Commoner Build off!


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We need to pit all these commoners together in a death battle


Eltacolibre wrote:
Kitsune with 10 levels of commoner: "Leave me alone!", take the racial feat realistic likeness to look like anybody you have ever met. You will have 4 feats left...you could pick magical tail feats to get a bunch of spell like abilities, which will help you stay alive and have people leave you alone.

I'd say have the kitsune get Fox Shape instead of Realistic Likeness. Then when he has invisibility from the 4th tail feat, he can turn into an invisible fox and hide. Good luck beating that 1d20+60 (or higher) stealth check.


Here's my attempt... I was trying for the "Classic" Elf Commoner... I think it works out.

Elf Commoner:
Abilities
Strength 14 (+2)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10
Charisma 10 (+0)

Hit Die: 10d6+20
BAB: +5
Ref: +7, Fort: +4, Will: +3
AC: 19 (+5 Armor, +4 Dex) or AC 20 (+5 Armor, +4 Dex, +1 Shield)

Languages: Common, Elven
Racial Abilities:

Keen Senses: +2 Bonus to Perception Checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word elven in its name as a martial weapon.

Low Light Vision

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: Comprehend Languages, Detect Magic, Detect Poison and Read Magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Traits:

Bruising Intellect (Social): Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic.
Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Skills: Total
Intimidate 10+3+3 16
Spellcraft 10+3+3+1 17
Perception 10+3+0 13
Climb 5+3+2 10
Acrobatics 5+4 9 (+13 to avoid AoO)
Craft 10+3+3 16
Feats
1st: Point Blank Shot, 3rd: Precise Shot, 5th: Arcane Strike, 7th: Focused Shot , 9th: Opening Volley

Equipment:
+1 Darkleaf Lamallar (+5 Ac, 0 ACP, 12.5 Lbs) 1800gp, Mw Comp. Longbow (+2 Str) 600gp, +1 Longsword 2315gp, Belt of Tumbling 800gp, Quick Runners Shirt 1000gp, Boots of the Cat 1000gp, Aegis of Recovery 1500gp, Shield Cloak 1000gp. 25Gp misc gear.

Attacks:
Mw Comp.Longbow (Arcane Strike, within 30 feet) +11, 1d8+9 (x3)
+1 Longsword (Arcane Strike) +8, 1d8+6 (19-20)

I know Focused shot is frowned on most of the time, but it seemed to fit. Envoy's spell like abilities opened up Arcane Strike, and the Opening Volley gives a nice bonus for the first round of melee. While he doesn't have any Armor Proficiency, the Darkleaf Lamallar and Shield Cloak have no ACP.


Jian is a simple looking Tian-Hwan day laborer, but in truth he is fierce and insightful warrior with a great desire to help free Wanshou from the servants of Zhanagorr, the Kraken which rules Wanshou. With others, he practices his unarmed combat techniques in secret and undertakes late night raids to harass his overlords minions. His particular speciality is the snake style, emulating the snakes which are so common in the marshy lands he calls home.

Commoner Martial Artist!:

Tian Jian
Male Human (Tian-Hwan)
Commoner 10
N Medium Humanoid (Human)
Init +2, Senses perception +19

=================================================
DEFENSE
=================================================
AC 17, Touch 12, Flat-footed 15 (+5 armor + 2 Dex)
HP 58 (10d6+20)
Fort +5, Ref +5, Will +4; +4 vs. being knocked prone
Defensive Abilities snake sidewind; snake style (roll sense motive in place of AC or touch AC as immediate)
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee unarmed strike +11 (1d3+6 magic, B or P) or mwk silver cestus +10 (1d4+3/19-20) or mwk cold iron cestus +10 (1d4+4/19-20)
Special Attacks daredevil boots (+2 attack after moving through threatened squares), snake fang (missed attack by enemy provokes AoO), snake sidewind (use sense motive for critical confirmation, on critical take 5' step as immediate)

=================================================
STATISTICS
=================================================
Abilities Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5, CMB +9 (+11 to grapple), CMD 21 (25 vs. trip)
Feats Combat Reflexes, Improved Unarmed Strike, Skill Focus (Acrobatics, Sense Motive), Snake Fang, Snake Sidewind, Snake Style, Weapon Proficiency (cestus)
Skills Acrobatics +18 (+23 to move through threatened squares 10 rds/day), Perception +19, Sense Motive +23, Stealth +15 (+17 in swampy terrain)
Languages Hwan, Taldane, Tien
Traits suspicious, swamp rebel
SQ focused study, skilled

Combat Gear oils of bless weapon, magic weapon (2); potions of cure light wounds (2), protection from evil, shield of faith, touch of the sea

Other Gear eyes of the eagle, peasant outfit, +1 brawling mithral chain shirt, Daredevil Boots, belt pouch, 14 gp

=================================================
SPECIAL ABILITIES
=================================================

Snake Fang While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

Snake Sidewind You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.

Snake Style You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.


Dexion1619 wrote:

Here's my attempt... I was trying for the "Classic" Elf Commoner... I think it works out.

** spoiler omitted **...

This one is definitely neat.

The mind bending pseudo rager is fun too... skill feat to get animal companion to get sympathetic rage.


Thanks... lol we could form a party from these guys at this point... Fake Mage, Fake Cleric, Fake Monk, Fake Arcane Archer, Fake Barbarian...

Edit: Missed the Barbarian, we actually do have a full party lol.

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