New Character


Advice

151 to 152 of 152 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Dasrak wrote:
Magdyrret wrote:
Okay, yesterday i was with my friend (I play pathfinder with him) and he was like, why dont you make an Arcane Trickster who also uses a rapier in combat while flanking.

Base attack bonus is too low, you'll never hit anything.

Melee arcane tricksters really only work well with natural attack shapeshifting builds, using the sheer number of attacks to compensate for their bad accuracy. If you want to be more conventional with something like a rapier look into the Eldritch Scoundrel archetype for an Unchained Rogue. Preferably use a two-handed finessable weapon like an elven curve blade. It's a good build, it's not quite as strong at spellcasting but it's quite competent if you want to go the roguish spellcaster route while still being decent at melee.

i beg to differ, though, this was a Magus in a Mythic Game;

-Destrachis Des'Tinae- in WRATH OF THE RIGHTEOUS:

Male drow noble arcane trickster 9/magus (kensai) 6/rogue (bandit, knife master) 4/Trickster 9 (Pathfinder RPG Bestiary 115, Pathfinder RPG Ultimate Combat 55, 71, 72, Pathfinder RPG Ultimate Magic 9)
CG (None) Medium humanoid (elf) worshiper of Desna.
Init +24; Senses darkvision 120 ft.; Perception +30
--------------------
Defense
--------------------
AC 53, touch 38, flat-footed 30 (+10 armor, +5 deflection, +10 Dex, +13 dodge, +3 natural, +2 shield; +2 deflection vs. evil)
hp 264 (19 HD; 9d6+10d8+175)
Fort +25, Ref +34, Will +24; +2 vs. enchantments, +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects), +2 sacred bonus vs. charm and possession effects (including dominate effects), +2 sacred bonus vs. death effects; +2 resistance vs. evil, +4 morale vs. death effects
Defensive Abilities blade sense +1, canny defense +6, evasion, hard to kill, mythic saving throws, unstoppable; DR 15/adamantine (150 points), 7/—; Immune sleep, acid (120 points), energy drain, negative energy; SR 30
Weaknesses dependancy, light blindness
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Melee kukri= terendelev's honor +26/+21/+16 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6 vs. evil) or
. . kukri= the demon's bane +26/+21/+16 (1d4+23/15-20 plus 2d6 vs. Demons and 2d6 vs. spellcasters and 2d6)
Special Attacks arcane pool (+2, 15 points), farwalker[MA], magus arcana (arcane accuracy[UM], close range[UM], prescient attack[UC], ranged spell shield), mythic power (22/day, surge +1d10), sneak attack +6d6, spell combat, spellstrike
Spell-Like Abilities (CL 19th; concentration +19)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 13)
Magus (Kensai) Spells Prepared (CL 15th; concentration +27)
. . 5th—kinetic force (2, DC 27), teleport, vampiric shadow shield[ACG]
. . 4th—stoneskin[M] (6)
. . 3rd—displacement, fireball[M] (2, DC 25), gloomblind bolts[M,ARG] (2, DC 25), mythic intensified quickened vampiric touch[M] (6)
. . 2nd—glitterdust (5, DC 24), pains of the past[M] (2, DC 24)
. . 1st—mythic intensified dizzying bolt[M] (7, DC 23)
. . 0 (at will)—disrupt undead, mage hand, open/close (DC 22), ultrasonic ray
. . M mythic spell
--------------------
Statistics
--------------------
Str 10, Dex 30, Con 24, Int 35, Wis 18, Cha 10
Base Atk +11; CMB +11 (+13 disarm); CMD 51 (53 vs. disarm)
Feats Butterfly's Sting, Combat Expertise, Combat Reflexes, Extra Arcana[UM], Extra Arcana[UM], Greater Spell Penetration, Greater Two-weapon Fighting, Improved Critical (kukri), Improved Two-weapon Fighting, Intensified Spell[M], Leadership, Nimble Moves, Piranha Strike, Quicken Spell, Spell Penetration[M], Spell Perfection (vampiric touch)[APG], Toppling Spell[UM], Two-weapon Fighting, Weapon Finesse[M], Weapon Focus (kukri)
Traits chance encounter, magical lineage, wayang spell hunter
Flaws arrogant, dependancy, uneducated
Skills Acrobatics +34, Appraise +14, Bluff +2 (+4 to Feint), Climb +2, Craft (alchemy) +22, Diplomacy +0, Disable Device +20, Disguise +2, Escape Artist +20, Fly +24, Heal +6, Intimidate +2, Knowledge (arcana) +36, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nature) +36, Knowledge (planes) +36, Knowledge (religion) +36, Linguistics +24, Perception +30, Perform (dance) +4, Ride +20, Sense Motive +6, Sleight of Hand +25 (+27 to conceal a light blade), Spellcraft +36, Stealth +34, Survival +6, Swim +2, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Daemonic, Draconic, Druidic, Elven, Infernal, Osiriani, Polyglot, Sakvroth, Simple Sign, Skald, Sylvan, Tien, Undercommon, Varisian, Vudrani, Wayang
SQ amazing initiative, ambush, beyond morality[MA], chosen weapon, darklands stalker[ARG], deadly dodge[MA], fleet charge[MA], foe-biting, force of will, hidden blade, immortal, impromptu sneak attack, invisible thief, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mirror dodge[MA], mythic bond, mythic spellcasting[MA], paranoid, perfect strike, poison use, ranged legerdemain, recuperation, rejuvenating, rogue talents (combat trick, finesse rogue), shadow stealth[MA], tricky spells, undetectable, unstoppable strike
Combat Gear jaunt boots[UE], lesser maximize metamagic rod, pearl of power (1st level) (2), pearl of power (3rd level), robe of runes, wand of blessing of fervor (25 charges), wand of cure critical wounds (17 charges), wand of death ward (29 charges), wand of dismissal (4 charges), wand of enervation (18 charges), wand of fly (19 charges), wand of freedom of movement (17 charges), wand of greater invisibility (CL 10th, 36 charges), wand of lesser restoration (29 charges), wand of mirror image (15 charges), wand of overland flight (50 charges), wand of see invisibility (10 charges), wand of shield of faith (10 charges), wand of slither (19 charges), wand of true strike (46 charges); Other Gear desna's grace armor[APG], terendelev's honor, the demon's bane, amulet of natural armor +3, belt of physical might +6 (Dex, Con), bracers of the shield mates[MA], cloak of resistance +5, efficient quiver, handy haversack, headband of inspired wisdom +6, lenses of darkness[ARG], righteous medal of agility, righteous medal of clarity, righteous medal of command, righteous medal of spirit, righteous medal of valor, righteous medal of vigor, ring of protection +5, ring of wizardry iii, shadowblood (4), terendelev's scales (sacred weaponry), weapon cord[APG], weapon cord[APG], weapon cord[APG], weapon cord[APG], 16,251 gp, 6 sp
--------------------
Tracked Resources
--------------------
Absorb Energy (Acid, 120 hp) - 0/120
Align Weapon (good/law only, can affect nat weapons, 3/day) - 0/3
Amazing Initiative (1/round) (Ex) - 0/1
Arcane Pool +2 (15/day) (Su) - 0/15
Chance Encounter (1/day) - 0/1
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Impromptu Sneak Attack (2/day) (Ex) - 0/2
Invisibility, Greater (1/day) - 0/1
Invisible Thief (9 rounds/day) (Su) - 0/9
Jaunt boots (3/day) - 0/3
Legendary Power (8/day) - 0/8
Levitate (At will) - 0/0
Maximize metamagic rod (lesser, 3/day) - 0/3
Mythic Power (22/day, Surge +1d10) - 2/22
Pearl of power (1st level, 2/day) - 0/2
Pearl of power (3rd level, 1/day) - 0/1
Plane Shift (1/day) - 0/1
Resonating (3/day) - 0/3
Shadowblood - 0/4
Stoneskin - 0/150
Suggestion (1/day) - 0/1
Tricky Spells (5/day) (Su) - 0/5
Wand of blessing of fervor (25 charges) - 0/25
Wand of cure critical wounds (17 charges) - 0/17
Wand of death ward (29 charges) - 0/29
Wand of dismissal (4 charges) - 0/4
Wand of enervation (18 charges) - 0/18
Wand of fly (19 charges) - 0/19
Wand of freedom of movement (17 charges) - 0/17
Wand of greater invisibility (CL 10th, 36 charges) - 0/36
Wand of lesser restoration (29 charges) - 0/29
Wand of mirror image (15 charges) - 0/15
Wand of overland flight (50 charges) - 0/50
Wand of see invisibility (10 charges) - 0/10
Wand of shield of faith (10 charges) - 0/10
Wand of slither (19 charges) - 0/19
Wand of true strike (46 charges) - 0/46
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Arcane Accuracy +12 (Su) 1 Arcane Pool: +12 to attack rolls until the end of your turn.
Arcane Pool +2 (15/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Kukri) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Drow Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Farwalker (Sp) You can plane shift, using double your tier as your caster level.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Fly (60 feet, Good) You can fly!
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity to Acid (120 points) You are immune to acid damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Negative Energy You are immune to negative energy.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Intensified Spell [Mythic] You can cast a spell that can exceed its normal damage die cap by 10 (if you have the caster level to reach beyond that cap). 1 MP: cast spell as normal intensified spell w/o preparing in advance.
Invisible Thief (9 rounds/day) (Su) You can use greater invisibility as a free action.
Leadership (score 19) You attract loyal companions and devoted followers.
Legendary Power (8/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power
Legendary Surge (+1d6 to Attack Rolls - All, Saving Throws - All, Saving Throws - Will) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Paranoid Aid Another DC 15 for attempts to help you.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ranged Spell Shield +12 (Su) 1 Arcane Pool: +12 to your or an ally within 30 feet's AC until the end of your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (90 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Sneak Attack +6d8/+6d4 +6d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Perfection (Vampiric Touch) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (30) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Tricky Spells (5/day) (Su) You can cast a spell without verbal or somatic components.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

===================================================================
Personality: Destrachis is haunted and conflicted due to his indoctrination under his sadistic and abusive mother. He suffers from night terrors and has been known to lash out if awakened from one. Being told every day you are the spawn of a demon lord and destined to do terrible things, to kill tens of thousands, takes a toll. He always seems to be on the edge of violence, expecting an attack at any time, from enemies, from friends, from family. He is extremely paranoid and appallingly ignorant to the world outside the Darklands. He sees himself as hunted, as prey evading predator. He is less than worldly having been under the yoke of drow all of his life.

Description: Destrachis is a whip-cord lean Drow elf of Noble heritage. His right eye is covered by a hardened leather eye patch; his left eye is the color of honey, very unusual for a drow. Tall, silver-haired, with a coal black complexion, Destrachis has a youthful look about him, for an elf - that quickly dissipates when one looks into his eye. Despite his 207 years of age, his eye is that of a drow thrice his age, who has seen far too much. Still, he possesses a certain predatory grace and vigor. He carries a matched pair of kukri, and a drow made hand crossbow.

Origin: Born into the Noble Drow House Des'Tinae, I, Destrachis Ezdrakis Des'Tinae, have lived a life of privilege compared to many of my people. Treated relatively better than the other males of my House, though still tortured and tormented by my mother and sisters, I have been trained by our House Weaponsmaster, Rivillarch, and the Grand Magus of Deepest Spire, Molog Bhaal, to guard and protect the Wizards of the Deepest Spire when we are raiding the Darklands, pillaging and plundering dwarven and snirvneblin strongholds, ruins and the like. *(raiding, pillaging, plundering = drow archaeology)

I am a natural when it comes to magical aptitude; I have gleaned much about spellhunting from a wayang House slave called Sihn Ming. While not friends, the deceitfully cruel beast is perhaps the closest I have to one. When I was told that I must slay Sihn Ming during one of the house raids, as entertainment for our troop leader, I refused the order. I could not tell them that killing for sport is repugnant to me, so I cited that more could be learned from the shadow creature, that I was not yet done with the Des'Tinae House slave. I was beaten unconscious and returned my House. I have no knowledge of Sihn Ming's fate, though he was a cunning bastard. I am sure he is alive, if not well. Matron Mother was very, very unhappy about this development. As punishment, my mother, Matron Mother Bynae, sacrificed my right eye, literally ripped it from my skull and replaced it with one of two black opals called the Eyes of Abraxas. I fled for my life from my sadistic mother and sisters, but not before stealing the other mystical Eye.

I have had odd dreams. A sad woman with a bow, shrouded in white, guiding me to a brilliant, blinding light at the end of a tunnel. She compelled me to travel to the surface, under its searing light and to a city called Kenabres. I thought it a dream until I woke with an arrow at my side. Unerringly, I was drawn to a half-elf. Half-Drow. The knowledge flooded me; I have a half-brother, whom I knew was my kin on sight. I even knew his name, Reinhardt. My first impulse was to go to him, tell him we are kin. But no, he is likely as evil as the rest of my family. But for some reason I am compelled to give the other Eye to Reinhardt, this though is a darker nightmare, led by a hideous humanoid creature with the head of a demonic, deformed and fanged raptor with two writhing vipers in the place of legs. I follow my brother as he navigates this... "city".

This "city", is putrid. Waste in the streets, its people wallowing in filth like goblins. I am told one can expect to find small cults of Abraxas in most large cities on the surface. I can only hope to avoid these fanatics. In the single day I have been in Kenabres, I have been pick-pocketed twice, and nearly stabbed once. There is no room to maneuver, thus I have taken to the roofs, avoiding the crush and some little bit of the stink of these pale creatures of strange shapes and sizes. I am bitter and angry about my Matron Mother’s actions, having been told since birth that my father is the Avatar of mighty Abraxas, making me singularly special among the drow. But now, having a brother, fathered by the same Avatar (if the story is true). What if he is another part of Abraxas's plan to spread his evil. This situation bears much caution, and watching. Soon I will have to confront him.


Slim Jim wrote:
Per PossibleCabbage comment above, now subtract every "useless" spell the wizard memorized that wasn't be needed.

While Wizard might have sub-optimal spells prepared (they usually won't be completely useless; something like Fly, for instance, will at very least be a decent defensive option) the Arcanist bleeds arcane reservoir every time he needs to swap a prep. It's easy to say that a Wizard might be stuck with a useless Dispel Magic at the end of the day, but if the Arcanist needs Dispel Magic he needs to spend a full-round action and 1 point of reservoir to swap into it, and since it's his only 3rd level spell he will usually need to swap back as well at the same cost. You only get 6 points of reservoir recovery per day as a 6th level Arcanist, so that's 1/3rd of your daily reservoir to swap one spell. If you're doing this with any frequency, you will need to use consume spells.

Slim Jim wrote:
(And the specialist wizard must designate one or more schools that are now a PITA for him to access.)

That's a complete non-issue if you're a Conjurer, Transmuter, or Evoker. All three of those schools have very spammable options and you really do not feel the penalty. Illusionists and Necromancers do have some dead levels where their options run thin, but if you have full access to all Pathfinder material you're going to be fine.

It's only really Enchanters, Abjurers, and Diviners that are a problem in this regard, and if you're going into these specializations that's something you'll need to live with. Enchanters have lots of spammable options and will usually be fine, but when immunities pop up they can be stuck with a useless specialty. Abjurers struggle at low levels due to poor durations and too much of a defensive focus, but they grow into their own at higher levels and aren't a big problem if you're okay with a defensive playstyle. Diviners... well, there's basically one reason why people go diviner and it has nothing to do with the spells ;-)

Slim Jim wrote:
An admixture blockbuster wizard will have a decent edge in applicable one-trick-pony AoE DPR, but that typically comes at a severe cost to "god wizard" utilitarianism.

While I do agree that the hierarchy for blasting classes is Sorcerer > Arcanist > Wizard, you do have two good options as wizards to get around this issue if you've got the feats to afford it.

151 to 152 of 152 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / New Character All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice