Sebastian Hirsch
|
So here is a challenging one, I am trying to rebuild a character like Sarah Kerrigan from the series of Starcraft games. But since this is a PFS characters number of classes are out of the question (Synthesist Summoner among others) and I lack an aasimar boon to go get there using the metal wings feat chain (and that one only really comes online at level 10).
So far I have tested some avenues, it seems getting natural weapons seems like the way to go, but getting some wings (ideally with larger reach and good damage thus far has proven elusive for the character, it works fine for an eidolon)
Ideally some spellcasting in combination with all the natural attacks would be ideal, but let's see what works.
So far I have the following rough builds, but I really would prefer not to make this a summoner.
Summoner
Human summoner 7 (Pathfinder RPG Advanced Player's Guide 54)
N Medium humanoid (human)
Init +3; Senses Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 52 (7d8+14)
Fort +4, Ref +5, Will +5
Defensive Abilities shield ally
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Offense
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Speed 30 ft.
Special Attacks maker's call 1/day
Summoner Spell-Like Abilities (CL 7th; concentration +9)
. . 5/day—summon monster IV
Summoner Spells Known (CL 7th; concentration +9)
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Statistics
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Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +7; CMD 20
Feats Extra Evolution[UM], Extra Evolution[UM], Improved Spell Sharing[ACG]
Languages Common
SQ bond senses (7 rounds/day), eidolon (named Eidolon), life link
Other Gear 150 gp
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Tracked Resources
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Bond Senses (7 rounds/day) (Ex) - 0/7
Maker's Call (1/day) (Su) - 0/1
Summon Monster IV (5/day) (Sp) - 0/5
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Special Abilities
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Bond Senses (7 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Monster IV (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Didn't fully level the Summoner just a quick test.
Kerrigan Eidolon
Biped (claws)
N Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 45 (+12)
Fort +7, Ref +4, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 30 ft., fly 30 ft. (good)
Melee 2 claws +11 (1d4+5), 2 wings +7 (1d6+2)
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Statistics
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Str 21, Dex 15, Con 15, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +11; CMD 23 (can't be tripped)
Feats Dazzling Display, Power Attack, Weapon Focus (wing)
Skills Fly +6, Intimidate +14, Perception +9, Stealth +10; Racial Modifiers +8 Intimidate
Languages Common
SQ devotion
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Tracked Resources
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. . -none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Wing) Intimidate check to demoralize can affect those within 30' who see you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (30 feet, Good) You can fly!
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Another route would be going Brawler/Eldritch Scion Magus/Dragon Disciple but I have serious doubts, that Feral Combat training actually works with the brawlers unarmed strike damage increase.
Kerrigan
Human brawler 1/dragon disciple 6/magus (eldritch scion) 4 (Pathfinder RPG Advanced Class Guide 23, 104, Pathfinder RPG Ultimate Magic 9)
Medium humanoid (human)
Init +2; Senses blindsense 30 ft.; Perception +0
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Defense
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AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 115 (11 HD; 4d8+1d10+6d12+44)
Fort +12, Ref +7, Will +7
Resist dragon resistances, electricity 5
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Offense
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Speed 30 ft.
Melee unarmed strike +13/+8 (1d6+5) or
. . bite +14 (1d6+7), 2 claws +14 (1d4+5)
Special Attacks breath weapon (10d6 electricity, 0 ft. , DC 15, 2/day), claws (2, 1d4, treated as magic weapons, 5 rounds/day), dragon bite, eldritch pool (+1, 4 points), magus arcana (arcane accuracy), martial flexibility 4/day, spell combat, spellstrike
Magus (Eldritch Scion) Spells Known (CL 8th; concentration +10)
. . 3rd (2/day)—force hook charge[UM], haste
. . 2nd (5/day)—ablative barrier[UC], bladed dash, mirror image
. . 1st (5/day)—shield
. . Bloodline Draconic
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Statistics
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Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 14
Base Atk +8; CMB +13; CMD 25
Feats Feral Combat Training[UC], Improved Unarmed Strike, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (claw)
Skills Knowledge (arcana) +8
Languages Common
SQ bloodrager bloodline (draconic), brawler's cunning, dragon type, martial training
Other Gear 150 gp
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Tracked Resources
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Breath Weapon (10d6 electricity, 0 ft. , 2/day, DC 15) (Su) - 0/2
Eldritch Pool +1 (4/day) (Su) - 0/4
Magic Claws & Electricity Bite (5 rounds/day) (Ex) - 0/5
Martial Flexibility (move action, 4/day) (Ex) - 0/4
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Special Abilities
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Arcane Accuracy +2 (Su) 1 Arcane Pool: +2 to attack rolls until the end of your turn.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (10d6 electricity, 0 ft. , 2/day, DC 15) (Su) As a standard action, deal energy damage in area (Ref half).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Electricity resistance 5 and +1 natural armor
Dragon Type (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Eldritch Pool +1 (4/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Feral Combat Training (Bite) Use Improved Unarmed Strike feats with natural weapons
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magic Claws & Electricity Bite (5 rounds/day) (Ex) As a free action, gain 2 claw attacks. Bite attack deals 1d6 damage.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (only in mystic focus) (Su) Deliver touch spells as part of a melee attack.
But it does work with the Warpriest Sacred Weapon ability (and it makes it easier to abuse Fate's Favored.
Alchemist doesn't look bad with the tentacle discovery, but you can only take one, extra arms don't work since you can only ever use two at a time.
So yeah, Ideally I would prefer an option that works like the Eidolon, but it seems that a pure brawler or two weapon fighter warpriest would perform much better.
So .. yeah I need help, to make this concept work, if I can go the natural weapon route (using an animal totem tattoo if necessary) strong jaw would be an amazing buff.
Full disclosure, I am taking a lot of pointers from this thread:
Rosc
|
F94 the last of the builds, I would advise a mostly martial character (maybe Examplar Brawler to vaguely imitation her control of the swarm?) With a one level dip in Summoner for the prereq into DD. You can build a helper Drone-like Eidolon. Plus it's discounted spells make up for the loss of caster levels. Reppacing the Brawler levels with Alchemist mucks up your BAB, but mutagen lends itself well to the concept and it gives you more time with usable Claws.
Sebastian Hirsch
|
How about aberrant bloodrager with aberrant tumor feat+bloodline familiar for 2 zerglings. You also get reach on your attacks (in SC1 Kerrigan had very long arms for attacking, I haven't played 2). Take a level of Skald in there, grab Amplified Rage to buff your minions, and go to town.
Nice suggestion, still trying to find a way to get those wings (I would have to check her Brood War animation, if the already attacked with those bone wings back then).
Getting those attacks is apparently not that hard (white haired witch, nails hex, helmet for gore) but those "Wings" (I really don't need nonmagical flight) proves elusive so far.
| BadBird |
A Mutation Warrior is going to be able to do a lot of the baseline stuff you want perfectly, picking up both wings and natural attacks at 7 with Extra Discovery while fully expressing the whole 'mutated power' angle. Lacks any casting or further magic, of course, but it's a potential start; to be fair, Kerrigan doesn't 'summon' zerg or somehow birth them.
One way of working out the wing attack angle would be to use unarmed strikes and claws together, while simply having wings. You then flavor the unarmed strikes as hand-based attacks and the claws as your wing-based attacks, even if technically the claws are your hands and the unarmed strikes are your... whatever. Multiattack helps a lot, as does using Feral Combat Training and a level of Monk to give natural attacks full strength (or Dragon Style strength...) even if they're secondary.
Or you can just flavor a normal spread of natural attacks/ unarmed strikes as coming from assorted wings/ claws/ hands/ whatever. It's certainly simpler.
| LoneKnave |
Well if you go with SC1 evil/Hotheaded Kerrigan, dual bloodline (aberrant/dragon) bloodrager can get the wings as well.
EDIT: thinking about it, alchemist probably works best. You can use preservationist to summon critters for yourself, you can grow any number of claws/wings/etc... Tho thematically it doesn't fit as well, but it's sufficient I think.
| BadBird |
If you want to make a true melee monster Kerrigan...
Mutation Warrior 9/ Kata Master of Many Styles 2
Dual Talent Human: 16/18, 15/17, 14, 10, 8, 10
Traits: Carefully Hidden, Reactionary
1. Iron Will / +Two Weapon Fighting
2. +Toughness
3(MoMs). Dragon Style / +Dragon Ferocity
4.
5. Extra Panache / +Power Attack
6.
7(MoMs). Pummeling Style / +Pummeling Charge
8. +Improved Two Weapon Fighting
9. (Discovery: Feral Mutagen) / Extra Discovery: Wings
10. +Weapon Focus: Claws
11. Feral Combat Training: Claws
With Monk Unarmed Strike and Dragon Style/Ferocity applying to both claws and unarmed strikes, a full attack would look like this:
Unarmed 2xSTR/ Unarmed 1.5xSTR/ Unarmed -5 1.5xSTR/ Unarmed -5 1.5xSTR/ Claw -5 1.5xSTR/ Claw -5 1.5xSTR/ Bite -5 .5xSTR. One-handed Power Attack bonus added to all attacks except bite.
With Pummeling Charge, you can do the same thing with at least all unarmed strikes and possibly claws on a charge.
Just to add insult to injury, Kata Master throws in Opportune Parry and Riposte with a panache pool that feeds off of unarmed strikes.
Edit: Leadership was in a bonus combat feat slot. Oh well. It can always come later.
Sebastian Hirsch
|
A Mutation Warrior is going to be able to do a lot of the baseline stuff you want perfectly, picking up both wings and natural attacks at 7 with Extra Discovery while fully expressing the whole 'mutated power' angle. Lacks any casting or further magic, of course, but it's a potential start; to be fair, Kerrigan doesn't 'summon' zerg or somehow birth them.
One way of working out the wing attack angle would be to use unarmed strikes and claws together, while simply having wings. You then flavor the unarmed strikes as hand-based attacks and the claws as your wing-based attacks, even if technically the claws are your hands and the unarmed strikes are your... whatever. Multiattack helps a lot, as does using Feral Combat Training and a level of Monk to give natural attacks full strength (or Dragon Style strength...) even if they're secondary.
Or you can just flavor a normal spread of natural attacks/ unarmed strikes as coming from assorted wings/ claws/ hands/ whatever. It's certainly simpler.
Yeah getting some bone/wing like appendages (actual flight isn't all that relevant) seems like the way to go (maybe in combination with claws and other natural attacks) of curse considering flurry this combination doesn't really increase my number of attacks, and the unarmed strike is more likely to deal more damage.
And unfortunately Mutation Warrior is banned in PFS, since a level 1 dip is just way to good, if the PFS requirement were not a factor, a primal companion hunter without companion creature would be pretty ideal (evolutions and strong jaw on the same character^^)
| BadBird |
Yeah getting some bone/wing like appendages (actual flight isn't all that relevant) seems like the way to go (maybe in combination with claws and other natural attacks) of curse considering flurry this combination doesn't really increase my number of attacks, and the unarmed strike is more likely to deal more damage.
And unfortunately Mutation Warrior is banned in PFS, since a level 1 dip is just way to good, if the PFS requirement were not a factor, a primal companion hunter without companion creature would be pretty ideal (evolutions and strong jaw on the same character^^)
Didn't realize Mutation Warrior was banned, but I'm not surprised...
I wasn't actually suggesting a level of Monk for flurry, but for the fact that you can apply the special 'Monk Unarmed Strike' things - full strength and power attack to all attacks, improved damage die, may be spell-buffed, etc. - to all unarmed attacks and feral combat training attacks. Kata Master of Many Styles raids the ability depot pretty thoroughly while ignoring flurry, so it's a great grab that way.
If PFS is a restriction there's always Dragon Disciple; the flavor is pretty spot-on. Blood Conduit Bloodrager/ Sorcerer/ Dragon Disciple could be an unarmed + claws combatant with some significant casting; maybe something like this, if I'm remembering PFS restrictions correctly -
16/18, 13/15, 14, 10, 9, 13
1Br. +Improved Unarmed Strike/ Two Weapon Fighting
2So.
3So. Dragon Style
4So.
5So. Extra Rage
6DD.
7DD. +Power Attack / Extra Rage
Where you can use a Brawling Haramaki (or eventually a mithral Kikko with Arcane Armor Training) and pick up a Furious Amulet of Mighty Fists to make your Unarmed Strikes far more powerful. I think you could also eventually use an enchanted gauntlet as well. Claws and bite get kind of sidelined, but they're still there adding some pain.
Of course you can't cast while raging with this setup, which could be annoying on occasion; but the focus is more on buffing up and then ripping things to shreds with huge strength and a pile of attacks anyhow.
EDIT: Oh and as far as wings go, Monstrous Physique I: Gargoyle is pretty great...