| I like runes |
| 5 people marked this as a favorite. |
Hello! This is a Pathfinder first edition recruitment. The idea is to explore builds and I'll throw stuff at the party and see how the encounters go. I hope to learn a bit about balance and for all of us to have some fun!
There's going to be a story, but it'll be very simple and straightforward. Stuff like fight the monster and save the royalty, or fight the group hiding in the abandoned mines to protect the town. That doesn't mean I won't take PCs cues. Those would actually help me come up with stuff.
This also doesn't mean that deep RP will be discouraged, it only means that it won't be required.
If you're interested, please read the spoilers below to create a character for submission.
We're going high power for this. The idea is to explore your builds that you've always wanted to try but couldn't because it's too MAD or it combines classes that make no RP sense. Simple builds are also ok, they don't have to be complicated to be good.
Please create a level 2 first edition character with the following rules.
Abilities: Roll 5d6 and take the best 3 six times and arrange the six abilities how you wish. Rolls of 1 are to be rerolled until they're not 1 anymore. Instead of editing your post a million times until all dice are in line, you can equivalently roll d5's and add 1 to all numbers, that is, roll 5d5, take the best 3 and add 3.
If you don't like your set, you may roll again.
If you don't like your second set, you may just use a 32 point buy array. For clarity, the roll described above has approximately 80% probability to get an array of at least 32 points.
Classes: Any Paizo is fine. Important note: I'm not a fan of occult classes, so I recommend against them.
Races: Any Paizo is fine. I'm not sure if there are uber powerful races that would break stuff, so I reserve the right to veto races on demand.
Wealth: Max for your class at level 1. Additionally, all characters start play with a Standard Wayfinder.
Traits: Go ahead and pick 3 traits. Drawbacks are not in play.
Alignment: No restrictions, but characters that can't work with others will be asked to leave the game or will die horribly at the GM's discretion.
Additional rules: Elephant in the Room and Background skill optional rules are in play.
I ask that, in your submission, you add the broad strokes of the level up plan for this character. Something like class dips, feat lines or other interesting aspects of your build that you consider relevant for it.
We're going with simplicity here. All characters will start in Absalom being part of the Pathfinder Society. The party will be sent together to complete tasks for this organization. Again, keeping it simple.
For PCs backgrounds, I ask at least a paragraph.
I will choose 6 characters that have been submitted prior to the deadline. I will try to pick a party that will be approximately uniform in terms of power over time. I understand that some builds may be late bloomers or peak early, and will also take this into account.
I have no idea what character level this campaign will go to. The idea is to try to focus on the trip, not the destination.
Level ups will happen in milestones at points where I feel that level was explored enough, or is getting boring. This will probably be very inconsistent.
So yeah, let's see what you got. I will be taking submissions until the 12th of June. I'm giving over two weeks so people can unearth or research builds they'd like to.
| Albion, The Eye |
Let's give it a try!
5d6 ⇒ (6, 5, 3, 5, 3) = 2216
5d6 ⇒ (1, 4, 1, 4, 3) = 1311
5d6 ⇒ (2, 6, 5, 1, 4) = 1815
5d6 ⇒ (4, 1, 4, 6, 6) = 2116
5d6 ⇒ (4, 3, 3, 5, 6) = 2115
5d6 ⇒ (1, 1, 6, 4, 6) = 1816
EDIT: Forgot to reroll 1s
3d6 ⇒ (1, 4, 5) = 10 11 becomes a 13
1d6 ⇒ 2 pfffffft
2d6 ⇒ (1, 5) = 6 16 becomes an 17!
3d6 ⇒ (6, 1, 6) = 13 16 becomes an 18!
Pretty good!
I present without any hesitation - the ratfolk Shrikkt! (wannabe Arcane Trickster)
Shrikkt
Male ratfolk alchemist (internal alchemist, vivisectionist) 1/evoker (admixture[APG]) 1 (Pathfinder RPG Advanced Player's Guide 26, 143, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Magic 18, 20)
N Small humanoid (ratfolk)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
--------------------
AC 17, touch 16, flat-footed 12 (+1 armor, +5 Dex, +1 size)
hp 20 (2 HD; 1d6+1d8+7)
Fort +5, Ref +7, Will +4
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Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d3+1/19-20)
Special Attacks intense spells (+1 damage), sneak attack +2d6, swarming
Alchemist (Internal Alchemist, Vivisectionist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—monkey fish[ACG], tears to wine (DC 15)
Evoker Spells Prepared (CL 2nd; concentration +6)
. . 1st—blend with surroundings, mage armor, snowball[UW]
. . 0 (at will)—detect magic, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 16, Int 19, Wis 15, Cha 13
Base Atk +0; CMB +4; CMD 15
Feats Accomplished Sneak Attacker, Agile Maneuvers, Brew Potion, Scribe Scroll
Traits magical knack, reactionary, wayang spell hunter
Skills Acrobatics +5 (+1 to jump), Craft (alchemy) +10 (+11 to create alchemical items), Disable Device +10, Escape Artist +7, Knowledge (arcana) +9, Linguistics +9, Perception +9, Sleight of Hand +9, Spellcraft +9, Stealth +11, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Aklo, Celestial, Common, Draconic, Goblin, Infernal, Undercommon
SQ alchemy (alchemy crafting +1), arcane bond (ring), breath mastery, finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 10 minutes), rodent empathy, versatile evocation
Combat Gear acid, caltrops, liquid ice[APG], reagent, darkwood (10); Other Gear haramaki[UC], dagger, arcane bond ring, alchemist starting formula book, hemp rope (50 ft.), masterwork backpack[APG], soap, thieves' tools, torch (5), trail rations (5), waterskin, wizard starting spellbook
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Cuchulainn
|
Cuchulainn wrote:Would a Wizard of the Instructor archetype be permitted?
If so, would the Apprentice Cohort also be granted traits?
If so, would that Apprentice Cohort get three traits, or a lesser number of traits?
Always roll on your first post.
Otherwise it looks like you could be cheating :P
The dice roller hates me when it comes to rolling for stats. But I will go through with it for the sake of form. I am betting I'll end up using the point-buy option once it's all said and done.
Roll Number One: 5d6 ⇒ (4, 4, 3, 5, 4) = 20 = 13
Roll Number Two: 5d6 ⇒ (1, 2, 2, 4, 4) = 13 = 11
Roll Number Three: 5d6 ⇒ (1, 2, 4, 6, 1) = 14 = 14
Roll Number Four: 5d6 ⇒ (2, 4, 2, 5, 6) = 19 = 15
Roll Number Five: 5d6 ⇒ (2, 2, 4, 5, 4) = 17 = 13
Roll Number Six: 5d6 ⇒ (1, 6, 4, 1, 1) = 13 = 14
Re-roll Number Two: 1d6 ⇒ 3
Re-roll Number Three: 2d6 ⇒ (2, 2) = 4
Re-roll NUmber Six: 3d6 ⇒ (1, 5, 3) = 9
Let's try the other way:
5d5 ⇒ (3, 3, 1, 5, 4) = 16 = 12
5d5 ⇒ (3, 2, 3, 5, 3) = 16 = 11
5d5 ⇒ (2, 4, 5, 5, 2) = 18 = 14
5d5 ⇒ (2, 5, 3, 3, 1) = 14 = 11
5d5 ⇒ (5, 5, 4, 2, 4) = 20 = 15
5d5 ⇒ (4, 2, 2, 4, 1) = 13 = 10
Neither one is close to a 32-point buy, so as I expected, I will go with the 32 points.
Critzible
|
Stat: 5d6 ⇒ (4, 5, 3, 2, 1) = 1512
Stat: 5d6 ⇒ (6, 1, 6, 6, 1) = 2018
Stat: 5d6 ⇒ (4, 3, 1, 4, 2) = 1411
Stat: 5d6 ⇒ (3, 6, 4, 4, 5) = 2215
Stat: 5d6 ⇒ (6, 6, 1, 5, 4) = 2217
Stat: 5d6 ⇒ (3, 2, 1, 2, 6) = 1411
Reroll: 1d6 ⇒ 514
reroll: 2d6 ⇒ (3, 2) = 518
Reroll: 1d6 ⇒ 412
- 15
Reroll: 1d6 ⇒ 517
Reroll: 1d6 ⇒ 111
Rereroll: 1d6 ⇒ 211
So 14,18,12,15,17,11
Ans hmmI can try a Hunter Patient Ambusher or a Halfling Cavalier...hmmm Ill have to look at my combat classes or a Healer....
| Seth86 |
BT Synth
Female drow summoner (synthesist) 2 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 80)
LE Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 15 (2d8+2)
Fort +1, Ref +4, Will +6; +2 vs. enchantments, +2 trait bonus vs. fear effects when eidolon is in 30 feet
Immune sleep; SR 8
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 2nd; concentration +7)
. . 1/day—dancing lights, darkness, faerie fire
Summoner Spell-Like Abilities (CL 2nd; concentration +7)
. . 8/day—summon monster I
Summoner (Synthesist) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—identify, mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, detect magic, light, mending, open/close (DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 17, Wis 17, Cha 20
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Exotic Weapon Proficiency (repeating heavy crossbow), Power Attack
Traits perpetual companion, seeker, twinned presence
Skills Craft (weapons) +6, Intimidate +11, Knowledge (arcana) +8, Knowledge (engineering) +8, Linguistics +8, Perception +11, Spellcraft +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Dwarven, Elven, Sakvroth, Undercommon
SQ finesse weapon attack attribute, fused eidolon, fused link, poison use, surface infiltrator[ARG]
Other Gear 1,000 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Drow Immunities - Sleep You are immune to magic sleep effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fused Eidolon (20/20 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Resistance (8) You have Spell Resistance.
Summon Monster I (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
| Ouachitonian |
Set 1
5d5 + 3 ⇒ (5, 5, 1, 4, 5) + 3 = 23 6,6,6=18
5d5 + 3 ⇒ (1, 5, 3, 4, 3) + 3 = 19 6,5,4=16
5d5 + 3 ⇒ (3, 1, 2, 2, 3) + 3 = 14 4,4,3=11
5d5 + 3 ⇒ (3, 4, 3, 1, 1) + 3 = 15 4,5,4=13
5d5 + 3 ⇒ (3, 2, 1, 2, 1) + 3 = 12 4,3,3=10
5d5 + 3 ⇒ (3, 5, 4, 4, 4) + 3 = 23 6,5,5=16
Set 2
5d5 + 3 ⇒ (1, 5, 2, 1, 2) + 3 = 14 6,3,3=12
5d5 + 3 ⇒ (4, 4, 1, 3, 1) + 3 = 16 5,5,4=14
5d5 + 3 ⇒ (2, 5, 5, 2, 4) + 3 = 21 6,6,5=17
5d5 + 3 ⇒ (1, 5, 1, 4, 5) + 3 = 19 6,6,5=17
5d5 + 3 ⇒ (2, 4, 3, 1, 1) + 3 = 14 3,5,4=12
5d5 + 3 ⇒ (5, 2, 4, 5, 2) + 3 = 21 6,6,5=17
Pretty good rolls. I’m thinking some kind of magus, probably. We’ll see.
Sumak Wildheart
|
Stat: 6d5 ⇒ (3, 4, 1, 5, 4, 2) = 19 16
Stat: 9d5 ⇒ (1, 3, 1, 1, 5, 1, 2, 2, 3) = 19 14
Stat: 7d5 ⇒ (1, 1, 2, 3, 3, 5, 2) = 17 14
Stat: 6d5 ⇒ (2, 3, 1, 5, 3, 5) = 19 16
Stat: 5d5 ⇒ (3, 2, 4, 5, 5) = 19 17
Stat: 8d5 ⇒ (1, 5, 1, 5, 1, 4, 3, 3) = 23 17
This sounds fun. I made a Shifter to experiment with.
Here is
-------------------
Male Half Orc Shifter 1
NG Medium humanoid (Human, Orc)
Init +5 ; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp: 14 (1d10+3 Con +1 FC)
Fort +7, Ref +7, Will +6
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Shifter Claw +5 (d4+4; x2)
Ranged: Sling +7 (d4+5; x2)
Special Attacks: Shifter Claws
--------------------
Statistics
--------------------
Str 19, Dex 17, Con 16, Int 14, Wis 16, Cha 14
Base Atk +1 ; CMB +5; CMD 18
Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
Tiger
Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.
Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), two claws (2d4 damage) and a bite (2d6 damage), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).
Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.
Tiger: Bite (B, P, S).
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Traits
Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary: +2 Trait bonus to Initiative
Indomidable Faith: +1 Trait bonus to Will Save
Feats:
Power Attack:
Skills: Acrobatics +7 (5) [1], Climb +8 (6) [1], Fly + [0], Knowledge: Nature +6 [1], Perception +7 [1], Stealth +7 (5) [1], Survival +7 [1],
Languages: Common, Orc, Druidic, Sylvan, Goblin
Combat Gear Lamellar (Leather) [60 gp, 30 lbs], Sling [0 gp, - lbs], 20 bullets [0.2 gp, 10 lbs], Dagger [2 gp, 1 lb]
Gold: 98 Silver: 2 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
*= Carried in Backpack
Total Weight lbs lbs light or less/ medium / heavy
| Almonihah |
5d5 ⇒ (5, 3, 3, 5, 3) = 19->16
5d5 ⇒ (3, 3, 1, 2, 3) = 12->12
5d5 ⇒ (2, 5, 3, 1, 5) = 16->16
5d5 ⇒ (2, 3, 1, 1, 3) = 10->11
5d5 ⇒ (3, 2, 5, 3, 4) = 17->15
5d5 ⇒ (5, 3, 2, 3, 3) = 16->14
This seems like a fun opportunity to try some ideas I've had that haven't had enough time to really explore how I'd like.
Let's see, what's my list...
Tengu Oracle of Metal, questioning all about the Riddle of Steel
"Awakened Fox" Sorceress (How do I get an awakened fox with base Pathfinder rules? A kitsune can have Fox Form at first level, and if I just never change *out* of fox form... though speaking in fox form might take GM approval.)
Catfolk Sphinx Bloodrager, surprisingly erudite right up until he starts smashing
Lizardfolk Druid (Saurian Shaman), exiled from Droon and a bit snobbish about the inferiority of warm-blood culture
Catfolk Oracle of the Heavens, cheerful storyteller obsessed with the stars who's also deaf
Kobold Dragon Oracle, who tries to get every breath weapon-like ability possible
Lizardfolk Magus, dedicated to combining irxui combat techniques with magic
...I think there were a couple other ideas but that's more than enough. :D Let's see... seems like not many full-casters have been mentioned yet (just the one wizard), so maybe I'll focus on those ideas.
| eriktd |
Set 1, roll 1/6: 5d5 ⇒ (5, 1, 1, 1, 3) = 11 = 12 (Best 3, add 3)
Set 1, roll 2/6: 5d5 ⇒ (3, 2, 2, 2, 2) = 11 = 10 (Best 3, add 3)
Set 1, roll 3/6: 5d5 ⇒ (1, 4, 5, 1, 5) = 16 = 17 (Best 3, add 3)
Set 1, roll 4/6: 5d5 ⇒ (4, 2, 1, 2, 5) = 14 = 14 (Best 3, add 3)
Set 1, roll 5/6: 5d5 ⇒ (3, 4, 2, 1, 4) = 14 = 14 (Best 3, add 3)
Set 1, roll 6/6: 5d5 ⇒ (5, 4, 5, 1, 1) = 16 = 17 (Best 3, add 3)
I'm not sure what to make yet.
| Emmett Xanderi |
| 1 person marked this as a favorite. |
I am interested in this for Emmett.
I will revamp him using your build rules later this week.
First ability score roll: 5d6 ⇒ (6, 4, 1, 5, 6) = 22
reroll 1: 1d6 ⇒ 3 ==> total 17
Second ability score roll: 5d6 ⇒ (5, 2, 1, 1, 2) = 11
reroll 1's: 2d6 ⇒ (3, 3) = 6 ==> total 11
Third ability socre roll: 5d6 ⇒ (2, 2, 5, 2, 6) = 17 ==> total 13
Fourth ability score roll: 5d6 ⇒ (3, 1, 6, 1, 5) = 16
reroll 1's: 2d6 ⇒ (6, 1) = 7
reroll 1: 1d6 ⇒ 2 == total 17
Fifth abiity score roll: 5d6 ⇒ (2, 4, 3, 5, 1) = 15
reroll 1: 1d6 ⇒ 6 ==> total 15
sixth ability score roll: 5d6 ⇒ (3, 2, 3, 2, 1) = 11
reroll 1: 1d6 ⇒ 4 ==> total 10
Array rolled: 17, 11, 13, 17, 15, 10
Descending: 17, 17, 15, 13, 11, 10
| Rashk |
And here is Rashk, my tiefling monk/oracle.
As you enter the room, the figure revealed is striking. He stands nearly seven feet tall with deep black scales. He wears a threadbare robe, and carries no weapons. And yet the reason why is obvious - his talons and fangs are weapon enough. As he speaks, it reveals thick saliva that is unnaturally green. He takes care to ensure that none of this fluid leaves his mouth.
"Please be assured that I mean you no harm, despite my appearance. I was raised by a disciple of Irori and have chosen a life of discipline. It helps me to counter the baser instincts that are a product of my creation." His voice is calm and soothing.
"You see, I was created by a a cult that worshipped both dragons and demons. They sought to fuse both natures to create troops to wreak havoc against the innocent. I was but a babe when more enlightened people destroyed the cult. They chose to give me a chance, and the temple of Irori raised me with care to attempt to change my nature. When I came of age, I chose to keep to my vows and use my abilities to fight evil like those who rescued me."
Because my character is descended from a black dragon, I changed his resistance from cold to acid. If this is not acceptable, I can change it back.
I will likely split between monk, oracle, and a little fighter to fit the needs of my progression.
| I like runes |
Ok, let's address all the questions and issues here.
@Cuchulainn: Yes, that archetype is the exact type of BS (busted stuff) I expect in these builds. Why have a familiar when you can have an entire other wizard instead. However, he can't have any traits. About your rolls, it seems you miscalculated a few things. On your first set you were supposed to reroll the 1 again until it's not 1. Still, it's not great. Your second set is much better. Your array for that one is 15 14 17 14 17 13, which is a 46 point buy. Not bad, I'd say.
@Albion: I like your arcane trickster. A few comments on the math, however. Dagger to hit should be +6 due to Elephant in the Room. Also, you can't have 2d6 sneak attack at level 2. Although you can have the accomplished sneak attacker feat, it can only benefit starting at level 3. Let me know if you'd like to update the character sheet.
@Sumak: Please level up to level 2.
@pad300: Gathlain sounds fine. Random question: are you planning a cute one or a badass one?
@Rashk: Resistance change is fine.
@Lapyd: Let's not limit your build creativity. Go for VMC if you like.
Submissions:
Shrikkt, Arcane Trickster build.
BT Synth, synthesist summoner build.
Sumak Wildheart, vanilla shifter.
Emmet Xanderi, brawler with favorite terrain.
Rashk, monk with magic.
5 submissions and 3 are unarmed strikers!
@Seth86: quick question about your build. You went to extra lengths to have an eidolon fused into you, have its physical ability scores and chose to go with a repeating heavy crossbow? Why? Also, you don't have 1000gp, but max for your class at level 1. But since you are going for an incredibly expensive weapon, we can negotiate starting with it but also some sort of debt.
| Albion, The Eye |
@Albion: I like your arcane trickster. A few comments on the math, however. Dagger to hit should be +6 due to Elephant in the Room. Also, you can't have 2d6 sneak attack at level 2. Although you can have the accomplished sneak attacker feat, it can only benefit starting at level 3. Let me know if you'd like to update the character sheet.
Thanks for the review. I really though Herolab would check it correctly, but I guess not :P I will correct it myself.
Shrikkt
Male ratfolk alchemist (internal alchemist, vivisectionist) 1/evoker (admixture[APG]) 1 (Pathfinder RPG Advanced Player's Guide 26, 143, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Magic 18, 20)
N Small humanoid (ratfolk)
Init +7; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 12 (+1 armor, +5 Dex, +1 size)
hp 20 (2 HD; 1d6+1d8+7)
Fort +5, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +6 (1d3+1/19-20)
Special Attacks intense spells (+1 damage), sneak attack +1d6, swarming
Alchemist (Internal Alchemist, Vivisectionist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—monkey fish[ACG], tears to wine (DC 15)
Evoker Spells Prepared (CL 2nd; concentration +6)
. . 1st—blend with surroundings, mage armor, snowball[UW]
. . 0 (at will)—detect magic, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 16, Int 19, Wis 15, Cha 13
Base Atk +0; CMB +4; CMD 15
Feats Accomplished Sneak Attacker, Agile Maneuvers, Brew Potion, Scribe Scroll
Traits magical knack, reactionary, wayang spell hunter
Skills Acrobatics +5 (+1 to jump), Craft (alchemy) +10 (+11 to create alchemical items), Disable Device +10, Escape Artist +7, Knowledge (arcana) +9, Linguistics +9, Perception +9, Sleight of Hand +9, Spellcraft +9, Stealth +11, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Aklo, Celestial, Common, Draconic, Goblin, Infernal, Undercommon
SQ alchemy (alchemy crafting +1), arcane bond (ring), breath mastery, finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 10 minutes), rodent empathy, versatile evocation
Combat Gear acid, caltrops, liquid ice[APG], reagent, darkwood (10); Other Gear haramaki[UC], dagger, arcane bond ring, alchemist starting formula book, hemp rope (50 ft.), masterwork backpack[APG], soap, thieves' tools, torch (5), trail rations (5), waterskin, wizard starting spellbook
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
| Seth86 |
@ILR
Well, the idea is trying to make a Pathfinder version of the Archer/Catapult battletech mech, making my character the pilot
So my upgrades will be mostly to get the eidolon to resemble that
I do have a 2nd option:
Kasatha blender build
Eventually walking around with 4 falcatas, and do spinning attacks :P
| Oceanshieldwolf |
Just gonna roll coz I like runes…olls.
And I’ll go 5d5, best 3 + 3 coz I’m also lazy.
5d5 ⇒ (5, 4, 4, 4, 1) = 18 544+3 = 16
5d5 ⇒ (3, 2, 3, 5, 3) = 16 353+3 = 14
5d5 ⇒ (4, 1, 1, 1, 3) = 10 431+3 = 11
5d5 ⇒ (2, 2, 5, 4, 3) = 16 543+3 = 15
5d5 ⇒ (3, 4, 1, 4, 3) = 15 443+3 = 14
5d5 ⇒ (2, 2, 5, 5, 5) = 19 555+3 = 18
Nice system. I like it. If only there was a class in all those allowed options I’d like to play enough to go back to PF1… Vigilante perhaps? Slayer? Samurai? Probably not.
Tharasiph
|
roll 1: 5d5 ⇒ (5, 5, 3, 3, 3) = 19 = 16
roll 2: 5d5 ⇒ (3, 3, 1, 1, 5) = 13 =
roll 3: 5d5 ⇒ (4, 1, 2, 3, 2) = 12 =
roll 4: 5d5 ⇒ (2, 2, 1, 5, 5) = 15 =
roll 5: 5d5 ⇒ (3, 2, 1, 4, 4) = 14 =
roll 6: 5d5 ⇒ (2, 5, 5, 4, 5) = 21 = 18
roll 2: 2d5 ⇒ (4, 3) = 7 = 15
roll 3: 1d5 ⇒ 1 =
roll 4: 1d5 ⇒ 4 = 17
roll 5: 1d5 ⇒ 3 = 14
roll 3: 1d5 ⇒ 5 = 15
| Seth86 |
Blender
Female kasatha fighter (two-weapon fighter) 2 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 4 174)
LN Medium humanoid (kasatha)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge)
hp 24 (2d10+8)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +4 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+4/19-20) or
. . falcata +4 (1d8+4/19-20/×3) or
. . short sword +4 (1d6+4/19-20) or
. . short sword +4 (1d6+4/19-20) or
. . short sword +4 (1d6+4/19-20)
--------------------
Statistics
--------------------
Str 18, Dex 19, Con 17, Int 15, Wis 18, Cha 14
Base Atk +2; CMB +6; CMD 22
Feats Combat Expertise, Deadly Aim, Double Slice, Exotic Weapon Proficiency (falcata), Multiweapon Fighting, Power Attack
Traits scarred by space pirates, seeker, spidery climber
Skills Climb +3, Craft (weapons) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Perception +10, Stealth +7, Survival +9
Languages Common, Draconic, Dwarven, Kasatha
SQ desert runner, desert stride, finesse weapon attack attribute, jumper, multi-armed, stalker
Combat Gear potion of cure light wounds; Other Gear chain shirt, dagger, falcata[APG], short sword, short sword, short sword, adventurer's sash, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), trail rations (7), waterskin, weaponsmithing tools, whetstone, 3 gp, 5 sp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Multi-Armed (Ex) Has one primary and 3 off hands.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
ill work on name and background a bit later
| pad300 |
Nirialdar
3’2” tall (large for a gathlain – the tree-born trait), a shock of bright green hair, and male features. Clean shaven. His wings appear to be ash-wood and tobacco vines.
Nirialdar was engendered in the first world from the seed of the great Usu tree (who’s branches hold the city of Selona). After drifting far, he sprouted in small community: Baldenton, near to Emergence (the city of machines).
Nirialdar had a terrible encounter with a ghost, which is what brought forth his rare connection to the ethereal plane (which is what makes a kineticist).
Although there were none in Baldenton who could train a budding kineticist, the mage Delgrim Sneed recognized Nirialdar’s gift. It was arranged to foster Nirialdar with the Nereid Fallahandra Wavekissed (who makes her home near the Frothripper waterfall, on the Isle of Kortos). Under her tutelage (over two decades), he was able to extend his gift to the water element; she taught him the basis of the Water Dancer’s art. Having completed his apprenticeship, left with a visiting group of pathfinders (who had come to consult Fallahandra about the history of Allegro College). As fey, he had found the discipline of the monk lifestyle difficult and little to his liking (Mechanically, a change to a Chaotic rather than Lawful alignment – he is an ex monk). Also, he has begun to feel a call from a different element (earth) than the water of the Wave Dancer tradition...
He has come to Absalom with the pathfinders, and they, recognizing his unique talents, offered him the opportunity to earn membership...
Nirialdar
CG Gathlain
Small Fey
Monk (Water Dancer) 1/Kineticist 1
Deity: The Eldest
Init +6 = +4 (Dex) +2 trait
Speed 20 ft / 30 ft flying
Low Light Vision
Defense
AC: 24 = 10+4 (dex) + 1 (NA)+1 (size) +4 (Dodge, Neried’s Grace)+4 (AC Bonus)
HP: 19 = 8 +(1d8=>5)+2*3 Con
Fort +7 = +2 Monk 1 +2 Kineticist 1+3(Con)
Ref +8 = +2 Monk 1 +2 Kineticist 1 +4(Dex)
Will +3 = +2 Monk 1 +0 Kineticist 1 +1(wis)
+2 trait vs Mind Affecting
CMD: 22=10 +1(bab)+0 (str) + 4 (dex) +4 (Dodge, Neried’s Grace)+4 (AC Bonus) – 1 size
Offense
BAB : +0
Melee: Unarmed Strike, cestus, short sword
Ranged: Kinetic Blast (+0 bab +4 dex +1 small )
CMB : +0 = +0 (Bab)
Talents
Basic Hydrokinesis (Bonus, Monk 1)
Cold Blast -Kinetic Blast (Water) (Monk 1)
Basic Geokinesis (Bonus, Kineticist 1)
Telekinetic Blast - Kinetic Blast (Earth) (Kineticist 1)
Stats
Str 11 = 11 (Rolled)
Dex 19 = 17 (Rolled) +2 racial
Con 17 = 17 (Rolled)
Int 15 = 15 (Rolled)
Wis 12 = 12 (Rolled)
Cha 18= 16 (Rolled) +2 racial
Feats: (Elephant in the Room)
1st Precise Shot
Monk 1: Improved Unarmed Strike Unarmed Combatant
Traits: Trapfinder (Campaign), Reactionary (Combat), Deathtouched (race)
Skills 2*(4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 2 ranks + 3 trained +1 wis
Stealth 2 ranks +3 trained +4 dex +4 small
Disable Device 2 ranks +3 trained +4 dex +1 trait
Fly 2 ranks +3 trained + 4 Dex - -8 clumsy +2 small
Use Magic Device 2 ranks +3 trained +4 Cha
Intimidate 1 rank +3 trained +4 Cha
Acrobatics 1 rank +3 trained +4 dex
Background Skills (2*2 = 6 ranks)
Sleight of Hand 2 ranks +3 trained +4 dex
Handle Animal 1 rank +4 Cha
K History 1 rank + 3 trained +2 int
Languages: Common, Sylvan, Draconic (int), Goblin (int),
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom Charisma (Nereid’s Grace) bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike (1d4): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Elemental Focus (Su and Sp): A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can’t use his kinetic blast when armored or encumbered.
This replaces flurry of blows, stunning fist, and quivering palm.
Nereid’s Grace (Su): When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.
This replaces the bonus feat the monk normally gains at 1st level.
Unarmed Strike: A water dancer gains the unarmed strike monk class feature but treats his unarmed strike damage as that of a monk 4 levels lower (minimum 1st level).
Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.
Elemental Focus (Su) (Earth): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent.
Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
2nd: Elemental Whispers - Hedgehog
Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
1st: Extended Range
+2 Dexterity, +2 Charisma,
Fey: Gathlain are fey.
Small: Gathlains are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
Tree-Born: Some gathlains take after their tree ancestors, standing more firmly but moving more slowly. They have no Constitution penalty but have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability). This replaces the penalty to Constitution and alters speed.
Low-Light Vision: Gathlains can see twice as far as humans in dim light.
Natural Armor: Gathlains have a +1 natural armor bonus.
Spell-Like Abilities: 1/day—entangle, feather step (caster level equals the gathlain’s character level).
Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc.
FCB: Kineticist
Increase the amount of burn cost reduction when using the kineticist’s gather power ability by 1/6 point (the minimum burn cost of 0 still applies). 1*(1/6) = 0
Magic Items: Wayfinder
Weapons (15 gp): Cestus (5 gp), Short Sword (10 gp)
Armor (0 gp):
Equipment (37.46 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Wandermeal 5 days (5 cp), 2 Sunrods (2gp), Thieves’s Tools (30 gp)
7.54 gp
Kin 2: Elemental defense (Shroud of Water), utility wild talent (Elemental Whispers – Hedgehog),
Kin 3: Elemental overflow +1, infusion (Kinetic Blade)
Kin 4: Utility wild talent (Earth Climb)
Kin 5: Infusion (Entangling Infusion), infusion specialization 1, metakinesis (empower)
Kin 6: Elemental overflow +2, internal buffer 1, utility wild talent (Tremorsense), FCB: Gather Power +1
Kin 7: Expanded element (Earth, Metal Blast, Kinetic Cover)
Kin 8: Infusion specialization 2, utility wild talent (Expanded Defense, Flesh of Stone)
Kin 9: Elemental overflow +3, infusion (kinetic whip), metakinesis (maximize)
Kin 10: Utility wild talent (Earth Glide)
Kin 11: Infusion(Wall), infusion specialization 3, internal buffer 2, supercharge
Kin 12: Elemental overflow +4, utility wild talent (Shimmering Mirage) FCB: Gather Power +2
| pad300 |
...
@pad300: Gathlain sounds fine. Random question: are you planning a cute one or a badass one?
...
Nirialdar is a badass build. He's a tank: AC, HP, mobility and firepower... and will build towards clever tricks later.
If it fit the group better, he could become much more of a trickster build by switching his element (Earth >> Aether).
| eriktd |
I think I've settled on a drunken goblin rogue (mostly) that specializes in improvised weapons, specifically splash weapons. Since GM I like runes has said that they want "busted stuff" and to get into the fiddly specifics of the builds, I went into great detail of the choices and mechanics below. The character's background and fluff are still, uh, in progress. Probably be a follower of Cayden Cailean because of the drunken/bottle-wielding themes. (I recently drew up a similar character for another game that wasn't selected, so I will re-use it for this.)
Guzzlah, drunken goblin rogue
Str 10-2-1, Dex 17+4-1, Con 14-1, Int 17+1, Wis 14+1, Cha 12-2+1 (middle-aged)
Strong-Willed, Surprise Weapon, Trap Finder
Level 1
Fighter (Lore Warden) 1, BAB +1, saves +2/+0/+0; scholastic, COMBAT STAMINA*, QUICK DRAW*; skills (2[fighter]+2[scholastic]+4[INT]+2[background]): Acrobatics 1+9, Climb 1+13, Craft (alchemy) 1+7, Disable Device 1+6, Escape Artist 1+5, Knowledge (local) 1+7, Knowledge (nature) 1+7, Perception 1+2, Sleight of Hand 1+5, Stealth 1+9; COMBAT EXPERTISE*, DEADLY AIM*, POWER ATTACK*, ROLL WITH IT, WEAPON FINESSE*
Level 2
Fighter 1 / Rogue, unchained (Makeshift Scrapper / Underground Chemist) 1, BAB +1.75, saves +2.83/+2.83/+0.66; finesse training, improvised weapons, sneak attack +1d6, CATCH OFF-GUARD*, DEFT MANEUVERS*, IMPROVISED WEAPON MASTERY*, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 2+12, Bluff 2+3, Climb 1+13, Craft (alchemy) 2+7, Disable Device 2+9, Escape Artist 2+8, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Perception 2+5, Sense Motive 2+5, Sleight of Hand 2+7, Stealth 2+12, Use Magic Device 2+3
Makeshift Scrapper gives the character two feats in place of trapfinding, Catch Off-Guard and Throw Anything. According to the Elephant in the Room rules, Catch Off-Guard and Throw Anything should be combined into one feat, and characters that would receive Throw Anything and already have Catch Off-Guard can take Improvised Weapon Mastery instead. The unchained rogue's finesse training feature is replaced with Deft Maneuvers.
glass bottle (+9[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+10 attack, range 10', 19-20/x2 critical); sneak attack: +1d6
It looks like a light improvised weapon is 1d4 base damage, which Improvised Weapon Mastery increases to 1d6. Attack is BAB (+1) + Dex (+5) + size bonus (+1) + Surprise Weapon trait bonus (+2). Thrown splash weapons also get a +1 circumstance bonus from Catch Off-Guard.
Level 3
Fighter 2 / Rogue 1, BAB +2.75, saves +3.33/+3.16/+1; expertise, scholastic, GREATER FEINT*, PRECISE SHOT*; skills (2[fighter]+2[scholastic]+4[INT]+2[background]): Acrobatics 3+12, Bluff 3+3, Climb 1+13, Craft (alchemy) 3+7, Disable Device 3+9, Escape Artist 3+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Knowledge (religion) 1+7, Perception 3+5, Sense Motive 2+5, Sleight of Hand 3+7, Stealth 3+12, Use Magic Device 2+3; RANGED FEINT
According to Elephant in the Room rules, Combat Expertise is replaced with Deft Maneuvers, which in turn can be replaced with Greater Feint. Ranged Feint with Greater Feint denies the target's Dexterity bonus vs everyone's melee attacks and also the character's ranged attacks. This means they can deal sneak attack damage with thrown improvised weapons (though probably not splash weapons because they are a touch attack).
glass bottle (+10[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+11 attack, range 10', 19-20/x2 critical); sneak attack: +1d6
Level 4
Fighter 2 / Rogue 2, BAB +3.5, saves +3.66/+3.66/+1.33; chemical weapons, rogue talent (Ninja Trick: Style Master), SHIKIGAMI STYLE*, +1 hp; +1 Wis; skills (8[rogue]+4[INT]+2[background]): Acrobatics 4+12, Bluff 4+3, Climb 1+13, Craft (alchemy) 4+7*, Disable Device 4+9, Escape Artist 4+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 1+7, Knowledge (nature) 1+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 4+6, Sense Motive 4+6, Sleight of Hand 4+7, Spellcraft 1+7, Stealth 4+12, Use Magic Device 4+3
Chemical weapons allows the character to draw alchemical weapons as normal weapons, so they can now perform a full attack with them once they get a high enough BAB. They also add their Intelligence modifier to splash weapon damage like an alchemist. Activating Shikigami Style increases the damage of improvised weapons by another size category, which brings bottles and flasks up to 1d8.
glass bottle (+11[-1] attack, 1d6-1[+2] damage, range 10', 19-20/x2 critical), splash weapon (+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +1d6
Level 5
Fighter 2 / Rogue 3, BAB +4.25, saves +4/+4.16/+1.66; finesse training (bottles), sneak attack +2d6, supernatural improvisation, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 5+12, Bluff 5+3, Climb 1+13, Craft (alchemy) 5+7*, Disable Device 5+9, Escape Artist 5+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 5+7, Knowledge (nature) 1+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 5+6, Sense Motive 5+6, Sleight of Hand 5+7, Spellcraft 1+7, Stealth 5+12, Use Magic Device 5+3; CONCENTRATED SPLASH
Supernatural improvisation allows the character to give improvised weapons a +1 enhancement bonus as a swift action. Concentrated Splash increases damage by 50% by forgoing splash damage. (That's not much now, but it will get better next level.) Since they can use Weapon Finesse with light improvised weapons, I also think it's reasonable to allow a specific improvised weapon for finesse training.
glass bottle (+12[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+13 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6
Level 6
Fighter 2 / Rogue 4, BAB +5, saves +4.33/+4.66/+2; debilitating injury, precise splash weapons, uncanny dodge, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 6+12, Bluff 6+3, Climb 1+13, Craft (alchemy) 6+7*, Disable Device 6+9, Escape Artist 6+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 6+6, Sense Motive 6+6, Sleight of Hand 6+7, Spellcraft 1+7, Stealth 6+12, Use Magic Device 6+3
Precise splash weapons says that splash weapons can cause sneak attack damage, too (though only on the first attack each round). This means that Concentrated Splash also increases sneak attack damage, since all the damage comes from the same source.
glass bottle (+13[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+14 attack, range 10', 19-20/x2 critical); Shikigami Style: 1d8 base damage; sneak attack: +2d6
Level 7
Fighter 2 / Rogue 4 / Brawler (Hinyasi / Snakebite Striker) 1, BAB +6, saves +4.83/+5.16/+2.33; brawler's cunning, humble beginnings, martial training, sneak attack +4d6, unarmed strike 1d4, SHIKIGAMI MIMICRY*, UNARMED COMBATANT*; skills (4[brawler]+4[INT]+2[background]): Acrobatics 7+12, Bluff 7+3, Climb 1+13, Craft (alchemy) 7+7*, Disable Device 7+9, Escape Artist 7+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 7+6, Sense Motive 7+6, Sleight of Hand 7+7, Spellcraft 1+7, Stealth 7+12, Use Magic Device 7+3; ACCOMPLISHED SNEAK ATTACKER
Hinyasi gives Catch Off-Guard again, so I've substituted Shikigami Mimicry, which seems like a reasonable choice to me since it has Catch Off-Guard as a prerequisite. Elephant in the Room rules give Unarmed Combatant instead of Improved Unarmed Strike.
glass bottle (+14/+9[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+15 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6
Level 8
Fighter 2 / Rogue 4 / Brawler 2, BAB +7, saves +5.33/+5.66/+2.66; brawler's flurry, improvisation training, TWO-WEAPON FIGHTING*; +1 Con; skills (4[brawler]+4[INT]+2[background]): Acrobatics 8+12, Bluff 8+3, Climb 1+13, Craft (alchemy) 8+7*, Disable Device 8+9, Escape Artist 8+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 8+6, Sense Motive 8+6, Sleight of Hand 8+7, Spellcraft 1+7, Stealth 8+12, Use Magic Device 8+3
Improvisation training allows the character to treat improvised weapons as weapons from the close weapons group, which means that they can use brawler's flurry with them, tossing bottles with both hands. That's three bottles each round.
glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 2d6 base damage; sneak attack: +4d6
Level 9
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist (Vivisectionist) 1, BAB +7.75, saves +5.83/+6.16/+3; ACL 1, extracts 1(coin shot, crafter's fortune, cure light wounds, heightened awareness, reduce person, shield), alchemy, mutagen, sneak attack +5d6, BREW POTION*, SHIKIGAMI MANIPULATION*; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 9+12, Bluff 9+3, Climb 1+13, Craft (alchemy) 9+7*, Disable Device 9+9, Escape Artist 9+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 9+6, Sense Motive 9+6, Sleight of Hand 9+7, Spellcraft 1+7, Stealth 9+12, Use Magic Device 9+3; TWO-WEAPON FEINT
Alchemist gives Catch Off-Guard again, so again I've substituted a feat in the Shikigami line. This is the full suite, which makes light improvised weapons deal 3d6 damage when activated. Not too shabby! Two-Weapon Feint says you can forgo your first attack each round to make a feint, which can be a thrown attack because of Ranged Feint. I think subsequent attacks can be thrown attacks as well, even though Two-Weapon Feint says you are making a melee attack (I think Two-Weapon Feint assumed you couldn't be feinting at range because there wasn't any way to do that when it was written).
glass bottle (+15/+10 or +13/+13/+8[-2] attack, 1d6+5[+4] damage, range 10', 19-20/x2 critical), splash weapon (+16/+11 or +14/+14/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6
Level 10
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 2, BAB +8.5, saves +6.33/+6.66/+3.33; ACL 2, extracts 2(anticipate peril, deathwatch*), discovery (Bleeding Attack), poison resistance +2, poison use, torturer's eye; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 10+12, Bluff 10+3, Climb 1+13, Craft (alchemy) 10+7*, Disable Device 10+9, Escape Artist 10+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 10+6, Sense Motive 10+6, Sleight of Hand 10+7, Spellcraft 1+7, Stealth 10+12, Use Magic Device 10+3
I like the image of broken glass from hurled bottles causing bleed damage from the Bleeding Attack discovery, though I doubt it will come up very often because monsters at this level are usually immune.
glass bottle (+16/+11 or +14/+14/+9[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+17/+12 or +15/+15/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +5d6, bleed 5
Level 11
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 3, BAB +9.25, saves +6.83/+7.16/+3.66; ACL 3, extracts 3(true skill), cruel anatomist, sneak attack +6d6, swift alchemy; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 11+12, Bluff 11+3, Climb 1+13, Craft (alchemy) 11+7*, Disable Device 11+9, Escape Artist 11+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 11+6, Sense Motive 11+6, Sleight of Hand 11+7, Spellcraft 1+7, Stealth 11+12, Use Magic Device 11+3; GREATER TWO-WEAPON FIGHTING
Elephant in the Room rules combine Improved Two-Weapon Fighting and Greater Two-Weapon Fighting, giving the character another attack.
glass bottle (+17/+12 or +15/+15/+10/+10[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+18/+13 or +16/+16/+11/+11 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6
Level 12
Fighter 2 / Rogue 4 / Brawler 2 / Alchemist 4, BAB +10, saves +7.33/+7.66/+4; ACL 4, extracts 3/1(full pouch), discovery (Tumor Familiar); +1 Cha; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 12+12, Bluff 12+4, Climb 1+13, Craft (alchemy) 12+7*, Disable Device 12+9, Escape Artist 12+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 6+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 12+6*, Sense Motive 12+6*, Sleight of Hand 12+7, Spellcraft 1+7, Stealth 12+12, Use Magic Device 12+4
I think a hedgehog tumor is a good choice for a familiar, because it gives the character a +2 bonus to Will saves, and Will saves are one of their greatest weaknesses. This level also gives the character access to the full pouch extract, which should save a lot of money on powerful alchemical splash weapons like Artokus's fire and unstable accelerant. They should also get hold of a hybridization funnel so they can combine multiple effects.
glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +6d6, bleed 6
Level 13
Fighter 2 / Rogue 5 / Brawler 2 / Alchemist 4, BAB +10.75, saves +7.66/+8.16/+4.33; rogue's edge (Stealth), sneak attack +7d6, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 13+12, Bluff 13+4, Climb 1+13, Craft (alchemy) 13+7*, Disable Device 13+9, Escape Artist 13+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 10+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 13+6*, Sense Motive 13+6*, Sleight of Hand 13+7, Spellcraft 1+7, Stealth 13+12, Use Magic Device 13+4; RAPID SHOT
I don't know how often this character will snipe, but rogue's edge makes that easier. And they get another attack from Rapid Shot.
glass bottle (+18/+13 or +16/+16/+11/+11[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+19/+14 or +17/+17/+12/+12 or +15/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7
Level 14
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 4, BAB +11.5, saves +8/+8.66/+4.66; rogue talent (Combat Trick), IMPROVED PRECISE SHOT*, +1 hp; skills (8[rogue]+4[INT]+2[background]): Acrobatics 14+12, Bluff 14+4, Climb 1+13, Craft (alchemy) 14+7*, Disable Device 14+9, Escape Artist 14+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 14+6*, Sense Motive 14+6*, Sleight of Hand 14+7, Spellcraft 1+7, Stealth 14+12, Use Magic Device 14+4
glass bottle (+19/+14/+9 or +17/+17/+12/+12/+7/+7[-3] attack, 1d6+5[+6] damage, range 10', 19-20/x2 critical), splash weapon (+20/+15/+10 or +18/+18/+13/+13/+8/+8 or +16/+16/+16/+11/+11/+6/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +7d6, bleed 7
Level 15
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 5, BAB +12.25, saves +8.5/+9.16/+5; ACL 5, extracts 4/2(alchemical allocation), poison resistance +4, sneak attack +8d6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 15+12, Bluff 15+4, Climb 1+13, Craft (alchemy) 15+7*, Disable Device 15+9, Escape Artist 15+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 15+6*, Sense Motive 15+6*, Sleight of Hand 15+7, Spellcraft 1+7, Stealth 15+12, Use Magic Device 15+4; IRON WILL
glass bottle (+20/+15/+10 or +17/+17/+12/+12/+7/+7[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+21/+16/+11 or +19/+19/+14/+14/+9/+9 or +17/+17/+17/+12/+12/+7/+7 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8
Level 16
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 6, BAB +13, saves +9/+9.66/+5.33; ACL 6, extracts 4/3(touch injection), discovery (Infusion), swift poisoning; +1 Int; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 16+12, Bluff 16+4, Climb 1+13, Craft (alchemy) 16+7*, Disable Device 16+9, Escape Artist 16+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 16+6*, Sense Motive 16+6*, Sleight of Hand 16+7, Spellcraft 1+7, Stealth 16+12, Use Magic Device 16+4
glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +8d6, bleed 8
Level 17
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 7, BAB +13.75, saves +9.5/+10.16/+5.66; ACL 7, extracts 4/3/1(channel vigor), sneak attack +9d6, torturous transformation; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 17+12, Bluff 17+4, Climb 1+13, Craft (alchemy) 17+7*, Disable Device 17+9, Escape Artist 17+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 17+6*, Sense Motive 17+6*, Sleight of Hand 17+7, Spellcraft 1+7, Stealth 17+12, Use Magic Device 17+4; IMPROVED IRON WILL
glass bottle (+21/+16/+11 or +19/+19/+14/+14/+9/+9[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+22/+17/+12 or +20/+20/+15/+15/+10/+10 or +18/+18/+18/+13/+13/+8/+8 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9
Level 18
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 8, BAB +14.5, saves +10/+10.66/+6; ACL 8, extracts 4(alchemical tinkering*)/4/2(amplify elixir), discovery (Spell Knowledge [alchemical tinkering]), poison resistance +6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 18+12, Bluff 18+4, Climb 1+13, Craft (alchemy) 18+7*, Disable Device 18+9, Escape Artist 18+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 18+6*, Sense Motive 18+6*, Sleight of Hand 18+7, Spellcraft 1+7, Stealth 18+12, Use Magic Device 18+4
glass bottle (+22/+17/+12 or +20/+20/+15/+15/+10/+10[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+23/+18/+13 or +21/+21/+16/+16/+11/+11 or +19/+19/+19/+14/+14/+9/+9 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +9d6, bleed 9
Level 19
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 9, BAB +15.25, saves +10.5/+11.16/+6.33; ACL 9, extracts 5/4/3(vomit twin), sneak attack +10d6; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 19+12, Bluff 19+4, Climb 1+13, Craft (alchemy) 19+7*, Disable Device 19+9, Escape Artist 19+8, Knowledge (arcana) 1+7, Knowledge (dungeoneering) 1+7, Knowledge (local) 14+7, Knowledge (nature) 4+7, Knowledge (planes) 1+7, Knowledge (religion) 1+7, Perception 19+6*, Sense Motive 19+6*, Sleight of Hand 19+7, Spellcraft 1+7, Stealth 19+12, Use Magic Device 19+4; CRAFT WONDROUS ITEM
The character has a caster level now, so they might as well take Craft Wondrous Item, with the idea of crafting some sharding gloves of improvised might. (They might already have one, depending on how easy it is to commission weird items like this.) Sharding is another way to save money on alchemical items, because it creates a copy of a thrown weapon as you throw it. It's like a permanent full pouch!
glass bottle (+23/+18/+13 or +21/+21/+16/+16/+11/+11[-4] attack, 1d6+5[+8] damage, range 10', 19-20/x2 critical), splash weapon (+24/+19/+14 or +22/+22/+17/+17/+12/+12 or +20/+20/+20/+15/+15/+10/+10 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10
Level 20
Fighter 2 / Rogue 6 / Brawler 2 / Alchemist 10, BAB +16, saves +11/+11.66/+6.66; ACL 10, extracts 5/4/3/1, discovery (Promethean Disciple), poison immunity, CRAFT CONSTRUCT*; +1 Int; skills (4[alchemist]+4[INT]+2[background]): Acrobatics 20+12, Bluff 20+4, Climb 1+13, Craft (alchemy) 20+8*, Disable Device 20+9, Escape Artist 20+8, Knowledge (arcana) 1+8, Knowledge (dungeoneering) 1+8, Knowledge (local) 19+8, Knowledge (nature) 19+8, Knowledge (planes) 1+8, Knowledge (religion) 1+8, Perception 20+6*, Sense Motive 20+6*, Sleight of Hand 20+7, Spellcraft 1+8, Stealth 20+12, Use Magic Device 20+4
glass bottle (+24/+19/+14/+9 or +22/+22/+17/+17/+12/+12/+7[-5] attack, 1d6+5[+10] damage, range 10', 19-20/x2 critical), splash weapon (+25/+20/+15/+10 or +23/+23/+18/+18/+13/+13/+8 or +21/+21/+21/+16/+16/+11/+11/+6 attack, range 10', 19-20/x2 critical); Shikigami Style: 3d6 base damage; sneak attack: +10d6, bleed 10
| I like runes |
Ok, we have new submissions and a new round of comments.
@Seth86: You were bold to go with a 4 armed race, but that’s fine. However, reading through the kasatha made me see that it gains Perception as a class skill. So you don’t really need the seeker trait, unless you really really really want a +1 trait bonus to Perception.
@rorek55 Normally I’d say no, but since rogues are considered to be a weaker progressing class, then sure, let’s give unchained rogues Deft Maneuvers. Also, you can’t afford masterwork weapons yet.
@pad300 A comment on your numbers: Nereid’s Grace’s bonus to AC is capped by your monk level.
@Ouachitonian: Correct, we’re not doing wealth by level. The idea is to start with a brand new character, but skip level 1 because it sucks.
@Albion: Cool, cheers!
@Tharasiph: Well, there’s already been a kineticist dip in a character here somewhere. I’m not the biggest fan, but who knows, maybe you can wow me with a cool build!
Submissions:
Shrikkt, Arcane Trickster build.
no name, kasatha many attacks.
Sumak Wildheart, vanilla shifter.
Emmet Xanderi, brawler with favorite terrain.
Rashk, monk with magic.
A lot of glass bottles with sneak attack.
| Liliyashanina |
Ok, so we start at level 2?
"Cyrano de St. Cyr"
An amoral, rather then Antimoral mercenary, and will be a combination of Insinuator (antipaladin), Swashbuckler/urban Bloodrager/Cavalier (order of the cockatrice).
Personal edicts (important because evil):
--I dont work for free.
--Since violence is my business, I dont do violence for no reason. That would drive down my price after all.
--Teamwork is important, if we all fight well, my odds of survival and victory are better.
--I like to hear all sides in a quarrel, before deciding whom I align with, even if that isnt always possible
--I value my public recognition and my name and my glory.
Cyrano is very extroverted, genuinely fun to be around, and definitly has "main character syndrome". His word, if he gives it freely, especially at a contract negotiation, is good. He is also immune to sob stories, sees violence as a solution to a surprising number of problems and would fit well as a villain in a 3 musketeers story.
Another fictional character who is close to him in a way is Andzrej Kmnicic from the polish movie the deluge, which in turn is based on the "Fire and sword" series. Kmicic of course has a redemption arc, it remains to be seen if thats the case fo Cyrano.
He will pursue a "multi vector patron" policy, and not truely follow any particular deity.
Expelled from Galt for both dueling to the death and trying to elope with the Abyssal Language instructur (an Alu Demon, who found the attempt rather amusing, and wrote a rather popular opera about it, a fact that Cyrano is still significantly salty about) at Galts main military academy, Cyrano figured that the Pathfinder society is a good place for *itinerant people who are good at violence, and prefer to do itinerant violence to other things with a level of legal cover*.
| Radana Alaris |
Rolling.
5d6 ⇒ (5, 6, 5, 6, 2) = 24 best 3 +3 -> Max 18
5d6 ⇒ (2, 5, 5, 1, 3) = 16 best 3 +3 -> 17
5d6 ⇒ (1, 6, 3, 2, 3) = 15 best 3 +3 -> Max 18
5d6 ⇒ (3, 5, 3, 1, 3) = 15 best 3 +3 -> 14
5d6 ⇒ (5, 5, 1, 1, 3) = 15 best 3 +3 -> 15
5d6 ⇒ (4, 1, 2, 6, 4) = 17 best 3 +3 -> Max 18
My math was off because I rerolled, but will just take the original roll above with best 3 plus 3.
Stats:
18, 16, 15, 14, 16, 17
Will come up with something asap.
Just one question GM: What happens under the Elephant in the Room rules for Swashbucklers that receive Weapon Finesse with certain weapons for free. What replacement would you choose? Thanks