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Post by Rofusco on Apr 19, 2012 0:04:21 GMT -5
New character idea. I'm not sure if I'm gonna use this over my druid but I'm planning on making a paladin/hellknight or a fighter/hellknight(we'll see). His name will probably be Zephyranthes unless I can come up with some other name and he'll probably be lawful good or lawful neutral. www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknightSo cool. Edit:I may also take some intimidation feats. That fearsomeness discipline power seems pretty awesome.
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Post by kasiil on Apr 20, 2012 22:56:27 GMT -5
This is my character's layout by level 10. I may change it up a bit down the line, but this is what I'm considering optimal for now.
Description: Name: - Player: Ryan Carlysle-Klein Race: Fetchling (Kayal) Gender: Male Age: 20 Height: 5’10” Weight: 150 lbs Hair: Back Eyes: Yellow Skin: Grey Languages: Common, Undercommon, Draconic, Aklo
Class: Level: 10 Class: Rogue 5/Shadowdancer 5 Deity: Alignment: Lawful Evil Stats: STR: 8 (-1); DEX: 18 (+4); CON: 10 (+0); INT: 14 (+2); WIS: 10 (+0); CHA: 16 (+3) Archetypes: Knife Master (Rogue): - Lose: Trapfinding; Trapsense - Gain: Hidden Blade (add ½ lvl to sleight of hand to conceal daggers); d8 sneak attack with daggers/dagger-likes, d4 with everything else
Stats: HP: 72 AC: 19 (10 + 4 Armor + 4 Dex + 1 Dodge) Touch/Flat: 14/14 Saves: FORT: +3 (3 + 0 Con); REF: +11 (7 + 4 Dex); WILL: +3 (3 + 0 Wis) Initiative: +4 Move Speed: 30ft/x4 BAB: +6/+1 Melee: +5/+0 (6/1 - 1 Str) Ranged: +10/+5 (6/1 + 4 Dex) CMB: +5 (6 - 1 Str) CMD: +20 (10 + 6 + 3 Dex + 1 Dodge)
Attacks: Masterwork Dagger (Med): One-Handed: +11/+6; 1d4-1; 19-20/x2 Two-Weapon Primary: +9/+4; 1d4-1; 19-20/x2 Two-Weapon Secondary: +9; 1d4-1; 19-20/x2 Skills: Acrobatics: +17 (10 Ranks + 4 Dex + 3 CS) Bluff: +17 (10 Ranks + 3 Cha + 3 CS + 1 Trait) Diplomacy: +16 (10 Ranks + 3 Cha + 3 CS) Disguise: +16 (10 Ranks + 3 Cha + 3 CS) Escape Artist: +21 (10 Ranks + 4 Dex + 3 CS + 4 Feat) Knowledge (Local): +10 (5 Ranks + 2 Int + 3 CS) Linguistics: +6 (1 Rank + 2 Int + 3 CS) Perception: +16 (10 Ranks + 3 Wis + 3 CS) Preform (Dance): +8 (2 Ranks + 3 Cha + 3 CS) Sense Motive: + 8 (5 Ranks + 3 CS) Sleight of Hand: +17 (10 Ranks + 4 Dex + 3 CS) Stealth: +23 (10 Ranks + 4 Dex + 3 CS + 2 Race + 4 Feat) Use Magic Device: +8 (2 Ranks + 3 Cha + 3 CS)
Feats/Flaws: Two-Weapon Fighting: Reduce two-weapon fighting penalty to -2 with both weapons Weapon Finesse: Use Dex for attack rolls instead of Str for finessible weapons Combat Reflexes: Make a number of Attacks of Opportunity in one round equal to your Dex Dodge: +1 Dodge AC Mobility: +4 Dodge AC against Attacks of Opportunity for moving though threatened squares Quick Draw: Draw weapon as free action, hidden weapon as move action Stealthy: +2 Stealth/Escape Artist (+4 if skill has 10+ ranks)
Traits Fast Talker: +1 Trait bonus to bluff. Bluff is always a class skill Killer: Add your weapon’s critical strike modifier as a trait bonus to weapon damage on a confirmed critical strike (this damage is added after regular damage is calculated and is therefore not multiplied by the critical)
Equipment: - Masterwork Dagger x 6 (or so...) - Mithral Chain Shirt (+Extra shit I decide to get)
Abilities/Bonuses: - VISION: Darkvision 90 ft (60 Race + 30 Class); Low-Light Vision - SHADOW BLENDING: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. - SPELL-LIKE ABILITIES (CL 10): Disguise Self 1/day; Shadow Walk (self) 1/day - SNEAK ATTACK: Add 3d8 to attacks made while opponent is denied Dex bonus to AC or when you are flanking the target. Ranged sneak attacks must be made within 30 ft. - HIDDEN BLADE: A knife master adds 1/2 his level on Sleight of Hand checks made to conceal a light blade. - EVASION: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. - BLADE SENSE: Gain a +1 dodge bonus to AC against attacks made against you with light blades. - UNCANNY DODGE: You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. A rogue with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. - HIDE IN PLAIN SIDE: Use stealth skill even while being directly observed as long as you are within 10 ft of dim light (not your own shadow). - IMPROVED UNCANNY DODGE: You can no longer be flanked. This defence denies a rogue the ability to sneak attack you by flanking, unless the attacker has at least 4 rogue levels. - SHADOW ILUUSION (CL 5): As silent image, 2/day. Charisma-based DC. - SUMMON SHADOW: You can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's shares your alignment, and the creature cannot create spawn. It receives a +4 bonus on Will saves made to halve the damage from positive channelled energy and the shadow cannot be turned or commanded. It’s a companion and can communicate intelligibly with you. It has half your HP, and uses your BAB and base saves. If destroyed or dismissed, you must attempt a DC 15 Fortitude save. If the saving throw fails, you gain one permanent negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days. - SHADOW CALL (CL 5): As shadow conjuration, 1/day. Charisma-based DC. - SHADOW JUMP: As dimension door, but only from dim light to dim light. Total of 40ft/day (every jump counts for at least 10 ft no matter how small). - DEFENSIVE ROLL: As the rogue advanced talent Defensive Roll. - OFFENSIVE DEFENSE: When you hit a creature with a melee attack that deals sneak attack damage, you gain a +1 dodge bonus to AC for each sneak attack die rolled for one round.
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Post by Apples on Apr 22, 2012 0:42:41 GMT -5
Arcane bloodline Sorcerers can have familiars, starting at 6 int at level 1. Sorcerers do not use intelligence for casting. Now to find a -int race and give it a raven for lulz. The two races that turned up whatsoever with -int were and both of which also have + charisma but neither of which is main content. Still a lulzy idea.
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Post by Krunk on Apr 30, 2012 13:18:46 GMT -5
Here is one of two completely different characters that I've worked on as of late, currently I have only included one magic Item with this one as it is core to making him not suck.
(15-Point Build) Name: Drunkules The Magnificent Race: Dwarf Languages: Common, Dwarven
Class: Monk 10 "Drunken Master" Alignment: Lawful Good..?
STR: 7 (-2) DEX: 18 (+4) [Stat Bump +2] CON: 18 (+4) INT: 8 (-1) WIS: 16 (+3) CHA: 5 (-3)
HP: 120 AC: 20 (10; +4 Dex; +3 Wis; +1 Dodge; +2 Monk) Touch: 20 Flat: 15 CMD: 25 (10 + 7 BAB + 4 Dex + 3 Wis + 2 Monk + 1 Dodge - 2 Str) *Wis, Monk are lost when Helpless or Immobilized
Fort: +11 Ref: +11 Will: +11 [10; +1 trait] Spell Resistance: 15
Initiative: +6 [4; +2 trait] Ki: 8 Max Drunken Ki: 4 Move Speed: 50ft
BAB: +7/+2 Melee: +11/+6 [Weapon Finesse] CMB: +8 [Weapon Finesse, Improved: +16 for Trip OR Disarm]
Attacks: Unarmed Strike: +11/+6; 1d10+4 [Agile: AoMF+1]; x2 Flurry: +12/+12/+7/+7
Skills: [+10 Favored Class] Acrobatics: +17 (10 Ranks + 4 Dex + 3 CS) Escape Artist: +12 (5 Ranks + 4 Dex + 3 CS) Perception: +16 (10 Ranks + 3 Wis + 3 CS) Sense Motive: + 11 (5 Ranks + 3 Wis + 3 CS) Stealth: +17 (10 Ranks + 4 Dex + 3 CS)
Feats: L1 Weapon Finesse L1 Dodge L2 Deflect Arrows L3 Fast Drinker L5 Piranha Strike L6 Improved Trip OR Improved Disarm L7 Combat Reflexes OR Blind-Fight L9 Lunge L10 Medusa's Wrath
Traits: Reactionary: +2 Initiative Indomitable Faith (In booze): +1 Will
Equipment: Amulet of The Mighty Fists +1 [Agile: Dex to DMG] x4 Flasks (Ale)
Racial Modifications: LOREKEEPER: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.
ROCK STEPPER: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
MAGIC RESISTANT: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait.
Archetype Ability Modifications: DRUNKEN KI (Su): At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability replaces still mind.
DRUNKEN STRENGTH (Su): At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The monk can choose to apply the damage after the attack roll is made. At 10th level, the monk may spend 2 drunken ki points to increase the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6. The monk must have at least 1 drunken ki point to use this ability. This ability replaces purity of body.
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lyle
Nerd-Newbie
Posts: 19
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Post by lyle on Apr 30, 2012 17:01:20 GMT -5
1) Kal-Mar, a buff cleric. Maybe our raging alchemist could use some extra strength 2) Wander, Cavalier with his trusty mount Agro 3) Noah Bones, Skill monkey improvised weapon fighter. Either magus or rogue. *Also what are the character creation guidelines or where are they?
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Post by Nygil, Nickolie on Apr 30, 2012 19:16:48 GMT -5
3. None yet
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Post by Apples on Apr 30, 2012 21:27:01 GMT -5
gratz on getting your spaces back, why I didn't notice until now I do not know. (Probably because normally people have spaces so it didn't stand out)
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Post by Nygil, Nickolie on May 1, 2012 0:06:00 GMT -5
My dear mother was kind enough to buy me a laptop. I have not lived at home for like 6 years and am the eldest of 3, so it was a shock to me. Normally she'd spend such money on my brothers, or something one of use NEEDED, I guess she deemed my broken screen, damaged power cord, and lack of spaces was enough for me to need this.
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lyle
Nerd-Newbie
Posts: 19
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Post by lyle on May 1, 2012 8:40:39 GMT -5
On a side note, what would the rules be for trying to climb a creature (Shadow of the Colossus style)
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Post by Naelwyn on May 1, 2012 8:50:17 GMT -5
Some combination of Climb and Grapple.
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lyle
Nerd-Newbie
Posts: 19
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Post by lyle on May 1, 2012 8:55:38 GMT -5
Good to know, looks like I need some grappling feats.
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salsa
Nerdling
Ginga Bishouuuuuuuuuuuuuunen
Posts: 79
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Post by salsa on May 5, 2012 16:32:40 GMT -5
I really want to play a Human Two-Handed fighter. I have this itch to take fighter levels and I feel like I have to scratch it.
Maybe a barbarian dip.
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Post by illios on May 10, 2012 4:25:02 GMT -5
2h fighters are demonstrably good at DPR, not as good as some things, but incredibly reliable. Of course, that's all you'll do...
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Post by illios on May 13, 2012 16:00:26 GMT -5
Hey, I have a set of mundane items worth exactly 1000 gp that I'd like to share with you fine folks. Of course this should be edited to fit every character specifically, and casters will likely change this greatly. However a good jumping off point, as well as letting you exchange things gp for gp so that you maintain 1000 gp cost.
50 antitoxin 80 Bladeguard x2 50 vicious Caltrops 10 caltrops x10 15 Clear ear 8 Coldweather Outfit 8 Hotweather Outfit 1 Traveller's Outfit 10 Compass 10 Paper candle x10 50 Skyrocket 1 25 Healy Myrrh 75 Allnight 2 Bachelor's Snuff x2/night tea x20 0.1 Galic 20 Hourglass 1 min 10 Average Invisible Ink 0.1 Inkpen 10 Map making kit 1.5 Shaving Kit 50 Disguise Kit 40 Average Lock 40 Liquid Ice 0.4 Marbles x4 15 Marker die 20 Waterproof Bullseye lamp 20 Alchemist's fire 0.3 Lamp Oil x3 2 Parchment x10 5 Perfume common x5 20 Periscope 0.5 Powder x50 50 Flash Powder 60 Sneezing Powder 2 Hemp rope 100ft 25 Smelling Salts 25 Smoke Pellet 20 Smoke Stick 0.1 Soap 500 uses 25 Soothe Syrup 1 Stationary 10 Sunrod x5 50 Tanglefoot bag 1 AWESOME TATTOO 50 Thunderstone 25 Water Purification Sponge 2 Waterskin x2 5 Wrist Sheath, Spring loaded
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Post by Apples on May 13, 2012 23:18:36 GMT -5
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