d10+1d8+36)
Fort +14, Ref +9, Will +9; +2 Morale bonus vs. fear when beneath banner, +2 circumstance vs. blinded or dazzled, +2 Morale bonus when threatening the target of your challenge
Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron lance +15/+10/+5 (1d8+13/x3) or
. . masterwork cold iron longsword +15/+10/+5 (1d8+13/19-20)
Special Attacks bardic performance, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire courage, cavalier's charge, inspiring command: inspire greatness, smite evil, challenge
Spell-Like Abilities
. . At will—detect evil
. . 1—corruption resistance (vs evil, 1 hr/lvl on self) (sp) (DC 15)
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +4):
1st (2/day)—adoration, clarion call
0 (at will)—detect magic, spark (DC 13), prestidigitation (DC 13), message
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Statistics
--------------------
Str 22, Dex 13, Con 14, Int 8, Wis 7, Cha 16
Base Atk +11; CMB +14; CMD 28
Feats Arcane Strike, Celestial Servant, Horse Master, Mounted Combat, Power Attack, Precise Strike, Ride-by Attack, Skill Focus (Handle Animal), Toughness
Traits armor expert, empyreal focus
Skills Acrobatics -3 (-7 jump), Bluff +3 (+5 vs. creatures with whom you share a language), Climb +2, Diplomacy +14, Escape Artist -3, Fly -3, Handle Animal +13 (+17 to force this mount into an Unnatural Aura.), Heal +0, Intimidate +11 (+13 vs. creatures with whom you share a language, +13 circumstance vs. evil creatures), Perform (oratory) +11, Profession (soldier) +3, Ride +12 (+16 to force this mount into an Unnatural Aura.), Stealth -3, Swim +2; Racial Modifiers +2 Heal, ride mount, star's skills
Languages Common
SQ alternate racial traits (halo, incorruptible, scion of humanity), aura of courage, aura of good, banner, bardic performance: rallying cry, calling (ability check), calling (attack roll), calling (saving throw), calling (skill check), easy march, halo, inspiring command, inspiring commands (rally +2, shake it off +2 [one ally]), lay on hands, mercies (mercy [sickened]), orders (order of the star), scion of humanity, tactician, voice of authority
Other Gear Masterwork Full plate, Mithral Heavy steel shield, Masterwork Cold Iron Lance, Masterwork Cold Iron Longsword
Note: The above statblock includes modifiers for Arcane Strike and Power Attack
Excelsior
Celestial Horse (Charger)
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
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Defense
--------------------
AC 33, touch 12, flat-footed 30 (+9 armor, +3 Dex, -1 size, +12 natural)
hp 74 (+30)
Fort +10, Ref +10, Will +4 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
DR 10/evil; Immune fatigue; Resist acid 15, cold 15, electricity 15; SR 16
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +11 (1d4+11) and
. . 2 hooves +11 (1d6+11)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 24, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +13 (+15 overrun); CMD 28 (30 vs. overrun, 32 vs. trip)
Feats Armor Proficiency (Heavy), Armor Proficiency (Medium), Improved Overrun, Multiattack, Power Attack, Valiant Steed
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Break Out [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Maneuver [Trick] (Overrun), Throw Rider [Trick]
Skills Acrobatics +8 (+16 jump), Climb +4, Escape Artist +0, Fly -2, Perception +8, Ride +0, Stealth -4, Swim +8
SQ attack any target, barding training, break out, combat riding, exclusive, indefatigable, maneuver, mounted challenge, throw rider
Other Gear Masterwork Full plate
Note: The above statblock includes modifiers for Power Attack
Torin Lightbringer
Angel-Blooded Aasimar (Angelkin) Battle Herald 10/Bard (Arcane Duelist) 1/Cavalier 4/Paladin 3
LG Medium outsider (human, native)
Init +1; Senses Perception -2
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Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex)
hp 165 (17d10+1d8+54)
Fort +17, Ref +11, Will +12; +3 Morale bonus vs. fear when beneath banner, +2 circumstance vs. blinded or dazzled, +2 Morale bonus when threatening the target of your challenge
DR 3/—; Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron lance +19/+14/+9/+4 (1d8+17/x3) or
. . masterwork cold iron longsword +19/+14/+9/+4 (1d8+17/19-20)
Special Attacks bardic performance, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire courage, cavalier's charge, inspiring command: inspire greatness, smite evil, challenge
Spell-Like Abilities
. . At will—detect evil
. . 1—corruption resistance (vs evil, 1 hr/lvl on self) (sp) (DC 15)
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +4):
1st (2/day)—adoration, clarion call
0 (at will)—detect magic, spark (DC 13), prestidigitation (DC 13), message
--------------------
Statistics
--------------------
Str 23, Dex 13, Con 14, Int 8, Wis 7, Cha 16
Base Atk +17; CMB +18; CMD 34
Feats Arcane Strike, Celestial Servant, Furious Focus, Horse Master, Mounted Combat, Outflank, Power Attack, Precise Strike, Ride-by Attack, Skill Focus (Handle Animal), Spirited Charge, Toughness, Vital Strike
Traits armor expert, empyreal focus
Skills Acrobatics -3 (-7 jump), Bluff +3 (+5 vs. creatures with whom you share a language), Climb +2, Diplomacy +20, Escape Artist -3, Fly -3, Handle Animal +22 (+26 to force this mount into an Unnatural Aura.), Heal +0, Intimidate +11 (+13 vs. creatures with whom you share a language, +13 circumstance vs. evil creatures), Perform (oratory) +11, Profession (soldier) +3, Ride +18 (+22 to force this mount into an Unnatural Aura.), Stealth -3, Swim +2; Racial Modifiers +2 Heal, ride mount, star's skills
Languages Common
SQ alternate racial traits (halo, incorruptible, scion of humanity), aura of courage, aura of good, banner, bardic performance: rallying cry, calling (ability check), calling (attack roll), calling (saving throw), calling (skill check), complex commands, easy march, halo, inspire last stand, inspiring command, inspiring commands (none shall fall [4 allies], rally +4, reveille +4, shake it off +4 [one ally], stand firm +4), lay on hands, mercies (mercy [sickened]), orders (order of the star), persistent commands, scion of humanity, tactician, voice of authority
Other Gear Adamantine Full plate, Mithral Heavy steel shield, Masterwork Cold Iron Lance, Masterwork Cold Iron Longsword
Note: The above statblock includes modifiers for Arcane Strike and Power Attack
Excelsior
Celestial Horse (Charger)
N Large animal
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
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Defense
--------------------
AC 38, touch 13, flat-footed 34 (+9 armor, +4 Dex, -1 size, +16 natural)
hp 142 (+75)
Fort +13, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
DR 10/evil, 3/—; Immune fatigue; Resist acid 15, cold 15, electricity 15; SR 21
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +15 (1d4+14) and
. . 2 hooves +15 (1d6+14)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 26, Dex 19, Con 18, Int 2, Wis 12, Cha 6
Base Atk +11; CMB +17 (+21 overrun); CMD 34 (36 vs. overrun, 38 vs. trip)
Feats Armor Proficiency (Heavy), Armor Proficiency (Medium), Charge Through, Greater Overrun, Improved Overrun, Multiattack, Power Attack, Toughness, Valiant Steed
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Break Out [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Maneuver [Trick] (Overrun), Stay [Trick], Throw Rider [Trick], Watch [Trick]
Skills Acrobatics +13 (+21 jump), Climb +6, Escape Artist +2, Fly +0, Perception +10, Ride +2, Stealth -2, Swim +10
SQ attack any target, barding training, break out, combat riding, exclusive, indefatigable, maneuver, mounted challenge, stalwart steed, stay, throw rider, watch
Other Gear Adamantine Full plate
Note: The above statblock includes modifiers for Power Attack
AsmodeusUltima
|
Dwarf Gunslinger
I did not expect to want to play a gunslinger, as I'm not a huge fan of the Guns in Fantasy trope, but one day it just came to me: gentleman adventurer. A dwarf with no beard, but a magnificently groomed mustache and well-coiffed hair, maybe a pair of spectacles or a monocle, and a thirst for the thrill of adventure, eh old boy? Was even contemplating mixing in levels of Brawler for more of a rough-and-tumble Teddy Roosevelt kind of feel.
"I say, we sure showed those roustabouts what's what, eh? Good on you, old boy! Now how about a spot of brandy?"
To tell the truth I didn't really know what I was doing here. I wanted a musket-wielding dwarf and I built that as best I could. How did I do?
Killian Drake
Dwarf Gunslinger (Musket Master) 1
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
--------------------
Speed 20 ft.
Ranged musket +4 (1d12/x4)
Special Attacks hatred
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Statistics
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Str 11, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 14 (14 vs. bull rush, 14 vs. trip)
Feats Gunsmithing, Point-Blank Shot, Rapid Reload
Traits hard to kill, illuminator
Skills Acrobatics +5 (+1 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -2, Craft (alchemy) +4, Diplomacy +6, Escape Artist +1, Fly +1, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +1, Stealth +1, Swim -2
Languages Common, Dwarven
SQ deed: deadeye, deed: quick clear, deed: steady aim, greed, grit, hardy, slow and steady, stability, stonecunning
Other Gear Lamellar (leather) armor, Black powder (20), Musket, Pellets (20)
Killian Drake
Dwarf Gunslinger (Musket Master) 6
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +11
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Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge)
hp 52 (6d10+12)
Fort +7, Ref +9, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Ranged masterwork musket +7/+7/+2 (1d12+8/x4)
Special Attacks hatred
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Statistics
--------------------
Str 11, Dex 18, Con 14, Int 10, Wis 14, Cha 10
Base Atk +6; CMB +6; CMD 22 (22 vs. bull rush, 22 vs. trip)
Feats Deadly Aim, Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Traits hard to kill, illuminator
Skills Acrobatics +12 (+8 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -1, Craft (alchemy) +4, Diplomacy +11, Escape Artist +3, Fly +3, Perception +11 (+13 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +3, Stealth +3, Survival +10, Swim -1
Languages Common, Dwarven
SQ deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: steady aim, greed, grit, hardy, musket training, slow and steady, stability, stonecunning
Other Gear Masterwork Chain shirt, Alchemical cartridge (paper) (30), Masterwork Musket
Note: The above statblock includes modifiers for Deadly Aim and Rapid Shot
Killian Drake
Dwarf Gunslinger (Musket Master) 12
NG Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +17
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Defense
--------------------
AC 22, touch 18, flat-footed 14 (+4 armor, +5 Dex, +3 dodge)
hp 104 (12d10+28)
Fort +10, Ref +13, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Ranged mithral double-barreled musket +12/+12/+7/+2 (1d12+14/x4)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 10, Wis 14, Cha 10
Base Atk +12; CMB +12; CMD 30 (30 vs. bull rush, 30 vs. trip)
Feats Deadly Aim, Extra Grit, Gunsmithing, Improved Critical (musket), Improved Precise Shot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Signature Deed
Traits hard to kill, illuminator
Skills Acrobatics +20 (+16 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Craft (alchemy) +4, Diplomacy +17, Perception +17 (+19 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +16
Languages Common, Dwarven
SQ deed: bleeding wound, deed: dead shot, deed: deadeye, deed: expert loading, deed: fast musket, deed: gunslinger initiative, deed: lightning reload, deed: pistol-whip, deed: quick clear, deed: startling shot, deed: steady aim, deed: targeting, greed, grit, hardy, musket training, slow and steady, stability, stonecunning
Other Gear Mithral Chain shirt, Alchemical cartridge (paper) (50), Mithral Double-barreled musket
Note: The above statblock includes modifiers for Deadly Aim and Rapid Shot
Killian Drake
Dwarf Gunslinger (Musket Master) 18
NG Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +23
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Defense
--------------------
AC 24, touch 20, flat-footed 14 (+4 armor, +5 Dex, +5 dodge)
hp 158 (18d10+46)
Fort +13, Ref +16, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, uncanny dodge
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Offense
--------------------
Speed 20 ft.
Ranged mithral double-barreled musket +17/+17/+12/+7/+2 (1d12+18/x4)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 11, Dex 21, Con 14, Int 10, Wis 14, Cha 10
Base Atk +18; CMB +18; CMD 38 (38 vs. bull rush, 38 vs. trip)
Feats Blind-Fight, Critical Focus, Deadly Aim, Extra Grit, Gunsmithing, Improved Critical (musket), Improved Precise Shot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ricochet Shot Deed, Signature Deed, Staggering Critical
Traits hard to kill, illuminator
Skills Acrobatics +26 (+22 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Craft (alchemy) +4, Diplomacy +23, Perception +23 (+25 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +22
Languages Common, Dwarven
SQ deed: bleeding wound, deed: dead shot, deed: deadeye, deed: evasive, deed: expert loading, deed: fast musket, deed: gunslinger initiative, deed: lightning reload, deed: menacing shot, deed: pistol-whip, deed: quick clear, deed: slinger's luck, deed: startling shot, deed: steady aim, deed: targeting, greed, grit, hardy, musket training, slow and steady, stability, stonecunning
Other Gear Mithral Chain shirt, Alchemical cartridge (paper) (50), Mithral Double-barreled musket
Note: The above statblock includes modifiers for Deadly Aim and Rapid Shot
AsmodeusUltima
|
Human Cleric
Considering my username, I figured I should eventually throw a cleric of Asmodeus in the mix. I know I want him to be hard, cool, and urbane. Imperious, even. But at his heart, a dangerous predator. Think Shere Khan from Disney's Jungle Book.
"I am certain that we can come to a mutually beneficial agreement. Now just sign on the dotted line..."
I wasn't sure what I wanted to do with this character, build-wise. I knew I did not want an armored melee-bruiser, nor an archer cleric; I wanted to focus on magic and/or channeling. After looking at the options I decided the former was much more viable, and decided to throw a little fire and brimstone into the mix. Yeah, I know he's hosed against fire-immune opponents, but there's no admixture variant for clerics, so not sure how to deal with that.
Azeon Xios Plutos
Human (Chelaxian) Cleric (Theologian) of Asmodeus 1
LN Medium humanoid (human)
Init +0; Senses Perception +5
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Defense
--------------------
AC 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel energy
Cleric (Theologian) Spells Prepared (CL 1st; concentration +5):
1st (2/day)—burning hands (x3) (DC 16)
0 (at will)—detect magic, light, enhanced diplomacy
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 14, Int 14, Wis 18, Cha 12
Base Atk +0; CMB -1; CMD 9
Feats Spell Focus (evocation), Spell Specialization
Traits flames of hell, magical lineage
Skills Acrobatics -1, Climb -2, Diplomacy +5, Escape Artist -1, Fly -1, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Ride -1, Sense Motive +8, Spellcraft +6, Stealth -1, Swim -2
Languages Common, Infernal, Shadowtongue
SQ aura, domains (ash), fire bolt, focused domain, spontaneous casting, variant channeling (fire variant channeling)
Other Gear Leather armor, Light wooden shield
Azeon Xios Plutos
Human (Chelaxian) Cleric (Theologian) of Asmodeus 6
LN Medium humanoid (human)
Init +0; Senses Perception +10
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield)
hp 45 (6d8+12)
Fort +7, Ref +2, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel energy
Cleric (Theologian) Spells Prepared (CL 6th; concentration +10):
3rd (3/day)—fireball (x4) (DC 19)
2nd (4/day)—summon monster ii, produce flame, intensified burning hands (x3) (DC 17)
1st (4/day)—shield of faith, burning hands (x4) (DC 17)
0 (at will)—detect magic, guidance, light, enhanced diplomacy
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 14, Int 14, Wis 19, Cha 12
Base Atk +4; CMB +3; CMD 13
Feats Greater Spell Focus (evocation), Intensified Spell, Spell Focus (evocation), Spell Specialization
Traits flames of hell, magical lineage
Skills Diplomacy +10, Knowledge (planes) +11, Knowledge (religion) +10, Perception +10, Sense Motive +13, Spellcraft +11
Languages Common, Infernal, Shadowtongue
SQ human cleric, aura, domain secret, domains (ash), fire bolt, focused domain, spontaneous casting, variant channeling (fire variant channeling)
Other Gear Leaf armor, Darkwood Heavy wooden shield
Azeon Xios Plutos
Human (Chelaxian) Cleric (Theologian) of Asmodeus 12
LN Medium humanoid (human)
Init +0; Senses Perception +17
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 87 (12d8+24)
Fort +10, Ref +4, Will +13
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel energy
Cleric (Theologian) Spells Prepared (CL 12th; concentration +17):
6th (2/day)—fire seeds, word of recall, heal
5th (4/day)—summon monster v, fire shield, dazing fireball (x3) (DC 19)
4th (4/day)—wall of fire, empowered fireball (x4) (DC 19)
3rd (5/day)—fireball (x4) (DC 20), magic vestment
2nd (5/day)—cure moderate wounds (x2), produce flame, intensified burning hands (x3) (DC 18)
1st (6/day)—murderous command (x2) (DC 16), shield of faith, bless, burning hands (x2) (DC 18)
0 (at will)—detect magic, guidance, light, enhanced diplomacy
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 14, Int 14, Wis 21, Cha 12
Base Atk +9; CMB +8; CMD 18
Feats Dazing Spell, Empower Spell, Glorious Heat, Greater Spell Focus (evocation), Intensified Spell, Spell Focus (evocation), Spell Specialization
Traits flames of hell, magical lineage
Skills Diplomacy +16, Knowledge (planes) +17, Knowledge (religion) +10, Perception +17, Sense Motive +20, Spellcraft +17
Languages Common, Infernal, Shadowtongue
SQ human cleric, aura, domain secret, domain secret, domains (ash), fire bolt, focused domain, spontaneous casting, variant channeling (fire variant channeling), wall of ashes
Other Gear Mithral Chain shirt, Darkwood Heavy wooden shield
Azeon Xios Plutos
Human (Chelaxian) Cleric (Theologian) of Asmodeus 18
LN Medium humanoid (human)
Init +0; Senses Perception +24
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Defense
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AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 129 (18d8+36)
Fort +13, Ref +6, Will +17
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Offense
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Speed 30 ft.
Special Attacks channel energy
Cleric (Theologian) Spells Prepared (CL 18th; concentration +24):
9th (2/day)—fiery body, gate
8th (3/day)—greater spell immunity, shield of law, incendiary cloud (DC 25), quickened freedom of movement
7th (3/day)—disintegrate (DC 23), dazing, empowered fireball (x3) (DC 21)
6th (5/day)—fire seeds, word of recall, heal (x2), greater dispel magic (x2)
5th (5/day)—fire shield, dazing fireball (x5) (DC 21)
4th (5/day)—wall of fire, empowered fireball (x5) (DC 21)
3rd (5/day)—fireball (x4) (DC 22), magic vestment
2nd (6/day)—cure moderate wounds (x2), produce flame, intensified burning hands (x3) (DC 20)
1st (6/day)—murderous command (x2) (DC 17), shield of faith, bless, burning hands (x2) (DC 20)
0 (at will)—detect magic, guidance, light, enhanced diplomacy
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Statistics
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Str 8, Dex 10, Con 14, Int 14, Wis 22, Cha 12
Base Atk +13; CMB +12; CMD 22
Feats Dazing Spell, Elemental Focus, Empower Spell, Glorious Heat, Greater Spell Focus (evocation), Intensified Spell, Quicken Spell, Spell Focus (evocation), Spell Perfection, Spell Specialization
Traits flames of hell, magical lineage
Skills Diplomacy +22, Knowledge (planes) +23, Knowledge (religion) +10, Perception +24, Sense Motive +27, Spellcraft +23
Languages Common, Infernal, Shadowtongue
SQ human cleric, aura, domain secret, domain secret, domain secret, domains (ash), fire bolt, focused domain, spontaneous casting, variant channeling (fire variant channeling), wall of ashes
Other Gear Mithral Chain shirt, Darkwood Heavy wooden shield
AsmodeusUltima
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Nagaji Barbarian
I've always thought reptilian races were cool. I do have a boon to play one in PFS, but since this is another mount-based character, and one whose mount will eventually become huge no less, this one is probably best reserved as an exotic mercenary in my Kingmaker campaign. Who knows though. Going to play him as exotic and just plain weird: swallowing mice whole, referring to other races as warm-bloods, staring at everything in a disconcerting manner, the works.
"Embrace the fury of your soul, warm-blood. Only then will you be free."
Not going to lie: I saw the Mammoth Rider prestige class, saw that triceratops was on the list, and immediately decided I needed a lizardman (or nagaji) dinosaur rider tearing things up. As with the cavalier build, I am worried about how to properly split feats et all to make sure he is competent as both a mounted warrior and on foot. The emphasis has definitely come down on the side of the mounted combat, but I hope he can at least be decent on foot, even if he does not excel there.
Hsanmoro the Ravager
Nagaji Barbarian (Mounted Fury, Superstitious) 1
CN Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +2
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 natural)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +0; +2 vs. mind-affecting effects and poison
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Offense
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Speed 20 ft.
Melee nodachi +5 (1d10+10/18-20)
Special Attacks rage
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Statistics
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Str 20, Dex 12, Con 14, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +5; CMD 17
Feats Power Attack
Traits berserker of the society, dinosaur whisperer
Skills Acrobatics -2 (-6 jump), Climb +2, Escape Artist -2, Fly -2, Handle Animal +3 (+5 vs. reptiles), Perception +2, Ride +2, Stealth -2, Survival +4 (+5 vs. dinosaurs), Swim +2; Racial Modifiers +2 Handle Animal bonus vs. reptiles, +2 Perception
Languages Common, Draconic
SQ fast rider, resistant, serpent's sense
Other Gear Kikko armor, Nodachi
Note: The above statblock includes modifiers for Power Attack
Hsanmoro the Ravager
Nagaji Barbarian (Mounted Fury, Superstitious) 6
CN Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural)
hp 65 (6d12+18)
Fort +7, Ref +3, Will +2; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +2 vs. mind-affecting effects and poison
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Offense
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Speed 20 ft.
Melee masterwork nodachi +10/+5 (1d10+13/18-20)
Special Attacks rage, rage powers (ferocious mount, spirit steed [dr 4/magic], superstition +3)
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Statistics
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Str 21, Dex 12, Con 14, Int 8, Wis 10, Cha 9
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Boon Companion, Furious Focus, Power Attack
Traits berserker of the society, dinosaur whisperer
Skills Acrobatics -2 (-6 jump), Climb +2, Escape Artist -2, Fly -2, Handle Animal +8 (+10 vs. reptiles), Perception +4, Ride +7, Sense Motive +2, Stealth -2, Survival +9 (+10 vs. dinosaurs), Swim +2; Racial Modifiers +2 Handle Animal bonus vs. reptiles, +2 Perception
Languages Common, Draconic
SQ bestial mount, fast rider, resistant, serpent's sense, shared vigilance, sixth sense
Other Gear Masterwork Mountain pattern armor, Masterwork Nodachi
Note: The above statblock includes modifiers for Power Attack and Shared Vigilance
Ghora
Horse (Bodyguard)
N Large animal
Init +2; Senses low-light vision, scent; Perception +12
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Defense
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AC 19, touch 11, flat-footed 17 (+2 Dex, -1 size, +8 natural)
hp 57 (+30)
Fort +9, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
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Offense
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Speed 50 ft.
Melee bite +8 (1d4+5) and
. . 2 hooves +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22 (26 vs. trip)
Feats Alertness, Bodyguard, Combat Reflexes, Toughness
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Throw Rider [Trick]
Skills Acrobatics +2 (+10 jump), Fly +0, Perception +12, Sense Motive +3, Stealth -2
SQ attack any target, combat riding, devotion, exclusive, shared vigilance, tenacious guardian, throw rider
Note: The above statblock includes modifiers for Shared Vigilance
Hsanmoro the Ravager
Nagaji Barbarian (Mounted Fury, Superstitious) 9/Mammoth Rider 3
CN Medium humanoid (reptilian)
Init +4; Senses low-light vision; Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural)
hp 122 (12d12+33)
Fort +10, Ref +5, Will +6; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft.
Melee adamantine nodachi +15/+10/+5 (1d10+21/18-20)
Special Attacks rage, rage powers (ferocious mount, ferocious trample, spirit steed [dr 5/magic], superstition +4)
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Statistics
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Str 23, Dex 12, Con 14, Int 8, Wis 10, Cha 9
Base Atk +12; CMB +14; CMD 29
Feats Alertness, Boon Companion, Dazing Assault, Furious Focus, Iron Will, Mounted Combat, Power Attack, Trample
Traits berserker of the society, dinosaur whisperer
Skills Acrobatics +0, Climb +5, Escape Artist +0, Fly +0, Handle Animal +14 (+16 vs. reptiles), Perception +4, Ride +15, Sense Motive +2, Stealth +0, Survival +15 (+16 vs. dinosaurs), Swim +5; Racial Modifiers +2 Handle Animal bonus vs. reptiles, +2 Perception
Languages Common, Draconic
SQ bestial mount, colossus hunter, fast rider, rapid straddle, resistant, serpent's sense, shared vigilance, sixth sense, wild empathy
Other Gear Mithral Mountain pattern armor, Adamantine Nodachi
Note: The above statblock includes modifiers for Power Attack and Shared Vigilance
Teslek
Triceratops (Bodyguard)
N Huge animal
Init +1; Senses low-light vision, scent; Perception +18
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Defense
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AC 32, touch 9, flat-footed 31 (+5 armor, +1 Dex, -2 size, +18 natural)
hp 95 (+50)
Fort +11, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities uncanny dodge
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Offense
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Speed 30 ft.
Melee gore +11 (3d6+18)
Space 15 ft.; Reach 10 ft.
Special Attacks powerful charge (4d6)
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Statistics
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Str 27, Dex 13, Con 18, Int 2, Wis 12, Cha 7
Base Atk +7; CMB +15; CMD 28 (32 vs. trip)
Feats Alertness, Bodyguard, Combat Reflexes, In Harm's Way, Power Attack, Toughness
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Menace [Trick], Stay [Trick], Throw Rider [Trick]
Skills Fly -3, Perception +18, Sense Motive +3, Stealth -7
SQ attack any target, combat riding, devotion, exclusive, menace, shared vigilance, stay, tenacious guardian, throw rider
Other Gear Mithral Kikko armor
Note: The above statblock includes modifiers for Power Attack and Shared Vigilance
Hsanmoro the Ravager
Nagaji Barbarian (Mounted Fury, Superstitious) 9/Mammoth Rider 9
CN Medium humanoid (reptilian)
Init +4; Senses low-light vision; Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural)
hp 176 (18d12+45)
Fort +13, Ref +7, Will +8; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +2 morale bonus vs. arcane spells, +2 morale bonus vs. divine spells, +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft.
Melee adamantine nodachi +21/+16/+11/+6 (1d10+25/18-20)
Special Attacks rage, rage powers (ferocious mount, ferocious trample, spirit steed [dr 5/magic], superstition +4)
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Statistics
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Str 24, Dex 12, Con 14, Int 8, Wis 10, Cha 9
Base Atk +18; CMB +20; CMD 36
Feats Alertness, Boon Companion, Combat Reflexes, Dazing Assault, Furious Focus, Improved Iron Will, Iron Will, Mounted Combat, Mounted Skirmisher, Power Attack, Trample, Trick Riding
Traits berserker of the society, dinosaur whisperer
Skills Acrobatics +0, Climb +6, Escape Artist +0, Fly +0, Handle Animal +20 (+24 to force this mount into an Unnatural Aura., +22 vs. reptiles), Perception +4, Ride +21 (+25 to force this mount into an Unnatural Aura.), Sense Motive +2, Stealth +0, Survival +21 (+22 vs. dinosaurs), Swim +6; Racial Modifiers +2 Handle Animal bonus vs. reptiles, +2 Perception
Languages Common, Draconic
SQ bestial mount, colossus hunter, combined might, fast rider, hunter's instinct, pulverizing assault, quarry, rapid straddle, resistant, serpent's sense, shared vigilance, sixth sense, undaunted, valiant devotion, wild empathy
Other Gear Mithral Mountain pattern armor, Adamantine Nodachi
Note: The above statblock includes modifiers for Power Attack and Shared Vigilance
Teslek
Triceratops (Bodyguard)
N Huge animal
Init +3; Senses low-light vision, scent; Perception +23
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Defense
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AC 42, touch 12, flat-footed 38 (+5 armor, +3 Dex, -2 size, +25 natural, +1 dodge)
hp 172 (+105)
Fort +15, Ref +12, Will +6 (+4 Morale bonus vs. Charm, Compulsion, and Fear effects, +4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities uncanny dodge
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Offense
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Speed 30 ft.
Melee gore +18 (3d6+27)
Space 15 ft.; Reach 15 ft.
Special Attacks powerful charge (4d6)
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Statistics
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Str 35, Dex 16, Con 22, Int 2, Wis 12, Cha 7
Base Atk +11; CMB +22 (+24 overrun); CMD 39 (41 vs. overrun, 43 vs. trip)
Feats Alertness, Bodyguard, Combat Reflexes, Dodge, Improved Overrun, In Harm's Way, Power Attack, Toughness, Valiant Steed
Tricks Air Walk [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Menace [Trick], Stay [Trick], Throw Rider [Trick], Work [Trick]
Skills Fly -1, Perception +23, Sense Motive +3, Stealth -5
SQ air walk, attack any target, combat riding, devotion, exclusive, tenacious guardian, menace, shared vigilance, stay, throw rider, work
Other Gear Mithral Kikko armor
Note: The above statblock includes modifiers for Power Attack and Shared Vigilance
AsmodeusUltima
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Half-Elf Alchemist
Another concept that sprang from the flavor of a prestige class, in this case the Master Chymist. The good doctor is from Ustalav, where his experiments caused him to be contaminated in such a way as to contract a minor form of lycanthropy. He gives himself regular injections to stave off the transformation, as well as engages in regular exercise and meditation, believing his body and mind to be tools that will dull without proper care. Little does he know that this actually strengthens the wolf in the long run, and as he lets go of his hold on it every once in a while to help him through dangerous situations, it grows ever more savage until it finally begins to burst forth wholly as a separate sentient entity. Then let his enemies truly beware... Yes, he's the Hulk as wolf-man.
"You do not understand. The Wolf is always there, just under the surface. And it is always, ALWAYS hungry."
I actually wanted three different archetypes for this concept, Beastmorph, Internal Alchemist, and Vivisectionist (because I don't feel bombs fit the character as well). Unfortunately, the first two don't combine and the last causes one of the Master Chymist's class features to be wasted (not to mention it would make the character illegal for PFS play if I decided to go that route). So, Beastmorph it is, then I just tried to build him to be a savage killing machine... when he's taken his mutagen. Otherwise he probably won't be that great, since he doesn't have the feats or discoveries to be very good with his bombs. Note that the stat blocks below include his mutagen, even though he only gets it for a short time per day, as that is what this character was built for. Oh, and yes, I was really tempted to take Ancestral Arms to give him proficiency with the sword cane just for flavor, but it's hard to pass up +2 Will saves...
Dr. Ottokar Wilken
Half-Elf Alchemist (Beastmorph) 1
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee spear +5 (1d8+7/x3)
Ranged bomb +2 (1d6+2 Fire)
Special Attacks bomb
Alchemist (Beastmorph) Spells Prepared (CL 1st; concentration +3):
1st (2/day)—shield, enlarge person (DC 13)
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Statistics
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Str 20, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +5; CMD 16
Feats Extra Bombs, Iron Will, Throw Anything
Traits armor expert, meticulous concoction
Skills Acrobatics +0, Climb +4, Craft (alchemy) +6 (+7 to create alchemical items), Disable Device +4, Escape Artist +0, Fly +0, Heal +4, Knowledge (nature) +6, Perception +6, Ride +0, Sleight of Hand +4, Stealth +1, Swim +4; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Elven, Giant, Skald
SQ alternate racial traits (Arcane Training, Dual Minded), arcane training, elf blood, mutagen
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC; Other Gear Lamellar (leather) armor, Spear
Note: The above statblock includes modifiers for Mutagen (Str)
Dr. Ottokar Wilken
Half-Elf Alchemist (Beastmorph) 6
LN Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +11
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 51 (6d8+18)
Fort +7, Ref +6, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee bite +7 (1d8+9) and
. . 2 claws +8 (1d6+9) or
. . masterwork spear +8 (1d8+13/x3)
Ranged bomb +6 (3d6+2 Fire)
Special Attacks bomb
Alchemist (Beastmorph) Spells Prepared (CL 6th; concentration +8):
2nd (4/day)—false life, invisibility (x2), alchemical allocation
1st (5/day)—shield (x2), enlarge person (x2) (DC 13), cure light wounds
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Statistics
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Str 21, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Extra Bombs, Iron Will, Power Attack, Throw Anything, Weapon Focus (claw)
Traits elven reflexes, meticulous concoction
Skills Acrobatics +0, Climb +4, Craft (alchemy) +11 (+17 to create alchemical items), Disable Device +9, Escape Artist +0, Fly +0, Heal +9, Intimidate +1, Knowledge (nature) +11, Perception +11, Ride +0, Sleight of Hand +9, Stealth +6, Swim +4; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Elven, Giant, Skald
SQ alternate racial traits (Arcane Training, Dual Minded), arcane training, elf blood, beastform mutagen, discoveries (feral mutagen, healing touch, spontaneous healing [30 hp/day]), mutagen, poison use, fast poisoning
Combat Gear Feral Mutagen: +4 STR, -2 INT, +2 Nat AC; Other Gear Masterwork Chain shirt, Masterwork Spear
Note: The above statblock includes modifiers for Feral Beastform Mutagen (Str, darkvision, and scent) and Power Attack
[spoiler=Level 12]
Dr. Ottokar Wilken
Half-Elf Alchemist (Beastmorph) 10/Master Chymist 2
CE Medium humanoid (elf, human)
Init +3; Senses low-light vision, scent; Perception +17
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Defense
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AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 natural)
hp 135 (2d10+10d8+70)
Fort +12, Ref +9, Will +8; +2 vs. enchantments
Defensive Abilities fortification 25%; Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee bite +12 (1d8+13) and
. . 2 claws +13 (1d6+13) or
. . mithral spear +13/+8 (1d8+19/x3)
Ranged bomb +10/+5 (6d6+2 Fire)
Special Attacks bomb, pounce, trip
Alchemist (Beastmorph) Spells Prepared (CL 11th; concentration +13):
4th (2/day)—stoneskin, freedom of movement
3rd (4/day)—haste, combined enlarge person/shield (x2), amplify elixir
2nd (5/day)—false life, invisibility (x2), alchemical allocation (x2)
1st (6/day)—shield (x2), enlarge person (x2) (DC 13), cure light wounds (x2)
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Statistics
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Str 25, Dex 12, Con 18, Int 14, Wis 10, Cha 6
Base Atk +9; CMB +13 (+15 trip); CMD 27 (29 vs. trip)
Feats Combat Expertise, Extra Bombs, Improved Trip, Iron Will, Power Attack, Throw Anything, Toughness, Weapon Focus (claw)
Traits elven reflexes, meticulous concoction
Skills Acrobatics +0, Climb +6, Craft (alchemy) +17 (+27 to create alchemical items), Disable Device +15, Escape Artist +0, Fly +0, Heal +13, Intimidate +0, Knowledge (nature) +15, Perception +17, Ride +0, Sleight of Hand +15, Stealth +15, Swim +6; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Elven, Giant, Skald
SQ advanced mutagens (greater mutagen), arcane training, elf blood, mutate, beastform mutagen, discoveries (combine extracts, feral mutagen, healing touch, preserve organs 25%, spontaneous healing [50 hp/day]), mutagen, mutagenic form, poison use, fast poisoning
Other Gear Mithral Breastplate, Mithral Spear
Note: The above statblock includes modifiers for Greater Feral Beastform Mutagen (Str, Con, pounce, scent, and trip) and Power Attack
Dr. Ottokar Wilken
Half-Elf Alchemist (Beastmorph) 10/Master Chymist 8
CE Large humanoid (elf, human)
Init +2; Senses low-light vision, scent; Perception +22
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Defense
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AC 27, touch 11, flat-footed 25 (+6 armor, +2 Dex, -1 size, +10 natural)
hp 219 (8d10+10d8+118)
Fort +16, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities fortification 25%; Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee bite +20 (3d6+22) and
. . 2 claws +21 (2d6+22) or
. . mithral spear +21/+16/+11 (2d6+31/x3)
Ranged (L) bomb +15/+10/+5 (9d6+2 Fire)
Space 10 ft.; Reach 10 ft.
Special Attacks bomb
Alchemist (Beastmorph) Spells Prepared (CL 15th; concentration +17):
4th (4/day)—stoneskin, greater invisibility (x2), freedom of movement
3rd (5/day)—haste (x2), combined enlarge person/shield (x2), amplify elixir
2nd (6/day)—false life (x2), invisibility (x2), alchemical allocation (x2)
1st (6/day)—shield (x2), enlarge person (x2) (DC 13), cure light wounds (x2)
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Statistics
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Str 30, Dex 14, Con 20, Int 14, Wis 8, Cha 6
Base Atk +15; CMB +22 (+26 trip); CMD 38 (40 vs. trip)
Feats Combat Expertise, Combat Reflexes, Extra Bombs, Greater Trip, Improved Trip, Iron Will, Lunge, Power Attack, Throw Anything, Toughness, Weapon Focus (claw)
Traits armor expert, meticulous concoction
Skills Craft (alchemy) +23 (+33 to create alchemical items), Disable Device +23, Fly +0, Heal +12, Intimidate +0, Knowledge (nature) +15, Perception +22, Sleight of Hand +23, Stealth +19; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Elven, Giant, Skald
SQ advanced mutagens (furious mutagen, grand mutagen, greater mutagen, growth mutagen), arcane training, elf blood, mutate, beastform mutagen, discoveries (combine extracts, feral mutagen, healing touch, preserve organs 25%, spontaneous healing [50 hp/day]), mutagen, mutagenic form, poison use, fast poisoning
Other Gear Mithral Breastplate, Mithral Spear
Note: The above statblock includes modifiers for Grand Feral Beastform Mutagen (Str, Con, pounce, scent, and trip) and Power Attack
Whew, that took a long time to type! I hope someone gets some entertainment from this at least, and would be very happy to receive some positive feedback and sound advice on the viability of these builds. Thank you, and good night.
cartmanbeck
RPG Superstar 2014 Top 16
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Aasimar Cavalier
** spoiler omitted **
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You've got some great builds here!
The first thing I've seen that I would suggest you change is in your Aasimar Lawful-Stupid Cavalier. I would strongly suggest you take your first level in Cavalier so that you get your mount early, and as soon as you take your first level of any other class, pick up Boon Companion (which will replace Horse Lord in your build) since it will give you a full-level companion up until you start taking levels of Battle Herald. The extra hit dice for your companion is more than worth it.
cartmanbeck
RPG Superstar 2014 Top 16
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Human Cleric
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My suggestion here is to flavor the character as a Cleric of Asmodeus, but actually be an Oracle of Flame. This is because the revelations you can pick will allow you to ignore fire immunity on creatures, and you can role-play it as Asmodeus' flames being hotter than those of the plane of fire, burning away the filth of the unrighteous. :)
cartmanbeck
RPG Superstar 2014 Top 16
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Nagaji Barbarian
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While I totallky understand why you're using the nodachi (for Eastern-style flavor) you're really stabbing yourself in the foot if you don't use a lance. The double damage while charging mounted is just too good to pass up. Other than that, this build looks pretty solid. I see you did go Boon Companion here, so I'm curious why you didn't on the Cavalier build earlier.
cartmanbeck
RPG Superstar 2014 Top 16
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Half-Elf Alchemist
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For the Alchemist, I think you're missing your Skill Focus feat from being half-elf. Otherwise it looks pretty good. I like that you used the Dual Minded trait to add to the flavor of his two personalities, well done there.
AsmodeusUltima
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Thank you, cartmanbeck, for your kind words and advice. I would like to respond to your words, explain my reasoning for the choices I made, and perhaps you can tell me exactly where I went wrong? Half the point of all this is as a learning exercise so I can build stronger characters myself in the future. :)
Re: The Cavalier, are you familiar with the Horse Master feat? It is like Boon Companion on steroids. Whereas Boon Companion adds four to effective character level for purposes of determining the abilities of your animal companion (so this character would max out at the abilities of an 8th level Cavalier for his horse), Horse Master, which requires the Expert Trainer class feature and 6 ranks of Ride allows you to use your entire character level for determining the abilities of your mount, thus there is no upper limit for this character. I believe that makes Horse Master a better pick for this character than Boon Companion. As for taking Cavalier first, I was tempted, but I also realized that the character likely won't be played from level 1 (either via applying GM credit in PFS or simply not having him show up until a little ways into the campaign in Kingmaker). The reason for the front-loaded Paladin levels were the defensive benefits, namely Divine Grace, Aura of Courage, and Divine Health. That way he first gains his mount at level 4, and it is three levels behind (like a Ranger's) for three levels, immediately jumping up to full power for the rest of the character's career at level 7.
Re: The Cleric, that does seem like a very good idea, and something I shall look into. Making him a Cha based caster could allow for a better fit of the personality I wanted for him anyway, and both the Blackened and Legalistic curses would be perfect. Do you happen to know the name of the ability (I assume it is a revelation) that gives he ability to bypass fire resistance/immunity? I was unable to find it on first perusal.
Re: The Barbarian, I specifically wanted a weapon that would be equally usable either mounted or afoot. I suppose I should add a lance to his repertoire as I did with the Cavalier. That does bring up the point that all the characters will probably have secondary/backup weapons that I did not bother to list because they weren't part of the primary build, like a melee weapon for the Gunslinger or a ranged weapon for almost everyone.
Re: the Alchemist, the Dual Minded alternate racial feature actually replaces the free Skill Focus feat. As I mentioned I was actually tempted to choose neither, and instead go with the Ancestral Arms alternate racial feature to gain proficiency in the sword cane for purely sub-optimal coolness, but decided the +2 to Will saves from Dual Minded was too juicy to pass up. (Plus, as you pointed out, very flavorful for its own reasons. This character had a lot of those, several choices that would be appropriately flavorful, but only one could be chosen, so went with whatever one seemed best mechanically).
| ZanThrax |
I'll have a more extensive look through. Most of these classes I'm not especially fluent in beyond what the various class guides have to say. When I skimmed them before, they all seemed quite well thought out - which might be why you've had minimal responses. Well, that and most of the board regulars are spending all their time in the playtest boards.
| ZanThrax |
Half-Orc Inquisitor
I'd reconsider your traits here. Bad Reputation is thematic as all hell, but Intimidate is already a class skill and you hardly need the extra +2 when you're already adding Str and Wis bonuses. (Although it is probably the best Intimidate trait if you do want one.)
Deadeye is likewise flavourful, and while your Perception isn't as high as your Intimidate is, the bonus may not be needed. If it is, a trait with a flat +1 may be better, depending on how generously you GM is about applying it - if you only get it to what would have been Spot checks, and not to what would have been Search checks, then you'd almost certainly be better off with something less situational.
Since you're taking the Sacred Tattoo ART, I'd strongly suggest Fate's Favoured trait to double the luck bonus. I'd consider Toothy or Mother's Teeth as well
A little surprised to not see Fearsome Finish - I had assumed that it was the reason for worshipping Lamashtu.
| ZanThrax |
Aasimar Cavalier
I don't have much to say for this one. I'm not sure what the third level of Paladin is getting you; mercy is mainly interesting in that it allows you to take Greater Mercy, and Greater Mercy is best when paired with Fey Foundling. Neither of which you've taken (although it'd probably be desirable to re-fluff Fey Foundling slightly to be more angel-focused.) If you do stick with three levels of Paladin, might I suggest the Shining Knight archetype to buff your mount's saves?
If you don't have any strong need for the third level of Pally, I'd suggest going with a second level of Bard and possibly changing (or just dropping) archetypes. Arcane Strike is nice, but your only arcane caster level is Bard 1, so it's not really much of a benefit. You have to keep Inspire Courage, which limits your options, and I'd suggest hanging onto Versatile Performance if you go Bard 2. Especially with an average Intelligence, the essentially free skills are great, and the ability works just fine even though you're not going any farther in Bard. Just moving your skill points from Sense Motive to Perform (oratory) essentially lets you have a great Diplomacy as well.
| ZanThrax |
Human Cleric
Couple ideas here. First is that for any caster that's focused on a single spell, I like to try to fit Preferred Spell (and the feat tax Heighten Spell) into the mix. You'll have to check with your GM to be certain, but the way I see it is that you'd be able to prepare everything except Fireball every day, and spontaneously convert them to whatever variation of Fireball you need / want at any given time, by converting whichever utility spell you can most easily spare at the moment. (Since I don't see Intensified Fireball listed in your spell lists that they're all Intensified via Domain Secret?)
Spell Pen (and possibly Greater Spell Pen) are going to be in order at mid to high levels - once SR becomes common it'll be more important to beat the SR than to have the DC incredibly high. SR's all or nothing, saves are only for half.
If an Admixturer dip is out of the question, then might I suggest looking at the Diabolist Prestige Class? Hellfire won't help you burn down any fire resistant evil outsiders, but the poncy paladins and such that object to you will go up like candles.
pendothrax
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For the alchemist, I would suggest point blank short, weapon focus bomb or a similar feat to enhance the potency of your bombs rather than extra bomb. I have found that making each bomb more effective is generally better for an alchemist than having more bombs per day. Unless you have to burn down those inns ;)
AsmodeusUltima
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@ZanThrax, haha, yes I expect their attention is elsewhere. Poor timing on my part I suppose.
Re: The Inquisitor Ooh, I wasn't aware of that trait. An extra +1 to ALL saves is really great. Maybe I don't really need another +2 to Intimidate, I just like having +15 at level 1. :P As for the Deadeye trait, the character actually does only have one good eye, so I might keep that slightly less optimal trait for RP purposes. Also didn't know about that feat, looks pretty good. I chose Lamashtu because of her favored weapon and because I thought it would be neat to be a heretical neutral follower of Lamashtu. Considering that this character is pretty feat-starved, is there any you would recommend giving up for Fearsome Finish?
Re: The Cavalier Actually the third level was one of the main reasons I took levels in paladin: immunity to fear and disease. Don't really care about the mercy. That is also the reason I did not take the Shining Knight archetype (though admittedly immunity to fear was more important than immunity to disease). Hmm... +3 (or more with a headband) to my mount's saves is pretty tempting though... That said, immunity to fear is pretty important to the concept, so I'm loathe to lose it for even a useful skill like Diplomacy, and if I'm only taking one level of Bard anyway I figured I might as well take Arcane Duelist so I have something to do with my swift actions on rounds I'm not using Lay on Hands. And speaking of Lay on Hands, that combo you mentioned with Fey Foundling and Greater Mercy sounds pretty neat, I had never heard of it. Another feat-starved build though, so what would be worth it to lose for an extra 1d6+6 healing 5-8 times per day?
Re: The Cleric I realize I forgot to show a few things on the stat block, including that, yes, intensified is added to all castings of Fireball as of level 5 (and extend to Fire Shield at level 10, and ectoplasmic to Disintegrate at level 15), and levels 6+ I chose the human cleric alternate FC option, +1 vs Outsider's SR. I figured that 85% of SR I'd been running into would be from Outsiders (certainly my experience in PFS), so a +13 against it by level 18 makes Spell Penetration a bit less important. That Preferred Spell looks awesome though, I think I could easily lose Elemental Focus and Glorious Heat for that. For that matter, I suppose taking Intensified Spell as a feat is a little redundant with the Domain Secret if I'm not using it with other spells beyond level 5 or so, so I guess I should reevaluate that. The problem I see with multiclassing into either Admixture Wizard or Diabolist (besides the former slowing down spell progression, a major point for this character) is that the abilities I would be taking them for are dependent on Intelligence and Charisma respectively, namely in uses per day. If I left my stats as is, I'd be able to change the element twice per day, or add Hellfire once per day, which probably is not worth it. Diabolist might be worth another look if I switched to Oracle of Flames, though unless I can find that revelation cartmanbeck mentioned I am loathe to do so.
Thanks again for the feedback, I appreciate it greatly and am already learning new tricks and combos.
AsmodeusUltima
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@pendothrax, thanks for the input! The Extra Bombs is actually because I built the character as if it would be played in PFS; if it is not, that feat will revert to the normal Alchemist bonus feat of Brew Potion. Personally I don't like bombs for this concept and would trade it out completely if I could. Not an option in PFS, and if I use him as an NPC I might add Vivisectionist and house rule Master Chymist to upgrade Sneak Attack instead of bombs. Either way, not interested enough in the combat style thematically for this character to spend feats on it.
| ZanThrax |
@ZanThrax, haha, yes I expect their attention is elsewhere. Poor timing on my part I suppose.
Re: The Inquisitor... Considering that this character is pretty feat-starved, is there any you would recommend giving up for Fearsome Finish?
Probably Critical Focus & Bleeding Critical. Maybe also Improved Critical. There are lots of fun Intimidation-related feats. Dreadful Carnage will get you free action area effect demoralize rolls, and Fearsome Finish will give you a (non-stacking) bonus to demoralize rolls; both when you knock down an enemy.
Re: The Cavalier ... Another feat-starved build though, so what would be worth it to lose for an extra 1d6+6 healing 5-8 times per day?
Given that lay on hands is a swift action self heal, I see (1d6+6)x(5-8) points of healing as being at least 90% as effective as an extra 35-96 hit points. Toughness only gets you a maximum of 20; so those two feats are at least as good as two Toughness feats, probably more like three. So I'd take them instead of any two of Toughness, Skill Focus, and Vital Strike. (remember, you can't Vital Strike on a Charge, which, as far as I can tell, means you can't Vital Strike in a Ride By either.)
Re: The Cleric ... unless I can find that revelation cartmanbeck mentioned I am loathe to do so.
If you do, please post it, because I'd love to find a way to ignore fire resistance. Also, if you do go Oracle, I'd stay away from Dual-Cursed; you'll lose your first three mystery spells; the third of which is Fireball.
cartmanbeck
RPG Superstar 2014 Top 16
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Thank you, cartmanbeck, for your kind words and advice. I would like to respond to your words, explain my reasoning for the choices I made, and perhaps you can tell me exactly where I went wrong? Half the point of all this is as a learning exercise so I can build stronger characters myself in the future. :)
Re: The Cavalier, are you familiar with the Horse Master feat? It is like Boon Companion on steroids. Whereas Boon Companion adds four to effective character level for purposes of determining the abilities of your animal companion (so this character would max out at the abilities of an 8th level Cavalier for his horse), Horse Master, which requires the Expert Trainer class feature and 6 ranks of Ride allows you to use your entire character level for determining the abilities of your mount, thus there is no upper limit for this character. I believe that makes Horse Master a better pick for this character than Boon Companion. As for taking Cavalier first, I was tempted, but I also realized that the character likely won't be played from level 1 (either via applying GM credit in PFS or simply not having him show up until a little ways into the campaign in Kingmaker). The reason for the front-loaded Paladin levels were the defensive benefits, namely Divine Grace, Aura of Courage, and Divine Health. That way he first gains his mount at level 4, and it is three levels behind (like a Ranger's) for three levels, immediately jumping up to full power for the rest of the character's career at level 7.
Re: The Cleric, that does seem like a very good idea, and something I shall look into. Making him a Cha based caster could allow for a better fit of the personality I wanted for him anyway, and both the Blackened and Legalistic curses would be perfect. Do you happen to know the name of the ability (I assume it is a revelation) that gives he ability to bypass fire resistance/immunity? I was unable to find it on first perusal.
Re: The Barbarian, I specifically wanted a weapon that...
It would appear that I was misremembering about the Oracle ability to bypass fire resistance... can't find it now that I was looking either. I'll keep searching to figure out what ability I was actually thinking of... LOL.
I also was misremembering the Horse Master feat, thinking it was the ability that just gives you a straight-up +1 to your level when determining the abilities of your mount (which actually CAN go above your character level). You're right, the Horse Master feat is better if you can meet the pre-reqs.
AsmodeusUltima
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Okay, based on input this far (and thanks again for providing it!), I'm looking at the following adjustments:
Tiefling Witch: No Change
Human Fighter: Drop 3 levels of ASL in exchange for Fighter levels in order to get the Counterattack special ability. Not yet sure if want to trade one more (So Fighter 12/Monk 1/ASL 5 at full build) for the ability to take Greater Weapon Specialization. Which is better, 25% chance to reduce melee critical hits, or +2 damage on every attack?
Half-Orc Inquisitor: Drop Critical Focus and Bleeding Critical for Fearsome Finish and Dreadful Carnage, drop Bad Reputation for Fate's Favored.
Aasimar Cavalier: Drop Toughness and Vital Strike (Skill Focus is a bonus feat) for Fey Foundling and Greater Mercy. Maybe take Shining Knight archetype for Paladin levels; have not yet decided if complete immunity to disease or save boost for mount would be better for character. Leaning toward doing it though, since the character will already have a high Fort save and Remove Disease isn't that expensive.
Dwarf Gunslinger: No Change
Human Cleric: Drop Elemental Focus and Glorious Heat for Heighten Spell and Preferred Spell. Alternatively, keep Elemental Focus and use retraining rules to change Intensified Spell to Heighten Spell after 5th level. Without that mythical revelation, not enough reason to switch to Oracle; while a Cha caster would be nice, and maybe taking the Diabolist prestige class, the slower casting progression, lack of Domain Secrets, and the fact that I'd essentially have to rework things to move away from metamagic since it would increase all my casting times as a spontaneous caster make it not worth it.
Nagaji Barbarian Add a lance to his statblock.
Half-Elf Alchemist No Change
@bigrig107: He's not completely clean-shaven, just no full beard. He does have a glorious handlebar mustache and a little goatee however. Maybe he somehow burned his chin with a black powder accident and can't grow a proper beard now. Anyway, I mostly just wanted to be able to use this picture for him, since that is the character that inspired him and I couldn't find a better one online.
| ZanThrax |
Regarding the Oracle idea, I think that metamagic is actually more useful for a spontaneous caster than for a prepared caster, even with the increased casting time. Especially once you get to a high enough level to start using Quicken. But, for the spontaneous caster who has one spell he really loves, there's always Spontaneous Metafocus.
A Seeker Oracle w/ Flames Mystery gets a reduction to their metamagic cost at the same level that Spell Perfection becomes available. Add Magical Lineage or Wayang Spellhunter (or both if you're really eager to irritate your GM) to that and a high level Fire-happy Oracle can throw around some seriously beefed up fireballs. Assuming you take both traits, that's a Quickened Intensified Empowered Fireball from a third level slot as a swift action that can be followed by a Maximized Intensified Dazing Fireball from a fourth level slot as a full round (or Standard, if you take Spontaneous Metafocus) action. Bring along lesser and regular elemental metamagic rods in case something's fire resistant and then explode their world.
| ZanThrax |
I've been thinking about an Ifrit Flames Oracle for a while, and noticed the Seeker abilities yesterday when I was trying to find the mythical revelation, which led me to have a go at a feat progression:
Ifrit Flames Seeker (Oracle)
Fire-Starter, Wildfire heart
Magical Lineage (Fireball), Wayang Spellhunter (Fireball)
1 Extra Revelation: Cinder Dance, Rev: Burning Magic, Tinkering
3 Feat: Extra Revelations: Molten Skin, Seeker Lore
5 Feat: Empowered Spell
7 Feat: Spontaneous Metafocus, Revelation: Wings of Fire
9 Feat: Piercing Spell
11 Feat: Intensified Spell, Revelation: Firestorm
13 Feat: Dazing Spell
15 Feat: Spell Perfection, Seeker Magic
17 Feat: Maximized Spell
19 Feat: Selective Spell, Revelation: Heat Aura
I'm not certain that I'm fully satisfied with the order of the feats or the revelations. I was thinking that switching to Diabolist for the last five levels or so might have merit, but the Flames Final Revelation is yet more free metamagic on fire spells (albeit ones that don't give you any extra bang).
I'm not 100% certain if it's legal to apply favoured class bonuses to revelations that you don't already have, but if it is, I'd boost Firestorm right from level one straight on until level twenty, so that when you use it, it'll do some significant damage for the level. After all, a one a day ability should be able to outshine a spell you can cast repeatedly.
AsmodeusUltima
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Funny, I actually thought about making the character an ifrit originally, until I saw the Wisdom penalty. On second look, Diabolist is not actually that good unless you plan to base the character on calling and making deals with devils. Pretty sure it is not legal to boost a revelation the character does not actually have yet; at least Hero Lab does not allow for it. Finally, and unfortunately, the Seeker Magic ability specifically states that it does not stack with similar abilities to reduce the cost of metamagic, so there is little reason to take the Seeker archetype. Nothing says Magical Lineage and Wayang Spellhunter don't stack though...
Here's my take on a build, inspired by yours:
Ifrit Oracle
Azeon Xios Plutos
Ifrit Oracle 1
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 14, touch 11, flat-footed 13 (+2 armor, +1 shield, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2
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Offense
--------------------
Speed 30 ft.
Melee light shield bash -5 (1d3-1/×2)
Special Attacks revelations (burning magic [1/spell level, 1d4 rounds])
Spell-Like Abilities
. . 1/day—burning hands (DC 16)
Oracle Spells Known (CL 1st; concentration +5):
1st (4/day)—murderous command (DC 15), shield of faith, cure light wounds
0 (at will)—detect magic, mending, spark (DC 15), enhanced diplomacy
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Statistics
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Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 10
Feats Spell Focus (evocation)
Traits magical lineage, wayang spell hunter
Skills Diplomacy +8, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +3, Perform (string instruments) +8, Sense Motive +4, Spellcraft +6
Languages Common, Ignan, Infernal, Kelish, Shadowtongue
SQ fire-starter, mysteries (flame), oracle's curses (legalistic), vow to self, wildfire heart
Other Gear Leather armor, Light wooden shield
Azeon Xios Plutos
Ifrit Oracle 6
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 16, touch 11, flat-footed 15 (+3 armor, +2 shield, +1 Dex)
hp 45 (6d8+12)
Fort +4, Ref +3, Will +5
Resist fire 10
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Offense
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Speed 30 ft.
Melee heavy shield bash -1 (1d4-1/×2)
Special Attacks revelations (burning magic [1/spell level, 1d4 rounds], molten skin)
Spell-Like Abilities
. . 1/day—burning hands (DC 16)
Oracle Spells Known (CL 6th; concentration +10):
3rd (4/day)—cure serious wounds, dispel magic, fireball (DC 18)
2nd (6/day)—resist energy, cure moderate wounds, hold person (DC 16), shatter (DC 17)
1st (7/day)—murderous command (DC 15), shield of faith, bless, burning hands (DC 16), cure light wounds, sun metal (DC 15)
0 (at will)—purify food and drink (DC 14), detect magic, mending, spark (DC 15), guidance, enhanced diplomacy, vigor
--------------------
Statistics
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Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 19
Base Atk +4; CMB +3; CMD 14
Feats Empower Spell, Spell Focus (evocation), Spontaneous Metafocus
Traits magical lineage, wayang spell hunter
Skills Diplomacy +13, Intimidate +12, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +3, Perform (string instruments) +13, Sense Motive +9, Spellcraft +11
Languages Common, Ignan, Infernal, Kelish, Shadowtongue
SQ fire-starter, interaction bonus, mysteries (flame), oracle's curses (legalistic), vow to self, wildfire heart
Other Gear Leaf armor, Darkwood Heavy wooden shield
Azeon Xios Plutos
Ifrit Oracle 12
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 87 (12d8+24)
Fort +6, Ref +5, Will +8
Resist fire 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +4/-1 (1d4-1/×2)
Spell-Like Abilities
. . 1/day—burning hands (DC 17)
Oracle Spells Known (CL 12th; concentration +17):
6th (3/day)—fire seeds, heal, mass cure moderate wounds
5th (6/day)—mass cure light wounds, summon monster v, breath of life (DC 20), flame strike (DC 21)
4th (7/day)—blessing of fervor (DC 19), cure critical wounds, freedom of movement, wall of fire, order's wrath (DC 20)
3rd (7/day)—cure serious wounds, dispel magic, fireball (DC 19), magic vestment, daylight, communal resist energy
2nd (7/day)—resist energy, cure moderate wounds, hold person (DC 17), shatter (DC 18), bear's endurance, silence (DC 17), darkness
1st (8/day)—murderous command (DC 16), shield of faith, bless, burning hands (DC 17), sanctuary (DC 16), cure light wounds, sun metal (DC 16)
0 (at will)—resistance, stabilize, purify food and drink (DC 15), detect magic, mending, spark (DC 16), guidance, enhanced diplomacy, vigor
--------------------
Statistics
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Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 21
Base Atk +9; CMB +8; CMD 19
Feats Empower Spell, Intensified Spell, Spell Focus (evocation), Spell Penetration, Spell Specialization, Spontaneous Metafocus
Traits magical lineage, wayang spell hunter
Skills Diplomacy +20, Intimidate +19, Knowledge (planes) +17, Knowledge (religion) +15, Linguistics +3, Perform (string instruments) +20, Sense Motive +15, Spellcraft +17
Languages Common, Ignan, Infernal, Kelish, Shadowtongue
SQ defiant mind, fire-starter, interaction bonus, mysteries (flame), oracle's curses (legalistic), revelations (burning magic [1/spell level, 1d4 rounds], firestorm [13d6, 5 rounds] [1/day] [dc 21], molten skin, wings of fire [60', average] [12 minutes/day]), vow to self, wildfire heart
Other Gear Mithral Chain shirt, Darkwood Heavy wooden shield
Azeon Xios Plutos
Ifrit Oracle 18
LN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 129 (18d8+36)
Fort +8, Ref +7, Will +11
Immune fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +8/+3/-2 (1d4-1/×2)
Spell-Like Abilities
. . 1/day—burning hands (DC 18)
Oracle Spells Known (CL 18th; concentration +24):
9th (3/day)—fiery body, implosion (DC 26)
8th (5/day)—divine vessel, shield of law, mass cure critical wounds, incendiary cloud (DC 24)
7th (6/day)—mass cure serious wounds, dictum, fire storm (DC 24), repulsion (DC 23), waves of ecstasy (DC 23)
6th (7/day)—fire seeds, heal, mass cure moderate wounds, blade barrier (DC 23), greater dispel magic
5th (7/day)—mass cure light wounds, summon monster v, breath of life (DC 21), wall of stone (DC 21), flame strike (DC 22), fickle winds
4th (7/day)—greater magic weapon, blessing of fervor (DC 20), cure critical wounds, freedom of movement, wall of fire, order's wrath (DC 21)
3rd (7/day)—cure serious wounds, dispel magic, fireball (DC 21), magic vestment, daylight, communal resist energy
2nd (8/day)—resist energy, cure moderate wounds, hold person (DC 18), shatter (DC 19), bear's endurance, silence (DC 18), darkness
1st (8/day)—murderous command (DC 17), shield of faith, bless, burning hands (DC 18), sanctuary (DC 17), cure light wounds, sun metal (DC 17)
0 (at will)—resistance, stabilize, purify food and drink (DC 16), detect magic, mending, spark (DC 17), guidance, enhanced diplomacy, vigor
--------------------
Statistics
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Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 22
Base Atk +13; CMB +12; CMD 23
Feats Dazing Spell, Empower Spell, Greater Spell Penetration, Intensified Spell, Spell Focus (evocation), Spell Penetration, Spell Perfection, Spell Specialization, Spontaneous Metafocus
Traits magical lineage, wayang spell hunter
Skills Diplomacy +27, Intimidate +26, Knowledge (planes) +23, Knowledge (religion) +15, Linguistics +3, Perform (string instruments) +27, Sense Motive +21, Spellcraft +23
Languages Common, Ignan, Infernal, Kelish, Shadowtongue
SQ defiant mind, fire-starter, interaction bonus, mysteries (flame), oracle's curses (legalistic), penalty to oathbreakers, revelations (burning magic [1/spell level, 1d4 rounds], firestorm [22d6, 6 rounds] [1/day] [dc 27], heat aura [10', 9d4] [4/day] [dc 25], molten skin, wings of fire [60', average] [18 minutes/day]), vow to self, wildfire heart
Other Gear Mithral Chain shirt, Darkwood Heavy wooden shield
AsmodeusUltima
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That is nice, but is it worth two revelations nice? And the other part would be wasted unless I shift my skills around to pump up Perception and Disable Device (Yes, I know I should do the former anyway, that EVERY character that can afford the points should max Perception. Have Perform simply for flavor purposes anyway). Doesn't really fit the flavor to be the trap guy.
And the real question: which build ends up better? Assuming that the cleric takes Wayang Spellhunter too, now that I know about that one. Both would be able to spontaneously cast Fireballs with any metamagic they know with the standard casting time. The Oracle could obviously cast more, but the cleric would be access to higher spell slots earlier, and gets every one upgraded to intensified for free. So both could cast their Empowered Intensified Fireballs (with a Maximize Metamagic Rod in hand just for fun), but the cleric would use level 3 spell slots and the oracle level 4. The cleric could always heighten the spell as well if dealing with an opponent that kept making its saves. The Oracle gets much better social skills and a few neat abilities like temporary flight and firestorm 1/day, but the Cleric gets wall of ash, not-great channeling, and would be much more effective at 1st level, since he'll start with fire bolt and burning hands. The Oracle is probably the more effective healer, but given time the Cleric could be more versatile, and the Cleric would also be much better at dealing with SR, at least if it comes from an outsider (which I've found most SR does). Same AC and hp, both would invest in utility scrolls and lesser metamagic rods of maximize, elemental, and selective. Overall they seem pretty even; what do you think?
AsmodeusUltima
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That would certainly be true against non-outsiders with SR, but from level 10 on the cleric would have the same bonus as piercing spell provides against outsiders at no raise in spell slot; above 10th the bonus only gets better. I guess I could just take Piercing Spell with the Oracle instead of (Greater) Spell Penetration, but is +5 bonus by raising the slot a level better than +4 bonus all the time?
And trust me, Dazing is certainly on the list for both characters!
AsmodeusUltima
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Rather than start a new thread, I decided to append this to my old one. Another character concept, a Qadiran hashashin type for PFS play that I discussed in another thread, has me a bit stumped. As much as I thought poison use would fit the concept, I eventually had to admit that PFS simply limits PC poison too much to be useful, and dropped it. The new take involves being a sneaky Dirty Trick specialist with decent Dex-based damage. Unfortunately, I cannot decide which of the following three builds I should use! Any suggestions?
LG Plumekin Aasimar
Base Stats: Str 10, Dex 18 (+1 at 4th & 8th), Con 14, Int 13 (+1 at 12th), Wis 14, Cha 10
Traits: Desert Shadow, Indomitable Faith; SLA: see invisibility
Feats:
1) Fighter 1: Arcane Strike, Weapon Finesse
2) Fighter 2: Combat Expertise, Dervish Dance
3) Monk 1: Elemental Fist, Improved Dirty Trick, Improved Unarmed Strike, Weapon Focus (Scimitar)
4) Fighter 3: None
5) Fighter 4: Dodge, Weapon Specialization (Scimitar)
6) Fighter 5: None
7) Fighter 6: Greater Dirty Trick, Mobility
8) Duelist 1: None
9) Duelist 2: Improved Critical (Scimitar)
10) Duelist 3: None
11) Duelist 4: Combat Reflexes, Quick Dirty Trick
12) Duelist 5: None
Skills Maxed (or almost maxed): Acrobatics, Craft (alchemy), Heal (from headband), Perception, Sense Motive, Stealth, Survival; Knowledge (local) at half ranks
Magic Gear Most Wanted: dueling scimitar, bracers of armor, belt of incredible dexterity, gloves of dueling, headband of mental prowess (Int & Wis) +basics like ring of protectin, cloak of resistance, amulet of natural armor, etc., as can be afforded.
Pros: Higher CMB; less damage relies on precision, so crits are bigger and concealment not as much of a problem; better skills; can ignor Cha to boost Int & Wis for higher AC; better carry weight/Str checks; Dex to damage one level sooner; best Fort save, tied for best Will save
Cons: Less base damage; tied for worst (albeit still great) Ref save
LG Musetouched Aasimar
Base Stats: Str 8, Dex 18 (+1 at 4th & 8th), Con 14, Int 12, Wis 12, Cha 15 (+1 at 12th)
Traits: Desert Shadow, Indomitable Faith; SLA: glitterdust
Feats:
1) Swashbuckler 1: Weapon Finesse (equivalent), Weapon Focus (Scimitar)
2) Swashbuckler 2: None
3) Swashbuckler 3: Dervish Dance
4) Monk 1: Elemental Fist, Improved Dirty Trick, Improved Unarmed Strike
5) Swashbuckler 4: Dodge, Weapon Specialization (Scimitar)
6) Swashbuckler 5: None
7) Swashbuckler 6: Mobility
8) Duelist 1: None
9) Duelist 2: Combat Expertise
10) Duelist 3: None
11) Duelist 4: Combat Reflexes, Greater Dirty Trick
12) Duelist 5: None
Skills Maxed (or almost maxed): Acrobatics, Heal (from headband), Perception, Sense Motive, Stealth, Survival; Knowledge (local) at half ranks
Magic Gear Most Wanted: dueling scimitar, bracers of armor, belt of incredible dexterity, gloves of dueling, headband of mental superiority +basics like ring of protectin, cloak of resistance, amulet of natural armor, etc., as can be afforded.
Pros: Higher initiative; +Cha to saves x/day; useful deeds; can parry using either panache point or by sacrificing attack (or both once he receives Combat Reflexes); Best Ref save (but no Evasion :( )
Cons: Most of damage is precision, so crits aren't as nice and concealment will be a problem; build is incredibly MAD, caring about literally every stat (Str for carry weight; Dex for Ref, AC, Init, to-hit, damage; Con for Fort & HP; Int for skills & AC; Wis for Will & AC; Cha for Panache & charmed life); late Greater Dirty Trick and no Quick Dirty Trick
LG Musetouched Aasimar
Base Stats: Str 8, Dex 18 (+1 at 4th & 8th), Con 14, Int 12, Wis 12, Cha 15 (+1 at 12th)
Traits: Desert Shadow, Indomitable Faith; SLA: glitterdust
Feats:
1) Swashbuckler 1: Weapon Finesse (equivalent), Weapon Focus (Scimitar)
2) Swashbuckler 2: None
3) Swashbuckler 3: Dervish Dance
4) Monk 1: Elemental Fist, Improved Dirty Trick, Improved Unarmed Strike
5) Swashbuckler 4: Combat Expertise, Weapon Specialization (Scimitar)
6) Swashbuckler 5: None
7) Swashbuckler 6: Greater Dirty Trick (have to have +Int headband before now)
8) Swashbuckler 7: None
9) Swashbuckler 8: Combat Reflexes, Quick Dirty Trick
10) Swashbuckler 9: None
11) Swashbuckler 10: Signature Deed (Parry & Riposte)
12) Swashbuckler 11: None
Skills Maxed (or almost maxed): Acrobatics, Heal (from headband), Perception, Sense Motive, Stealth, Survival; Knowledge (local) at three-quarter ranks
Magic Gear Most Wanted: dueling scimitar, bracers of armor, belt of incredible dexterity, gloves of dueling, headband of mental superiority +basics like ring of protectin, cloak of resistance, amulet of natural armor, etc., as can be afforded.
Pros: +Cha to saves x/day; more useful deeds; at 12th can parry as many times per round as have AoO; Evasion, Uncanny Dodge, and Improved Uncanny Dodge; Immune to Disarm, Steal, and Sunder
Cons: Most of damage is precision, so crits aren't as nice and concealment will be a problem; build is incredibly MAD, caring about literally every stat (Str for carry weight; Dex for Ref, AC, Init, to-hit, damage; Con for Fort & HP; Int for skills & AC; Wis for Will & AC; Cha for Panache & charmed life); worst overall saves & AC
I know they are not 100% optimized (for instance, I could lower Build 1's Cha to 7 and raise Con by 2 or Wis by 2 and Str by 1), but I don't need them to be optimized, just comtetent enough not to be a drag on the party. So, which build should I use?
| XMorsX |
The lore warden seems the best. I admit I do not know much about swashbucklers, but the fact that lore wardens give bonus to CMB and that you cannot afford to raise Cha seals the deal for me.
I would also suggest to raise your Str a bit so that you avoid encuberance issues (you will wear armor, right?). Also, do not be afraid to dump Cha, you are a sneaky assasin not a shinning knight smiling to the ladies.
The stat array I would choose is probably:
STR 12 (+1 at 8th lvl)
DEX 18 (+1 at 4th and 12th lvl)
CON 14
INT 14
WIS 14
CHA 7
This way you can also qualify for Power Attack at lvl 9.
AsmodeusUltima
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@XMorsX: There are RP reasons I would rather not tank his Cha. I don't want him to be a stereotypical black-clad assassin, but rather a mystic who kills if and when he must, but does it really well. Personality-wise, think Azeem from Robin Hood Prince of Thieves. Also, note that at that level the bonus Lorewarden gives to CMB is only +2.
Regarding armor, I thought so too, and that is probably true at lower levels, but when I did the math I came up with some interesting discoveries!
Assume the following equipment that affects AC at 12th level:
Amulet of Natural Armor +2 (8,000)
Belt of Incredible Dexterity +4 (16,000)
Headband of Mental Prowess +2 (Int & Wis) (10,000)
Ring of Protection +2 (8,000)
Bracers of Armor +5 (25,000) OR Mithral Chain Shirt +5 (26,100)
With Bracers this gives: 10 base, +2 Nat, +7 Dex, +3 Int, +3 Wis, +2 Def, +5 armor, +1 Dodge feat = 33 AC
With Chain Shirt this gives: 10 base, +2 Nat, +6 Dex (max Dex bonus on mithral chain), +3 Int, +2 Def, +9 armor, +1 Dodge feat = 33 AC
So, that is 1,100 extra gold and 12.5 pounds of AC for... the exact same AC. Slightly better (1 point) flat-footed, worse (4 points) touch. I'm not convinced it is worth the trade-off. Thoughts?
| XMorsX |
Well, the movie heroes are certainly not being made up with point-buy, If you are comfortable with your stats it is fine, but I still believe that you can role-play well without being forced to invest in a useless to you stat.
The point you save go to int for +1 skill point per lvl and to Str so that you can eventually Power Attack, which is the bigger DPR booster you can get.
A +2 to CMB is not a small deal, it is equivalent to +4 Str as far as maneuver checks are concerned. And for a dex-based dirty-trick user it is not a number that can easily be replaced. lore warden also gives a free feat.
At 12th lvl with this equipment it is better to be unarmored.
But by wearing armor, you can afford to forsake the headband of mental prowess in favor of another item (just take a headband of int +2). So you save (6000-1100) gold to buy more useful staff, losing 1 AC and 1 Willsave (and Perception checks etc.)
You should also calculate your AC at 1st lvl and at 6th lvl or so to see how do you stand.