Character: Wart


Advice


Character Basics
Name: Wart (might change it, but that is what it will mean in undercommon)
Half Elf (Darkborn)
Sorcerer/Arcanist (Level 1 character mechanics in second post)

Wart was a slave among the Drow, one of thousands who toil in the unseen underdark. While thinblooded by birth, he was able to “pass” for human. The whip was a constant reminder to him where he stood…However when he was allowed to sleep, the story was different. Where all he knew was the dark caves illuminated by moss, in his dreams he could see bright light coming from the heavens, and the burnt man would teach him tricks, tricks that when he awoke he could still do…

However, Wart knew that his masters would not appreciate a slave knowing how to do these tricks so he kept them to himself, each day was a struggle, then one day the burnt man told him he would send him a friend, to help him greet the son. Wart had no idea who the son was, but anything was better than dealing with his lot.
The next day, a small creature, like a bat but different (a thrush he would later learn flew) around the cave. Following it he was led to an exit from the underdark. The sun at first blinded him, but soon his eyes adapted to it. Along the way out he found the remains of a human, however unlike the slaves he had fine clothes and gear. He took the gear...

Personality: his time in the underdark has made him weary of others. He is a bit paranoid if truth be told. He also has a compassionate side for the downtrodden, and a curiosity in the new world he finds himself in.


A few mechanical things: I know some if not all of my plan is sub optimal. I'm fine with it

Yes the plan is to go into arcanist
I do want a familiar at level 1
Yes I know about the Arcanist archetype that gives bloodlines, not interested in it.
Sorcerer spells will be more utility than powerfull. Yes I know lacking 2 spell progression levels overall. I'm good with that
I do appreciate ways to improve "around the edges" of the basics I layed out

Ability Scores:
Str: 8 HP: 7
Dex: 12 AC: 11
Con: 12
Int: 18 (16+2) Fort: +1*
Wis: 10 Ref: +1*
Cha: 13 Will: +2*
Race: Half Elf
• +2 to One Ability Score: Intelligence
• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Half-elves have a base speed of 30 feet.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Alternate Racial Abilities
o Drow: Blooded: Darkvision 60’ Light blindness, Replaces Low Light Vision (APG)
o Drow Magic: Use Dancing Light, Darkness, And Faerie Fire once a day; Replaces Adaptability and Multitalented (APG)
o Hidden Half-Breed: +2 to Bluff/Disguise, limited to Drow Languages, replaces Bonus Languages (Blood of Shadows)

Classes (Favored Class Arcanist)
Level 1: Sorcerer
• Spells
o 0 Level (4)
o 1st Level (2)
• Bloodline: Solar
o Bloodline Power
• Cantrips
• eschew materials
Skills
Traits:
• (Magical Knack or Bifurcrated Magic<Inner Sea Races>)
• Adopted: Almost Human (Ultimate Campaign)
• Drawback: Arcane Depths (Inner Sea Gods), Xenophobic (Ultimate Campaign)
Feats: Half Drow Paragon


okay, I see
Ability Scores:
[8, 12, 12, 16{+2=18}, 10, 13], some better arrays might be; 20pts [10, 14, 10, 16{+2}, 10, 14],
15pts [8, 14, 10, 16{+2}, 10, 12], if you are doing a point buy. Dex keeps you from being hit in the first place and adds to ranged attacks, Wpn Finesse. Str isn't super important but it is better to avoid stats below 10 if you can.

Traits:
hard to beat +1 Fort & +1 Rflx. Magical Knack for multiclasses, Mag Lineage & Wayang Spellhntr for metamagic users. Exemplar Traits were a late drop and good for casters or focused characters.

Personally I prefer Wizards rather than Arcanists or Sorcerer classes as you get better flexibility with half cost for spell recast items, thus more spell slots at a given (level + equip) cost point {more effective WBL}.


Thank you. Will consider the stuff you said.


Current spell plan

If Crossblooded
0 level: Prestidigitation, Read Magic, Mage Hand
1 level: Mage Armor

If Just Solar
0 level: not sure
1 level: + Web Bolt


Okay, playing still.

Wart
Male half-elf (drow-descended) sorcerer (crossblooded) 1 (Pathfinder RPG Ultimate Magic 69)
N Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +0; +2 vs. enchantments
Immune sleep
Weaknesses light blindness
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)

Melee dagger -1 (1d4-1/19-20) or
quarterstaff -1 (1d6-1)

Ranged light crossbow +2 (1d8/19-20)

Spell-Like Abilities (CL 1st; concentration +2)
At will—detect magic
1/day—dancing lights, darkness, faerie fire, feather fall, levitate

Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +2)
1st (4/day)—mage armor
0 (at will)—mage hand, prestidigitation, read magic
Bloodline Arcane, Solar
--------------------
Statistics
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Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11

Feats Drow Nobility[ARG], Eschew Materials

Traits adopted, - custom trait -, arcane depth, magical knack (Arcanist), Xenophobic

Skills Acrobatics -1 (-5 to jump), Diplomacy +1 (-1 Against creatures of different race), Disguise +5 (+9 To pose as human), Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Perception +6, Sense Motive +0 (-2 Against creatures of different race), Spellcraft +8, Use Magic Device +5; Racial Modifiers +2 Perception

Languages Common, Draconic, Elven, Gnome, Goblin, Undercommon

SQ arcane bond (Arcane Familiar, thrush), bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), drow heritage, elf blood

Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, bird feed (per day) (5), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), traveling spellbook[APG], waterskin, 6 sp, 5 cp
--------------------
Special Abilities
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Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.

Bloodline Arcana: Solar (Ex) +1 damage per die for [Fire] spells.
Darkvision (60 feet) You can see in the dark (black and white only).

Drow Heritage Count as a drow for pre-reqs.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep You are immune to magic sleep effects.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.

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A couple things might be bending the rules: It is debatable if he meets the requirements for Drow Nobility (Hero Lab is happy with it, depends on if a drow magic counts as drow spell like ability)

Undercommon as a language choice is technically not allowed (as he can only choose language a Drow can choose but not the ones they are automatically given)...having said that don't think it will be an issue...

TECHNICALLY: Not adopted by half-orcs, just using that to get the ability to pass for human...same basic effect, just the source is a small bit different...

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