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Post by Rashad on Apr 1, 2014 13:44:48 GMT
Put them in here
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Post by thedarkestofangels on Apr 1, 2014 20:07:48 GMT
So what are your ideas for a backup character, will? I have a few and I'm still trying to decide what one to choose. Elf Diviner Elan Psion Kineticist Uncarnate Human Sorcerer (fey bloodline) Tiefling Paladin or Barbarian/Sorcerer/Dragon Disciple/Eldritch Knight (Some Race) Monk/Psion/Psychic Fist Elan or Tiefling Psychic Warrior
I'm leaning toward the Uncarnate.
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Post by Rashad on Apr 2, 2014 8:27:33 GMT
Human DPS rogue arch:scout /thug (6), shadowdancer(10), duelist (4) with a scimitar or shortsword rescinded trait from mummy mask, attached flaw
Teifling A free hand fighter/ bastard sword lockdown specialist
Kasatha barbarian invulnerable hulk using four earthbreakers with buckler strapped to off hands. Focusing on multiattack and additional natural weapons when raging.
Kasatha Racial Traits
Kasatha are both nimble and wise. Kasatha are Medium creatures and have no bonuses or penalties due to their size. Kasatha have a base speed of 30 feet. Kasatha receive a +2 dodge bonus to their Armor Class. Kasatha receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Kasatha always treat Perception and Stealth as a class skill. Kasatha are always treated as if having a running start when making Acrobatics skill checks to jump. Kasatha can move through difficult terrain in a desert environment at their normal speed. Magically altered desert terrain affects them normally. Kasatha possess four arms. While all of the arms can wield weapons, all but one are considered off-hand weapons. Kasatha take the normal penalties for two-weapon fighting when using more than one weapon.
Advanced Race Guide
If your going pysionics then I will go with mindblade pysforge
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Post by thedarkestofangels on Apr 5, 2014 0:02:25 GMT
Here is by Back-Up character:
Short Description: Personality: He is confident and very, very smart. You could say that he's quite over-confident but he's fully aware that he's not perfect and he loves to challenge himself. Background: Grew up in a happy home, but was bored there and went out into the world to wander. Came across a monastery where he received his initial training as a monk to discipline his mind and body and growing psionic powers. When his training completed, he left and continues to wander the world to protect those that cannot defend themselves.
TothanoeRace: Human (Dual Talent) Class: Ki Mystic Monk 2/ Dual-Discipline Psion (Egoist/Nomad) 3 (Favored Class +1 Skill Point, +1 1st Level Power) Traits: Bruising Intellect (Intimidate uses INT), Latent Psion (+2 Saves vs Mind-FX), Psionic Knack (+2 Manifester Level) Alignment: Lawful Good Str: 13 Dex: 19 [+2 Racial +1 Level Adjustment] Con: 15 Int: 18 Wis: 22 [+2 Racial +2 Enhancement] Cha: 10 Base Attack Bonus +2 Initiative: +4 Speed: 40ft [30ft Base +10ft Speed of Thought (Psi)] Hit Points: 44 [16 Monk + 18 Psion + 10 Constitution] Lethal: 0 Non-Lethal: 0 Armor Class: 22 [10 Base +4 Dexterity +6 Wisdom +2 Dodge] Touch: 22 [10 Base +4 Dexterity +6 Wisdom +2 Dodge] Flat-Footed: 16 [10 Base +6 Wisdom] CM Defense: 28 [10 Base +4 Dexterity +6 Wisdom +2 Dodge +1 Strength +5 BAB] vs Grapple 30 Special Abilities: AC Bonus, Evasion, Flurry of Blows, Nomad's Step (25ft) (Psi), Stunning Fist (Fort DC 17 or 1r Stun 2/day), Unarmed Strike (1d6 Dmg) Class Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Int), Knowledge (All) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). Skills (8/6): Acrobatics +12 (5R), Autohypnosis +14 (5R), Climb +6 (2R), Escape Artist +12 (5R), Intimidate +12 (5R), Perception +14 (5R), Sense Motive +14 (5R), Spellcraft +12 (5R), Swim +7 (3R) Class Feats: Monk Weapon Proficiencies, Psion Weapon Proficiencies Psion Bonus Feats: Speed of Thought (Psi) Monk Bonus Feats: Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist Feats: Mobility, Psionic Fist (Psi), Weapon Finesse Hero Point Feats: Defensive Combat Training, Fast Step, Psionic Dodge (Psi), Psionic Meditation Psi = Requires Psionic Focus Saving Throws Fortitude: +7 [4 Base +1 Resistance +2 Constitution] Reflex: +9 [4 Base +1 Resistance +4 Dexterity] Will: +13 [6 Base +1 Resistance +6 Wisdom] vs Mind FX +15 Attacks Combat Maneuver Bonus +3 (+5 Grapple) Unarmed Strike +7, 1d6+2, x2 +Psionic Fist +7, 1d6+3, x2 Unarmed Flurry of Blows +6/+6, 1d6+2, x2 +Psionic Fist +6/+6, 1d6+3, x2 Manifester Level 5 (Psychoportation, Psychometabolism) or 4 (All Other Disciplines) *= Psychoportation or Psychometabolism Power Concentration +7 Spell-Like Abilities: Detect Psionics (@ Will) Saving Throw DC: 14 + Power Level; Psionic Power Points: 17 Psionic Talents (Psi): Burst*, Catfall*, Synesthete*, Thicken Skin* Psionic Powers: 1st- Energy Ray, Force Screen, Inertial Armor, Precognition (Defensive), Precognition (Offensive), Precience (Offensive); 2nd- Animal Affinity*, Detect Hostile Intent Equipment (500 gp) Equipment: Cognizance Crystal (1 PP) Head: X Headband: Headband of Inspired Wisdom +2 Eyes: X Shoulders: Cloak of Resistance +1 Neck: Amulet of Mighty Fists +1 Chest: X Body: X Armor: X Belt: X Wrists: X Hands: X Ring 1: X Ring 2: X Feet: X Other: X
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Post by wayne on Apr 5, 2014 4:32:45 GMT
I like what I am seeing.
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Post by Rashad on Apr 9, 2014 1:50:46 GMT
Character: Ariamye Darkensoul Race: Human Ethnicity: Assumed to be Azlanti equivelant Languages: Common, Azlanti (Ancient) equivelant, Draconic, Elven, Giant Class: Rogue (Scout, Thug) Age: assumed to be 19 years old Height: 4'10" Weight: 96lbs carrying: 51.5 lbs Skin: pale Hair: bronze red Eyes: emerald green Str: 13 Dex: 21 Con: 16 Int: 16 Wis: 14 Cha: 12 HP: 55 AC: 21/ 15 touch / 16 fl Rogue Talents:Fast Stealth Finesse Rogue: Weapon Finesse Feats:Combat Reflexes Dodge Mobility blank feat Traits:Blood of Dragons: Lowlight Vision (Bonus trait) Carefully Hidden Reactionary Trap Finder: Mummy Mask Flaws: Attached Weapons:+1 Adamantine short sword (5,010 gp) Cold Iron Shortsword (20gp) Dagger x2 Mithral Gauntlets: 1d3+1 Damage reduction (silver) Armor:Elven Chain Light armor, Gauntlets (mithral chainmail), +6 AC, max dex 4, AC Pen -2 This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. price: 5,150 gp Magic Items:Head: X Headband: X Eyes: X Shoulders: X Neck: X Chest: X Body: X Armor: X Belt: X Wrists: X Hands: X Ring 1: X Ring 2: X Feet: X Other: potions of cure light wounds x3 Notable Gear:Masterwork Backpack Masterwork Thieves Tools Knotted Silk Rope Bandolier (3 points of cure light) Grappling Hook Spring Loaded Wrist Sheath x2 Weapon Cords x 2 Canteen soap Trail Rations x4 Clothing: Travelers outfit Poncho Hat Reversible Cloak Tear-Away Clothing: Courtier's Outfit False Jewelry: Baubles, Caul and other little pieces looking as if 50 gp of jewelry Backstory:A mystery in herself, Ariamye Darkensoul, was born outside the normal timeline. Everything around her seems strange and alien to her. The first thing she remembers about arriving in the is watching a man withering to dust before her eyes in the middle of the Carnival of Shadows in the middle of Sharyn. The Phiarlan Elves thought her an intruder immediately turned to attack her till they saw the crest upon her cloak belonging to that of an ancient Human Shadow Thieves guild that aided Vssak, the Undying Court and the Gatekeeper Orcs in preventing Eberron's demise at the hands of the Daelkyr. She has no idea where she is from or what point in history or how she even met Sarenrae. All that is known of her is kept secret by the Undying Court. Any magic users or psionic users who deal with time displacing abilities feel her displacement. Any one who can sense auras can taste something absolutely evil coming from the girl and yet is betwixt-ed by her completely innocent soul. On her Adamantine Shortsword is an unusual holy symbol that is unknown to the world of Eberron(the holy symbol of Sarenrae). A foreign goddess goddess who has chased the Darkness across galaxies and believe the Daelkyr are the spawn or spawn blood immortals of the beast known as Rovagug, the Worldbreaker, set on the plane of Maddness before being distracted elsewhere. It is unknown if Sarenrae truly protects the girl herself or has enlisted the aid of the Sovereign Host to watch over the girl. The blank feat: Possibilities: torchbearer (more for rp value and backstory for her being in an alien world)fighter then paladin if he lives till I make level 8. two-weapon fighting skill focus: intimidate www.d20pfsrd.com/feats/general-feats/torchbearerYou acquire a professional torchbearer to accompany you into the dungeon. Prerequisites: Character level 5th Benefit: This feat is similar to the Leadership feat, with several exceptions. You can attract only a 1st-level cohort (referred to hereafter as a torchbearer) with this feat, and can't recruit followers. You determine your Leadership score according to the rules presented in the Leadership feat, but your torchbearer is always at least 3 levels lower than your level. A torchbearer can take levels in the alchemist, bard, fighter, ranger, or rogue class. She can't multiclass, though she can take any archetype she qualifies for, including those from the Torchbearer Archetypes. The torchbearer must take the Torch Handling feat at 1st level. If a torchbearer gains enough XP to bring her to 2 levels lower than your level, she doesn't gain the new level until you gain your next level; until then her new XP total is 1 less than the amount needed to attain the next level and she gains no additional XP until you advance. If you release your torchbearer from service or otherwise lose your torchbearer, you may gain a new one by scouting for potential candidates in a city or large town where adventurers are at least somewhat common, which requires 24 hours of uninterrupted scouting. Unlike other hirelings, a torchbearer requires no compensation for her services as long as her employer has this feat; the opportunity to train under a hardened adventurer is reward enough for most torchbearers. Graduation: When you reach 8th level, this feat automatically upgrades to the Leadership feat (meaning that you effectively lose this feat and replace it with Leadership). You gain all the normal benefits of the Leadership feat but lose the benefits of this feat, and your torchbearer acts as a normal cohort; she may begin taking levels in other classes if she so chooses, and may increase in level to up to 2 levels lower than your level.
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Post by thedarkestofangels on Apr 9, 2014 22:13:10 GMT
Will -
Torchbearer, like leadership, is a second character and thus the most powerful option because characters and NPCs > than a single feat regardless of what feat. However, I recommend against it purely on the basis of avoiding the paperwork involved.
Being a thug/scout rogue as you are, you appear to intend to make extensive use of intimidate and skirmish tactics. As such, I recommend the following:
I would recommend putting one of your 16s into charisma and depending on whether you want more skill points or a higher wisdom score (for perception and/or sense motive and the higher will save), I'd put either the 14 or 12 in Wis/Int and I would take skill focus (Intimidate), one of your rogue talents should be combat training (for weapon focus), your next feat for dazzling display, and your next rogue talent for combat trick (Shatter Defenses) as a way to maximize your ability to deal sneak attack damage on command in conjunction with your scout abilities.
Two weapon fighting in conjunction with scout and shatter defenses would also be preferable as well to get in as many sneak attacks as possible.
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Post by Rashad on Apr 10, 2014 1:00:05 GMT
I forgot about the sahdowdancer companions and abilites to summon shadowed creatures, the torchbearer is removed otherwise it would be a lot of paperwork.
The whole point of the rogue is to use skirmish and intimidate (also why she will prestige into shadowdancer). Her job is to get in do a lot of damage, semi-lock down an opponent, and then get out. She will regain evasion and uncanny dodge through shadowdancer. I haven't built her to 20 to yet but i will look at it. I am also looking at a few 3rd party shadow dancer feats. One lets me create darkness as a spell like. One boost up my abilities in low light and the last boost my shadowdancer shadow pet.Then the next will basically make her shadowdancer jump twice the amount per day and the last will educe it to a quick action but takes twice the feet allowance to do so. I believe she will also get increased bonuses in the dark for her intimidate.
These are the 5 I need.One or two more that let me create deeper darkness, boost to intimidate and improved shadow jump, the swift shadow jump would work great. These are from Undefeatable:20 Shadowdancer Written by Paizo to balance the shadowdancer prestige class for pathfinder.
Extra Shadow Jumping You are able to jump through the shadows more often each day. Prerequisites: Shadowdancer level 4th Benefit: The total amount of distance that you are able to jump each day using your shadow jump ability increases by 10 feet per level of shadowdancer you possess, to a total of 420 feet at 10th level of shadowdancer. These additional feet of distance may be used normally or in conjunction with the Improved Shadow Jump and Swift Shadow Jump feats in order to jump more quickly.
Shadow Crafting You are able to create magical areas of darkness. Prerequisites: 5 or more ranks in Spellcraft, shadowdancer level 3rd Benefit: Once per day per level of shadowdancer you possess, you are able to imitate the effects of a darkness spell. Your caster level for this effect is equal to your shadowdancer level.
Shadowy Critical [Combat ] Your critical hits are more effective while you attack from the shadows. Prerequisites: Dex 15+, shadowdancer level 5th Benefit: Whenever you score a critical hit while both you and your target are within a dimly lit (or darker) area, you gain a +2 bonus to your attack roll to confirm the critical hit and the damage multiplier increases by 1 (for example, from x2 to x3).
Summon Greater Shadow The shadow companions you can summon are more powerful and resilient. Prerequisites: Cha 13+, shadowdancer level 3rd Benefit: The shadows you summon with your summon shadow class feature gain the following improvements: an additional +4 bonus to Will saves made made to halve the damage from positive channeled energy; total hit points equal to three quarters of your total rather than half; and an additional +1 Strength damage per four shadowdancer levels you possess when it successfully damages a creature with its incorporeal touch. Additionally, if the shadow is destroyed or dismissed, you are able to replace it after 20 days rather than 30, as normal.
Legendary Shadow Master Your ability to defend yourself and make deadly attacks while in the shadows is legendary. Prerequisites: Shadowdancer level 10th Benefit: The benefits granted by your shadow master ability improve to the following while you are in an area of dim light: DR 15/-; a +4 luck bonus on all saving throws; and your target is blinded for 2d6 rounds whenever you score a critical hit against a target located in an area of dim light. In addition, your caster level for all shadow spells and any spell or effect which creates or manipulate areas of darkness increases by 2.
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Post by thedarkestofangels on Apr 10, 2014 6:44:12 GMT
I forgot about the sahdowdancer companions and abilites to summon shadowed creatures, the torchbearer is removed otherwise it would be a lot of paperwork. The whole point of the rogue is to use skirmish and intimidate (also why she will prestige into shadowdancer). Her job is to get in do a lot of damage, semi-lock down an opponent, and then get out. She will regain evasion and uncanny dodge through shadowdancer. I haven't built her to 20 to yet but i will look at it. I am also looking at a few 3rd party shadow dancer feats. One lets me create darkness as a spell like. One boost up my abilities in low light and the last boost my shadowdancer shadow pet.Then the next will basically make her shadowdancer jump twice the amount per day and the last will educe it to a quick action but takes twice the feet allowance to do so. I believe she will also get increased bonuses in the dark for her intimidate.
Sure, but look at your thug ability:
Frightening (Ex) Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
Now look at the final two (and most important of the) feats I recommended:
Dazzling Display (Combat) Your skill with your favored weapon can frighten enemies. Prerequisite: Weapon Focus, proficiency with the selected weapon. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Shatter Defenses (Combat) Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised. Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon. Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
So if this is your purpose: "The whole point of the rogue is to use skirmish and intimidate (also why she will prestige into shadowdancer). Her job is to get in do a lot of damage, semi-lock down an opponent, and then get out." Your character, using her shadow-dancing powers or plain old sneak-n-stab can charge an opponent (dealing sneak attack damage), spend a full round doing a dazzling display (demoralizing or even frightening all opponents within 30ft ), then dealing sneak attack damage every round that character remains shaken, frightened, or whatever. This looks exactly like the thing you want to do here.
You'll be able to do this by level 8. You can even use your hero point feats if you don't want to delay your entry into shadowdancer.
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Post by Rashad on Apr 11, 2014 15:59:50 GMT
Yes. I took away torchbearer and thr hero point feats are needed more at earlier levels to for set up on this character. I will add those in after work. Though the problem is she has little str. I have to get items that hit hard with the agile enhancements. ((Adds dex to to hit and damage on foreseeable weapons.)) And using her shadow powers later as once per day buffs or lockdown. As a human rogue, Entry is being delayed by 5 points of stealth and one level of rogue to get my last (1/6 rogue talent). How many times can the combat trick be taken? the idea: rogue 1: (thug, scout): combat reflexes, dodge, frightening (hero point feat: step-up) fighter 1: (mobile fighter): weapon focus scimitar(hero point feat: dervish dance) rogue 2: (thug, scout): finesse rogue (weapon finesse), evasion (hero point feat: following step fighter 2: (Mobile fighter): Dazzling display, agility 1 rogue 3: (thug, scout): brutal beating, mobility (hero point feat: skill focus intimidate rogue 4: (thug, scout): scout's charge, fast stealth rogue 5:(thug, scout): motivational display rogue 6:(thug, scout):(combat trick: blind fighting)(Offensive Defense) rogue 7:(thug, scout):scout's charge rogue 9:(thug, scout):3d6 sneak (2d6 with frightening) rogue 10:(thug, scout):(combat trick:Step Up and Strike) Dervish dancing as far as paizo is concerned is a combination of this: www.youtube.com/watch?v=lPaphrqK7cEand this: www.youtube.com/watch?v=A3UAVTiM9r4The scimitar is used for balance as well as attack as the drums used in the video www.youtube.com/watch?v=Jywejo-Z6v8
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Post by thedarkestofangels on Apr 12, 2014 3:08:24 GMT
Yes. I took away torchbearer and thr hero point feats are needed more at earlier levels to for set up on this character. I will add those in after work. Though the problem is she has little str. I have to get items that hit hard with the agile enhancements. ((Adds dex to to hit and damage on foreseeable weapons.)) And using her shadow powers later as once per day buffs or lockdown. As a human rogue, Entry is being delayed by 5 points of stealth and one level of rogue to get my last (1/6 rogue talent). How many times can the combat trick be taken? the idea: rogue 1: (thug, scout): combat reflexes, dodge, frightening (hero point feat: step-up) fighter 1: (mobile fighter): weapon focus scimitar(hero point feat: dervish dance) rogue 2: (thug, scout): finesse rogue (weapon finesse), evasion (hero point feat: following step fighter 2: (Mobile fighter): Dazzling display, agility 1 rogue 3: (thug, scout): brutal beating, mobility (hero point feat: skill focus intimidate rogue 4: (thug, scout): scout's charge, fast stealth rogue 5:(thug, scout): motivational display rogue 6:(thug, scout):(combat trick: blind fighting)(Offensive Defense) rogue 7:(thug, scout):scout's charge rogue 9:(thug, scout):3d6 sneak (2d6 with frightening) rogue 10:(thug, scout):(combat trick:Step Up and Strike) Unless the rogue talent states that you can take it multiple times in the description you can only take a talent once.
This block of text is a bit of a mess to look at, but honestly, I thought shadowdancer was a priority, but now you're adding fighter levels into the mix AND going rogue 10? I also see a lot of unnecessary feats and dervish dance seems... well, you put some emphasis on the short sword being important to your character's background - it just seems like an obvious choice to focus any combat feats toward. Honestly though, it's completely unnecessary. I mean it's good for a fighter, but you're getting tons of bonus damage dice just by being a rogue and bonuses to damage from equipment isn't hard to come by, plus it only benefits scimitars (not all piercing weapons). Save your feats. You can't get everything you want despite all the bonus feats wayne lets us have.
You have more than enough leeway to get all the important feats we discussed (with some to spare for step up and other chained feats with that prerequisite, which I recommend you spend the remaining hero point feats on).
EDIT: Also, I've altered Tothanoe a bit - exchanging his agile maneuvers feat (use dex instead of strength for combat maneuver bonus) for fast step (allows Tothanoe to use nomad's step ability as a move action instead of a standard action). I also exchanged missive, mass power (one-way telepathic message to a group) for detect hostile intent (sense hostile creatures out to a 30ft radius for 10 min/level and sense motive as a swift action against any of those creatures). I've also decided that Tothanoe will be a Ki Mystic Monk Archetype, though that won't be relevant until he gains his 3rd monk level.
All Future Feats: Overchannel (7th) Improved Metamorphosis (9th) Swift Shapeshifter (11th) Master of All Forms (12th) Quicken Power (13th) Body Fuel (15th) Greater Psionic Fist (17th) Vital Strike (17th) Unconditional Power (18th) Improved Vital Strike (19th)
I intend to take one additional level as Ki Mystic Monk and dual-talent psion (egoist/nomad) each and then prestige class into psionic fist for all 10 levels, then take any remaining levels as psion. By 20th level, Tothanoe will be a ki mystic monk 3/ dual-talent psion (egoist/nomad) 7/ psionic fist 10.
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Post by Rashad on Apr 12, 2014 5:25:03 GMT
The rogue levels was added to get the level 4 scout rogue ability, two levels of fighter for the +2 BAB, additional feats, fort saves and beefed hp. Wayne doesn't like the idea of a dancing person in the party rather than fighting, i think he hates dancers in final fantasy tactics or something. I figure my dancer looked something like this: fc08.deviantart.net/fs71/f/2012/103/4/6/katapesh_dervish_by_jasonengle-d4w2eh1.jpgSo as much as i was trying for that character, it got down rejected. Soooo now here we go again. So if we can't dance we have to do this another way. I like the Suli race, they have a few fun things that work with style and mechanics for a DPR (damage per round) and lockdown). I don't know it seems something cool about being the human torch with acid, fire, cold or elec but this is a once per day ability. www.d20pfsrd.com/races/other-races/uncommon-races/arg-suli31.media.tumblr.com/9a00736f20a942f72c3d83c22763b159/tumblr_inline_n0e45mLnlG1rgc59x.jpgWeapon of choice: falcata Falcata 18 gp 1d6 1d8 19-20/x3 — 4 lbs. S — APG So the back story can be simple as well. Before you, towers a being even taller than the Assimars and the pure-blood Orcs. His skin is tanned but his features seem as oddly dark tan skin orc an otherworldly presence. On his back, is strapped a buckler and at his side is an elaborately crafted heavy black blade with a single sharp, concave edge and a hook-shaped hilt. Along his arms are many years of fighting is sewn into his flesh by blade point. He posses an unnatural beauty and when he looks at you, his eyes look as a raging inferno pictures through a stone window. It is rumored he is from the Droaam nation, a gladiator turned Magus that fought hand to hand with giants, trolls and other monstrosities. Regardless of the rumors, from his garb and unusual weapons, he is easily out of place in most places outside of Droaam. He is the bastard child of the The ir'Igthorn Family, the human/orc family in Droaam, the monster race ruled nation of Eberron who actually is on very good terms with the five nations. As a bastard, him and his mother was exiled from the lands of the ir'Igthorn family, otherwise he could compete against his sister Baroness Ritha IV for the right to head the clan since he is a true follower of the Gatekeeper orc religion though he is not a druid. Traits:Adopted:Brute (Orc)(untyped damage bonus on critical threat) Brute (Orc)Source Orcs of Golarion pg. 23 (Amazon) Category Race Requirement(s) Half-Orc, Orc You are an especially large and hulking individual, and when you strike, you aim to deliver the maximum amount of pain. Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier. Rice Runner (+1 and acrobatics is a class skill)(free regional trait) Magical Lineage (magic) Shocking GraspBenefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Killer(bonus trait from drawback)Benefit: You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus. Drawback: Pride Daemon Sunsoul: aka Captian Korvaire (Captian America with a little ummp) Level 5 Fighter (Ronelero Duelist) Ability Scores: str:18 dex:16 con:16 int:15 wis:14 cha:14 feats: combat expertise deadly aim (hero point replacement feat) Equipment Trick (shield) improved shield bash(hero point replacement feat) improved trip(hero point replacement feat) throw anything(hero point replacement feat) weapon focus: Falcata Fighter bonus feats: combat reflexes exotic weapon proficiency: Falcata Weapon specialization: Falcata Weapons and armor: +1 Elysium Bronze Floating Counter Weight Ring Bladed Falcata 3388 gp 2d6+1 (19-20)x3 Disarm, Heavy Blades, +1to attack/damage (enhancement), +1 to damage monstrous humanoids and magical beast, Blade Rings(Heroes of jade oath, herolab as well): +2 untyped bonus to on opposed rolls to disarm - 1 to weapon hardness, floating Counterweight(Heroes of jade oath, herolab as well):uses momentum to increase the damage die of the weapon1 d6 becomes 1d8, but, when wielding that weapon you gain a -1 to initiative and reducing the weapon's hardness by 1. Cold Iron Cetus 10 gp Paueliel Composite Longbow (masterwork quality due to material)(Str +5)945 gp Mithral Throwing Buckler: 1,055 gp Shield Enhancement: Shield, ThrowingThis shield is designed for throwing and comes with specially designed straps allowing you to unclasp and throw it. Benefit: You can throw the shield as a free action. Neither a shield’s enhancement bonus to AC nor its shield spikes apply to your attack or damage rolls. Restriction: Tower shields cannot be throwing shields. Equipment Trick (Shield): Shield Tricks Source Pathfinder Companion: Adventurer’s Armory In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (shield) feat and proficiency in (non-tower) shields to use a trick. You may use these tricks with any light or heavy shield. At your GM’s discretion, you may be able to use some of these tricks with a tower shield or buckler, but that requires a separate Equipment Trick feat for that kind of shield and may add a penalty on the associated roll. Break Ground (Improved Trip, Throw Anything): In place of a melee attack, you can throw your shield at an opponent’s feet, interfering with his movement and perhaps tripping him. You must be holding (not wearing) your shield or using a throwing shield to use this trick. Make a trip attack against your opponent. The opponent can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach. Whether or not you succeed, as long as your shield remains where you threw it, the opponent treats that square as difficult terrain until he moves out of the square. Hurl Shield (Throw Anything): You can throw your shield as a ranged improvised weapon. You must be holding (not wearing) your shield to perform this trick. If you are using a throwing shield, there is no reason to use this trick. This does not apply with a buckler, its just too damn small.... Little Wall (Escape Artist 5 ranks): You can contort your body behind your shield in order to gain a brief moment of security. Whenever you use the total defense action, you may choose to gain cover instead of the normal dodge bonus to AC. Keen Eye (Perception 5 ranks): You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly. On your turn, you may choose to forfeit your shield’s AC bonus for 1 round to improve your defenses against one creature using a gaze attack. Your chance to avoid having to make a saving throw against that creature’s gaze attack increases to 100%, and the creature does not gain concealment against you. For every 5 ranks in Perception you have above 5, you may simultaneously use this ability against another creature with a gaze attack. Release Shield (no prerequisites): You may remove a light or heavy shield as a swift action instead of a move action. You may remove a throwing shield as a free action. Once you’ve removed the shield, you may hold it in one hand or drop it as a free action. Ricochet Shield (Deadly Aim, Throw Anything): When you throw a shield, you can bounce it off one or more hard surfaces in order to strike a target from an unexpected angle or to bypass an obstacle such as cover. Each object you ricochet your shield off of imposes a –2 penalty on the attack roll. Range increments apply for the total distance the shield travels, not just the direct distance between you and the target. Shield Gag (Improved Grapple, Throw Anything): You can force your shield into the mouth of a creature to prevent it from using bite attacks or other mouth-based abilities. Make a grapple check against a creature at least two sizes larger than your size category. If you succeed, you wedge your shield into its mouth. At any time you may release your shield, which means you both lose the grappled condition and return to your own squares, though your shield remains in its mouth. The creature may remove the shield by destroying it (or leaving it with the broken condition), forcing the shield out of its mouth with a grapple check against your CMB, or swallowing it (if it has the swallow whole ability) as if the shield were a creature. While the shield is in place, the monster cannot use its mouth to make attacks (such as a bite or a giant frog's sticky tongue) against anything but the shield and cannot speak clearly enough to cast spells or use items requiring speech. If it uses a breath weapon, its range is half normal and any damage dealt must first get through the shield, with any remaining damage affecting the area normally.
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Post by thedarkestofangels on Apr 13, 2014 16:15:50 GMT
So basically our backup characters so far includes Goku and Captain America. Bitchin.
Since only original characters get the hero point feats, this is the revised version of Tothanoe that does NOT have the hero point feats.
Tothanoe Race: Human (Dual Talent) Class: Ki Mystic Monk 2/ Dual-Discipline Psion (Egoist/Nomad) 3 (Favored Class +1 Skill Point, +1 1st Level Power) Traits: Bruising Intellect (Intimidate uses INT), Latent Psion (+2 Saves vs Mind-FX), Psionic Knack (+2 Manifester Level) Alignment: Lawful Good
Str: 13 Dex: 19 [+2 Racial +1 Level Adjustment] Con: 15 Int: 18 Wis: 22 [+2 Racial +2 Enhancement] Cha: 10
Base Attack Bonus +2 Initiative: +4 Speed: 30ft [30ft Base]
Hit Points: 44 [16 Monk + 18 Psion + 10 Constitution] Lethal: 0 Non-Lethal: 0
Armor Class: 21 [10 Base +4 Dexterity +6 Wisdom +1 Dodge] Touch: 21 [10 Base +4 Dexterity +6 Wisdom +1 Dodge] Flat-Footed: 16 [10 Base +6 Wisdom] CM Defense: 27 [10 Base +4 Dexterity +6 Wisdom +1 Dodge +1 Strength +5 BAB] vs Grapple 29
Special Abilities: AC Bonus, Evasion, Flurry of Blows, Nomad's Step (20ft) (Psi), Stunning Fist (Fort DC 17 or 1r Stun 2/day), Unarmed Strike (1d6 Dmg) Class Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Int), Knowledge (All) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). Skills (8/6): Acrobatics +12 (5R), Autohypnosis +14 (5R), Climb +6 (2R), Escape Artist +12 (5R), Intimidate +12 (5R), Perception +14 (5R), Sense Motive +14 (5R), Spellcraft +12 (5R), Swim +7 (3R) Class Feats: Monk Weapon Proficiencies, Psion Weapon Proficiencies Psion Bonus Feats: Psionic Meditation Monk Bonus Feats: Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist Feats: Defensive Combat Training, Psionic Fist, Weapon Finesse
(Psi) = Requires Psionic Focus
Saving Throws Fortitude: +7 [4 Base +1 Resistance +2 Constitution] Reflex: +9 [4 Base +1 Resistance +4 Dexterity] Will: +13 [6 Base +1 Resistance +6 Wisdom] vs Mind FX +15
Attacks Combat Maneuver Bonus +3 (+5 Grapple) Unarmed Strike +7, 1d6+2, x2 Unarmed Flurry of Blows +6/+6, 1d6+2, x2
Manifester Level 5 (Psychoportation, Psychometabolism) or 4 (All Other Disciplines) *= Psychoportation or Psychometabolism Power Concentration +7 Saving Throw DC: 14 + Power Level; Psionic Power Points: 17 Psionic Talents (Psi): Catfall*, Detect Psionics, Thicken Skin* Psionic Powers: 1st- Dissipating Touch*, Force Screen, Inertial Armor, Precognition (Defensive), Precognition (Offensive), Prescience (Offensive); 2nd- Animal Affinity*, Energy Push
Equipment (500 gp)
Equipment: Cognizance Crystal (1 PP)
Head: X Headband: Headband of Inspired Wisdom +2 Eyes: X Shoulders: Cloak of Resistance +1 Neck: Amulet of Mighty Fists +1 Chest: X Body: X Armor: X Belt: X Wrists: X Hands: X Ring 1: X Ring 2: X Feet: X Other: X
Future Feats: Overchannel (7th) Improved Metamorphosis (9th) Swift Shapeshifter (11th) Master of All Forms (12th) Quicken Power (13th) Extend Power (15th) Greater Psionic Fist (17th) Vital Strike (17th) Unconditional Power (18th) Improved Vital Strike (19th)
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Post by Rashad on Apr 14, 2014 5:00:34 GMT
Very nice
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keane
New Member
Posts: 15
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Post by keane on Apr 28, 2014 3:37:34 GMT
My current backup character concept: Kalashtar psychic warrior, interceptor path, uses scythe and/or heavy flail. Plays the roles of tank (heavy armor) and technique/finesse fighter (trip, disarm, bull rush, etc). Aiming toward elocator prestige class for all around maneuverability/versatility. I got a Pathfinder adaptation of Kalashtar here: pf-eberron.wikidot.com/races:kalashtarLooks pretty solid to me. I'd take the Path of Shadows alternate racial trait, and select Wisdom as my +2 stat.
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