Build Challenge


Pathfinder First Edition General Discussion


Idea: A dex & cha based divine caster.

Requirements:
Deity must be Neutral alignment
Max the possibilities of Dexterity and Charisma within 12 levels
Must be PFS legal

Optional:
Add some flavor such as non-deity based classes in the mix

Summit:
Display Race, Stats, Class/level progression, feat progression, and any special abilities i.e. channel energy.


Carnag is a half orc Oracle raised by the tribal shaman's to protect their mountainous home from all intruders. He was dedicated to Gozreh at a young age and has been trained since birth to respect his homeland and battle against outsiders who would drive them from it.

As an archer his primary focus is dexterity. He has sufficient charisma to fuel his spells. He can spontaneously cast summon natures ally and animals within 30' of him get a +4 bonus to all of their saves. If he needs to do other things then he can switch his wandering spirit to access a wide range of different spells.

Feat and Revelation choice order:

1 Point-Blank Shot, Revelation: Skill at Arms
3 Precise Shot
5 Rapid Shot
7 Extra Revelation (Weapon Mastery), Weapon Focus (Free)
8 Improved Critical (Free)
9 Deadly Aim
11 Steadfast Personality, Revelation: War Sight
12 Greater Weapon Focus (Free)

The stat block includes magic vestment on buckler and armour, barkskin (all extended), greater magic weapon on his bow and shield of faith. Obviously he also has a lot of other buffs he can drop as needed.

Statblock:
Carnag, Hero of Blezken
Half-orc oracle (spirit guide) 12 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human, orc)
Init +8 (roll 3 times, always act in the surprise round); Senses darkvision 60 ft.; Perception +19

--------------------
Defense
--------------------
AC 38, touch 20, flat-footed 33 (+9 armor, +4 deflection, +5 Dex, +1 insight, +5 natural, +4 shield)
hp 90 (12d8+27)
Fort +13, Ref +18, Will +17; +4 and one size larger to resist effects of wind
Immune fatigue

--------------------
Offense
--------------------
Speed 20 ft.
Ranged +3 adaptive seeking composite longbow +19/+19/+14 (1d8+5/19-20/×3 plus 1d6 acid)

Oracle (Spirit Guide) Spells Known (CL 12th; concentration +16)
. . 6th (3/day)—mass bull's strength, mass cure moderate wounds, heal, stone tell
. . 5th (5/day)—commune, mass cure light wounds, life bubble[APG] (DC 19), plane shift (DC 19), righteous might
. . 4th (7/day)—air walk, blessing of fervor[APG] (DC 18), cure critical wounds, freedom of movement, grove of respite[APG], greater magic weapon, ride the waves[UM] (DC 18), wall of fire
. . 3rd (7/day)—borrow fortune[APG], channel vigor, cure serious wounds, resist energy (communal), dispel magic, invisibility purge, magic vestment, shield of darkness, speak with plants
. . 2nd (7/day)—align weapon, barkskin, cure moderate wounds, delay poison, fog cloud, lay of the land, remove paralysis, lesser restoration, silence, suppress charms and compulsions
. . 1st (7/day)—bless, charm animal (DC 15), cure light wounds, deadeye's lore[UC], deathwatch, divine favor, enlarge person (DC 15), liberating command[UC], remove fear, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 14), read magic, stabilize
. . Mystery Battle
. . S spirit magic spell; Spirit Nature Wandering Spirit

--------------------
Statistics
--------------------
Str 14, Dex 24, Con 14, Int 12, Wis 7, Cha 18

Base Atk +9; CMB +11; CMD 33

Feats Deadly Aim, Endurance, Extra Revelation[APG], Greater Weapon Focus (longbow), Improved Critical (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Steadfast Personality[ACG], Weapon Focus (longbow)

Traits fate's favored, seeker

Skills Acrobatics +6 (+2 to jump), Diplomacy +19, Knowledge (nature) +10, Knowledge (geography) +10, Perception +19, Stealth +18, Survival +10

Languages Common, Giant, Orc

SQ bonded spirit, bonded spirit hex (friend to the animals [30 ft.]), oracle's curse (lame), orc blood, revelations (skill at arms, war sight, weapon mastery), slow and steady, spirit, storm burst

Combat Gear deliquescent gloves[UE], extend metamagic rod (lesser); Other Gear +1 (3) mithral breastplate, +1 (3) buckler, +1 (3) adaptive seeking composite longbow, dusty rose prism ioun stone, belt of incredible dexterity +4, boots of speed, cloak of resistance +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), eyes of the eagle, goz mask[ISWG], headband of alluring charisma +4, 150 gp


andreww wrote:

Carnag is a half orc Oracle raised by the tribal shaman's to protect their mountainous home from all intruders. He was dedicated to Gozreh at a young age and has been trained since birth to respect his homeland and battle against outsiders who would drive them from it.

As an archer his primary focus is dexterity. He has sufficient charisma to fuel his spells. He can spontaneously cast summon natures ally and animals within 30' of him get a +4 bonus to all of their saves. If he needs to do other things then he can switch his wandering spirit to access a wide range of different spells.

Feat and Revelation choice order:

1 Point-Blank Shot, Revelation: Skill at Arms
3 Precise Shot
5 Rapid Shot
7 Extra Revelation (Weapon Mastery), Weapon Focus (Free)
8 Improved Critical (Free)
9 Deadly Aim
11 Steadfast Personality, Revelation: War Sight
12 Greater Weapon Focus (Free)

The stat block includes magic vestment on buckler and armour, barkskin (all extended), greater magic weapon on his bow and shield of faith. Obviously he also has a lot of other buffs he can drop as needed.

Cool. Here is what I have been working on.

Kitsune Warpriest 10(Champion of Faith)/Monk 2(Kata Master)
Diety: Daikitsu

Stats (Level 1):
Str: 8
Dex: 17
Con: 12
Int: 7
Wis: 16
Cha: 16

Blessings: Animal and Artifice


Oh, if you're taking WIP, here's a caster and stealth master. Quite different to the guys above.

Halfling seeker oracle 6 / veiled illusionist 6:

Initial abilities
Str 7, Dex 16, Con 12, Int 12, Wis 8, Cha 19
L12 abilities, w/items
Str 7, Dex 20, Con 12, Int 14, Wis 8, Cha 26

1: spell focus (illusion)
Revelation 1: awesome display
3: skill focus (stealth)
5: dampen presence
7: persistent spell
9: extra revelation (guiding star)
11: quicken spell

FCB: +1 to oracle curse level, +4 skill points
Haunted curse (effective level 10)
Heavens mystery
Deity: Sivanah

Spells known:
6: Chains of light, mass cure moderate wounds
5: Telekinesis (curse), shadow evocation (PrC), true seeing, mass cure light wounds
4: Quieting blades (PrC), greater invisibility (PrC), air walk, blessing of fervor, cure critical wounds
3: Daylight (mystery), loathsome veil (PrC), borrow fortune, find fault, magic vestment, cure serious wounds
2: Hypnotic pattern (mystery), levitate (curse), minor image (curse), mirror image (PrC), admonishing ray, grace, silence, status, cure moderate wounds
1: Color spray (mystery), vanish (PrC), ant haul, obscuring mist, shield of faith, tap inner beauty, cure light wounds
0: Ghost sound (curse), mage hand (curse), 9 others.


updated halfling illusionist:
Initial abilities
Str 7, Dex 16, Con 12, Int 12, Wis 8, Cha 19
L12 abilities, w/items
Str 7, Dex 20, Con 12, Int 14, Wis 8, Cha 26

1: spell focus (illusion)
Revelation 1: awesome display
3: skill focus (stealth)
5: dampen presence
7: persistent spell
9: steadfast personality
11: quicken spell

FCB: +1 to oracle curse level, +4 skill points
Haunted curse (effective level 10)
Heavens mystery
Deity: Sivanah

Spells known:
6: Chains of light, mass cure moderate wounds
5: Telekinesis (curse), shadow evocation (PrC), true seeing, mass cure light wounds
4: Quieting blades (PrC), greater invisibility (PrC), air walk, blessing of fervor, cure critical wounds
3: Daylight (mystery), loathsome veil (PrC), borrow fortune, find fault, magic vestment, cure serious wounds
2: Hypnotic pattern (mystery), levitate (curse), minor image (curse), mirror image (PrC), admonishing ray, grace, silence, status, cure moderate wounds
1: Color spray (mystery), vanish (PrC), ant haul, obscuring mist, shield of faith, tap inner beauty, cure light wounds
0: Ghost sound (curse), mage hand (curse), 9 others.

Gear: belt of dexterity +4, headband of charisma +4, scarlet & blue sphere ioun stone in wayfinder (+2 int, +1 will save), +1 shadow evolving mithral kikko, +1 darkwood buckler, cloak of resistance +4, ring of deflection +1, amulet of natural armor +2, circlet of persuasion, eyes of the owl, corset of the vishkanya, lesser ring of revelation (guiding star), masterwork sickle, masterwork thieve's tools ~6K more.

SQ: Haunted (standard action to retrieve stored items), Tinkering (trapfinding +3), Seeker lore (+4 to concentration, SR penetration w/mystery spells), Veil pool (14/day; improved disguise self & powers goddess's veils abilities), Goddess's veils (disguise spellcasting, reroll SR penetration check, concentrate on glamer or figment as a swift action)

Saves: Fort +10, Reflex +14, Will +12 (+20 vs. mind-affecting, +22 vs. fear)

Skills: Disguise +26 (+36 w/disguise self), Stealth +30, Perception +16 (+19 vs. traps, +24 when night sky visible, +27 both), Disable Device +25, Diplomacy +17, Bluff +17, Spellcraft +9


Kasuri, where are you going with the kata master levels? Panache sounds nice but there's not much you can use it for, just derring-do and dodging panache. If you were after opportune parry & riposte that got removed from kata master by errata. Dodging Panache can negate a full attack if you're fighting something without the reach to hit past you I guess, but two levels out of the main class is losing you half your top level spells, a top-notch bonus feat and sacred weapon +3, and drops your major animal blessing from SNA VI to SNA V.

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