Want to build as close as I can come to playing an actual angel. (I’ve been informed my recent PC’s have been a bit dark and bordering on evil.) Plan to make all decisions based on doing the greatest good for all involved. Part of that will, of course, be punishing evil-doers.
So I’m thinking an Assimar. No heritage so he keeps the Daylight ability.
Angelic Blood, Burnished Skin, Wings, Metallic Wings, and the feats that expand on the Daylight ability. He will sure look like an angel.
Neutral Good, Warpriest, Desna. Warpriest will give me a few free combat feats with the starknife and maybe Dazzling Display. Blessings,spells, and other warpriest stuff will give him enough to keep it interesting and something to do in most any situation.
Below is a rough build at level 7 with just some basic equipment.
Aasimar warpriest of Desna 7 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
AC 23, touch 12, flat-footed 21 (+9 armor, +2 Dex, +2 shield)
hp 59 (7d8+21)
Fort +8, Ref +4, Will +9; +2 vs. [evil], +2 bonus vs. fire effects, +1 trait bonus vs. charm and compulsion
Defensive Abilities sacred armor (+1, 7 minutes/day); Resist acid 7, cold 7, electricity 7, fire 7
Speed 30 ft. (20 ft. in armor)
Melee adamantine starknife +9 (1d8+4/×3) or
. . mwk cold iron starknife +9 (1d8+4/×3) or
. . mithral starknife +9 (1d8+4/×3)
Special Attacks blessings 6/day (Good: holy strike, Luck: lucky presence), channel positive energy 3/day (DC 17, 2d6), fervor 7/day (2d6), sacred weapon (1d8, +1, 7 rounds/day)
Spell-Like Abilities (CL 7th; concentration +9)
. . 3/day—daylight
Warpriest Spells Prepared (CL 7th; concentration +11)
. . 3rd—invisibility purge, communal resist energy[UC]
. . 2nd—communal protection from evil[UC], returning weapon[UC], shield other, zone of truth (DC 16)
. . 1st—bless, detect undead, liberating command[UC], shield of faith, sun metal[UC] (DC 15)
. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 14), stabilize
Str 14, Dex 14, Con 14, Int 12, Wis 18, Cha 14
Base Atk +5; CMB +7; CMD 19
Feats Angelic Blood[ARG], Angelic Flesh (brazen)[ARG], Dazzling Display, Heavenly Radiance[ARG], Heavenly Radiance[ARG], Weapon Focus (starknife), Weapon Specialization (starknife)
Traits adrift, rostlander, unscathed
Skills Acrobatics -2 (-6 to jump), Climb +2, Diplomacy +8, Handle Animal +6, Heal +8, Intimidate +12, Knowledge (engineering) +5, Knowledge (religion) +7, Perception +7, Ride +2, Sense Motive +8, Spellcraft +5, Survival +8, Swim +2; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
Other Gear mithral full plate, darkwood wooden snarlshield, adamantine starknife, mithral starknife, mwk cold iron starknife, blinkback belt[UE], 276 pp, 7 gp
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Brazen) +2 saves vs. fire effects.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Starknife) Intimidate check to demoralize can affect those within 30' who see you.
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Heavenly Radiance (Wake of Light, 3/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Heavenly Radiance (Wandering Star Motes, 3/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you
I'm sure it will not compete for the most completely super optimized power gaming build. But I don’t think that is very often necessary. I usually find my groups do better with reasonably competent builds. If I optimize too much, it throws things off with the other members of the party.
So does this seem reasonably competent?
No complaints about what you have and there are so many other ways to be angelic as well. But I guess my concern is whether you will enjoy playing a character like this. Something seems to draw you to regularly play dark characters. Personally, I like my characters to have both light and dark traits. For instance, a guy who really likes killing may be really friendly in social situations, a guy who tries to take care of others might still be really greedy or a guy who wants power might also be a bit of a coward.
... my concern is whether you will enjoy playing a character like this. Something seems to draw you to regularly play dark characters. ...
Oh, I like playing almost all sorts of builds and personalities. I'm not big on bards, builds that are just weapon damage, and the internal angst ridden personalities. Other than that, almost anything.
Part of the reason for this is demonstrate that to a few individuals that haven't known me for a long time.
|Pope Uncommon the Dainty|