
Pramxnim |
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Alright, here's Norn, the Goblin bomber.
Key stats:
HP: 194 (244 before Mutagen)
AC: 38
TAC: 37
Speed: 30 ft
Class DC: 32
Fort: 23 (26 before Mutagen)
Ref: 29 (28 before Mutagen)
Will: 25
Perception: 22
Abilities & Tactics:
Norn has 22 reagents, 1 of which he uses each day to craft a batch of 2 True Quicksilver Mutagens. He imbibes one of them and gains +5 item bonus to Acrobatics, Stealth, Thievery, Reflex Saves and Ranged Attacks. He has 50 less max hp and suffers a -3 item penalty to Fortitude saves.
Norn can use Quick Alchemy to make Alchemist's Fire and Bottled Lightning all day long. Thanks to Sticky Bomb and Calculated Splash, they do the same splash and persistent damage as his higher level bombs, making them reliable damage dealers.
Norn can make True Elixirs of Life, which heal for 14d6 hp. He can also make all manners of antidotes, antiplagues, and other utility elixirs as needed.
Norn's Bombs have a 60ft range and ignores screening and concealment. They have a +30 bonus to hit TAC. He can stay safe and chuck bombs with reckless abandon, since his splash damage ignores allies.
If enemies get close, Norn has a Sturdy Adamantine Shield he can use to boost his AC and prevent damage. He can also sic 'em with his +4 Holy Flaming Dogslicer. If his Shield gets damaged, Norn can repair it with just 1 action in the heat of battle.
Norn's weakness is enemies with resistances. Unfortunately, he has to choose between a mutagen that lasts the entire day, or a bomb that can penetrate resistances. He chose the mutagen. Without it, Norn is severely hampered, as his bombs become much less accurate.
If you think you can handle drinking the mutagen before each combat and offset the 50 damage it does to you, then feel free to take Exploitive Bomb instead of Persistent Mutagen. You can also swap out Extend Elixir for Laboratory Safety if you want if you go this route.

shroudb |
i have a few unfinished or unleveld (we've just reached 13) characters that i dont mind leveling if you need.
i could make one out of those:
my ninja rogue (mc monk) that kills people with just a stare
both a dex and a str based mutagenist alchemist
a NG paladin with a greatsword and a LG flickmace/shield paladin
a str monk
blaster sorc
inspire bard
just pick one if it interests any of your players and i'll post it

Edge93 |
I've got sheets for a Halfling Finesse Rogue, Half-Elf Archer Ranger (Flurry Hunter's Edge, Fighter and Wizard multiclasses), and Goblin Bomber Alchemist (Wizard multiclass) all species for When The Stars Go Dark that I could share.
And if you needed more I'd be happy to oblige, I should be able to have another one done within a day.

Dasrak |

I created an 17th level Archer Wizard. He still has 3500 gp for other items, which I didn't spend because I don't know whether crafting is allowed at your table. If it is, you can get a sizeable discount with his excellent crafting capabilities. He's multiclassed with Fighter for point blank shot and cleric for weapon surge, has magical striker, and uses concentration spells along with effortless concentration. He has a rapier as a backup weapon along with a wand of true strike.

shroudb |
Thanks to everybody for helping.
@shroudb - The blaster Sorc would be great.
That's one almost straight forward.
You'd want a half Elf with
10/10
16/20
12/18
10/10
12/18
18/23
Imperial bloodline
Feats:
1: (from ancestry) dangerous sorcery
2: rogue archetype
4: rogue feat: you're next
6: vicious concentration
8: rogue feat: dread striker
10: overwhelming spell
14: effortless concentration
For the rest ancestry and general feats, just go with forlorn, nimble, extra general feat*2, toughness, expert perception, expert fort, fleet, imp initiative/expert ref, extra RP
For skill feats pick up battle cry, intimidating glare and stare to death, the rest as you wish.
Obviously you're going for legendary intimidate.
At Battle start you get a free action intimidate and every time you kill something you get another free action intimidate with a +2 bonus.
Everything that is Frightened is also Flat-footed to your attacks, which is vital to increase your attack success rate with Rays.
Your spell DC is 36, 37 with surge
Your touch attack +28
And enemies should have -1 to saves and -3 to Touch AC
Your demoralise DC should be around 40/42 with "you're next"
Your stare to death DC is 40
One of your key spells is Flaming sphere that's a free action concentrate for you for extra damage each round.
Don't forget that its damage scales with how many rounds you're concentrating on it (+3/+6/+9)
A single 5th level sphere will deal, as a free action, 7d6+9 each round for the whole battle and you can easily maintain 2 of them on top of your spell of the round and still move if hasted.
You generally want to dedicate your 8th, 7th and 6th level spells for damage. Although you may consider a mass haste as well. (don't forget those get +9/+8/+7 damage from dangerous sorcery)
5th can be a mix of damage (sphere, CoC, teleporting, and utility)
4th level and below should be utility/augmenters like imp invisibility, enervation, invisible for others, true strike (super important on almost all your major rays to be used alongside it), haste, glitterdust, etc
For gear you want a:
+4 slick, Greater invisibility Studded leather (15th + 1000gp)
Greater spell dualist wand (16th), which you will dual wield alongside a
Greater staff of evocation (13th)
Greater demon mask (15th-2000gp )
Circlet of persuasion (14th)
And if the GM allows a major ring of wizardry (12th+2500gp)
If the GM doesn't allow that, pick a second +4 skill item instead
Greater Googles of the night (900gp)
Winged boots
Around 850 GP for consumables
You have 17 leftover RP that you should be using for:
Fly from boots
Darkvision for whole day from Googles
Invisibility from your armor(3/day)
Mass fear from your mask
Disintegrate from your wand (1/day)
Chain lightning and glitter dust from your staff (each once per day for free)
Charm monster if needed from circlet
That would leave enough RP (if you use all your daily around 11) for mass fear+ charm monster + fly + to not to have to know some key spells (freeing up your slots if needed) and cast them from your staff, since you can cast them from there using your slots and 1 RP. CoC, chain lightning, glitterdust, fireball IV, wall of force are all good spells to have "known" for free

shroudb |
I created an 17th level Archer Wizard. He still has 3500 gp for other items, which I didn't spend because I don't know whether crafting is allowed at your table. If it is, you can get a sizeable discount with his excellent crafting capabilities. He's multiclassed with Fighter for point blank shot and cleric for weapon surge, has magical striker, and uses concentration spells along with effortless concentration. He has a rapier as a backup weapon along with a wand of true strike.
How do you have both 22 int and dex?
Edit:
Ah, found your error:
You can't have both anklets and diadem.
You can benefit from only 1 stat increase from a potent item.
That would drop either you Int or Dex down to 20.
You also have some sort of error in your class feats;
Fighter dedication should be level 2,not 16,making point blank 4 instead of 2, magical striker 6 instead of 4. Adopted should kick in at 3,so you can pick up hand of the apprentice at 5 with your ancestry feat via human ancestry feat instead of 6.
That leaves you with 1 less ancestry feat. Probably you'll lose nimble and pick up elven weapon training at 1.
Lastly:
Keep in mind that a legendary +4 bow (for 3 properties) is both a 15th and a 16th item (stock +4 weapon is Master quality since it's the minimum allowed for the enchant), you can probably fit those but it will take the place of the extra (useless since it doesn't stack) potent item (either diadem or anklets)
P. S. How do you plan to use wand of true strike with the bow? Or is it just for when you use the rapier?

Dasrak |

Ah, found your error:
You can't have both anklets and diadem.
Wait, where's that rule? (rereads the entire treasure chapter before he finds it) okay, wow, that's a major restriction buried away in a place that I probably would have never looked. That's absolutely brutal to MAD characters.
The choice between the diadem and the anklet is painful, but at the end of the day he's got expert proficiency with weapons and master proficiency with spells, so the weapons need the boost more. The extra AC and saving throws doesn't hurt either, and he ran out of useful skills to pick up a long time ago.
Fighter dedication should be level 2,not 16,making point blank 4 instead of 2, magical striker 6 instead of 4. Adopted should kick in at 3,so you can pick up hand of the apprentice at 5 with your ancestry feat via human ancestry feat instead of 6.
Yeah, it looks like I accidentally shifted stuff around in there and didn't notice that I had one too many class feats and one too few skill feats. Using Natural Ambition to correct the problem is easy enough.
That leaves you with 1 less ancestry feat. Probably you'll lose nimble and pick up elven weapon training at 1.
I chose to drop Great Fortitude to take Ancestral Paragon, so a general feat was lost instead.
Keep in mind that a legendary +4 bow (for 3 properties) is both a 15th and a 16th item (stock +4 weapon is Master quality since it's the minimum allowed for the enchant), you can probably fit those but it will take the place of the extra (useless since it doesn't stack) potent item (either diadem or anklets)
I could have sworn that you needed legendary for +4. Oh well, that's what I get for not double-checking these things. Easy correction with the diadem being dropped.
P. S. How do you plan to use wand of true strike with the bow? Or is it just for when you use the rapier?
Just for the rapier. 1st level wands cost 27 gp so they're basically free. If you can use a wand of true strike and own a one-handed weapon, there's no reason not to stock up on them.