I have long pondered the REAL power of transmutation spells in pathfinder; my transmuter has had fun with the mobility of different forms (Particularly Elemental Form 1-3). Well this week the folks at Lone Wolf, home of Hero Lab, put out an update with an enhanced Polymorph effect tool.
Now you can better buff using polymorph spells. For example, my seeker level wizard Cindrana has Rippy Wipple as a familiar, and what fun could a faerie dragon have in a back all than to have Form of Dragon II on him when muggers attack his mistress? Tiny Dragon becomes Large.. and gains MANY attacks.
His move goes up to 90ft but loses maneuverability, gains an upgrade to bite (now 2d6+6), 2 claw attacks, tail slap, wing buffets AND breath weapon (though only 8d8 fire damage).
Rippy Wipple (Familiar)
Male faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +2; Senses darkvision 60 ft.; Perception +18
Defense
AC 29, touch 15, flat-footed 26 (+2 Dex, +1 dodge, +14 natural, +2 size)
hp 35 (3d12+9)
Fort +7, Ref +7, Will +11
DR 5/magic; Resist fire 20; SR 17
Weaknesses vulnerable to cold
Offense
Speed 60 ft., fly 60 ft. (perfect), fly 90 ft. (poor), swim 30 ft., swim 60 ft.
Melee bite +12 (2d6+6), 2 claws +12 (1d8+4), tail slap +7 (1d8+6), 2 wings +7 (1d6+2)
Space 2½ ft.; Reach 0 ft.
Special Attacks dragon's breath weapon
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +6)
1st (6/day)—grease, silent image (DC 14), sleep (DC 14)
0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close (DC 13)
Statistics
Str 19, Dex 15, Con 17, Int 16, Wis 14, Cha 16
Base Atk +6; CMB +6; CMD 21 (25 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +7 (+19 to jump), Appraise +9, Bluff +9,
Diplomacy +14, Fly +18, Knowledge (arcana) +19, Knowledge
(dungeoneering) +11, Knowledge (history) +11, Knowledge (local) +19,
Knowledge (nature) +11, Knowledge (planes) +15, Knowledge (religion)
+11, Linguistics +19, Perception +18, Sense Motive +13, Spellcraft +19,
Stealth +16, Swim +26, Use Magic Device +17
Languages Common, Draconic, Elven, Sylvan
SQ change shape
Special Abilities
Breath Weapon (40 ft cone, 8d8 Fire, every d4 rds, 2/day, DC 10) As a standard action, affect an area with elemental damage (Ref half).
Change Shape (humanoid or animal, polymorph, 3/day) (Su) You can change your form.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Flight (60 feet, Perfect) You can fly!
Flight (90 feet, Poor) You can fly!
Spell Resistance (17) You have Spell Resistance.
Swimming (30 feet) You have a Swim speed.
Swimming (60 feet) You have a Swim speed.
Saturday, February 28, 2015
Thursday, February 26, 2015
What to build..what to build..
Looking over my list of posts (lots of drafts not yet posted) and my pile of my race boons (Undine, Sylph, and Oread) and try to figure what to do next.
I could do Elsbeth's 'twin brother' the Spellsinger skald, one of the race boon builds I got or a few other ideas that I could take out for a spin. I'm posting this to at least meet my 'once a week' resolution.
Right now I got the following ideas out in my head:
I could do Elsbeth's 'twin brother' the Spellsinger skald, one of the race boon builds I got or a few other ideas that I could take out for a spin. I'm posting this to at least meet my 'once a week' resolution.
Right now I got the following ideas out in my head:
- Core human fighter: A remake of the two weapon build
- Core dwarven ranger: A remake of the iconic crossbowman dwarf.
- Elsbeth's Twin: Human Skald Spellsinger
- Kitsune multi-tail Archer: My response to another kitsune 9-tail build on a blog
- One of my race boons done up (I'll be honest..haven't had a LOT of luck with this.)
- A Harrower (ever since Mike Brock opened up this up as an option, I've been mulling it over
- Core Wizard (Thassolonian specialist.. yes I have the boon)
Tuesday, February 17, 2015
Build Notes and Thoughts: Building a metamagic specialist (Part 1)
The neatest thing that came of of the arrival of D&D 3.5 was the concept of metamagic, the addition of 'modifiers' to spells. I liked the concept from the very first time I read of them in the 3e Player's Handbook.
The trick is fitting in the right metamagic feats to fit into a character to do the things you want to do with your spells. In Pathfinder, the feats are still there and still as useful. In the right situation.
Class: The big classes for metamagic seem to be the arcane side of things. The Wizard is clearly a big one; you get a bonus feat every 5 levels in addition to the normal 'every odd level' feat everyone gets. Another good choice is the Magus, which gains a lot from strategic use of feats with their spells but doesn't really have the spell slots to really thrive as a metamagic master..though they can mimic some metamagic via their arcana class feature. The Sorcerer is another one, though handicapped by the expanded casting time of spontaneously adding feats to their spells. The counter side of that is that you can literally tailor a spell on the fly; which means a sorcerer can pick the right metamagic feats and vastly expand their flexibility of their limited spell pool. Mixing the bloodline powers of a sorcerer and metamagic feats can make for a powerful combination. The newcomer to the optimum classes pool is the Arcanist, courtesy of the Advanced Class Guide; a mix of the sorcerer and wizard that has the ability to mix and match the way they use metamagic spells. They can memorize a spell with one feat like a wizard, then using their class abilities, spin in another like a sorcerer with the added time to casting.
Goal: For the specialist I'm looking for either a LOT of metamagic options or a way to enhance the use of metamagic feats. Additionally, using a variety of magic items, look for synergy between feats and the items picked out.
Options: Metamagic feats each effect a spell in a different but useful manner. I see two basic benefit types.
-Shaping Enhancements: Metamagic can shape, arrange, extend the area of effect. Some of these effect include things like Enlarge, Extend, and Widen Spell (just from the core book); others include things like Selective Spell lets you exclude folks from the area of effect.
-Damage Enhancement: It adds something mechanically to the spell. It can be as simple as adding to the dice cap like Intensify Spell, or changing the damage delivered like Empower and Maximize Spell.
-Affected Enhancement: This can be something like the change of the damage type (Elemental Spell) or enhance the way it effects target (Ectoplasmic Spell) or the type of creature affected (Thantropic Spell)
-Status Enhancement: These add an effect to the spell (Dazing, Toppling, Sickening Spells for example). They add to the effect. Other potential metamagic in this category are Elemental Spells. Fun note: Elemental (X) Blasty Spell can be 50%/50% of the damage type and you can use the spell as BOTH types of elemental spells. So you can do a 50/50 Fire/Ice Spell and add in a metamagic rod of Burning/Rime Spells. So you can switch the condition as needed.
-DC/SR Enhancement: These feats make it easier to hurt a foe (Piercing Spell) or simply ramp up the DC of the spell (Heighten Spell) or redeploy to other targets (Bouncing Spell)
Gear: There are a LOT of options out there to help a metamagic specialist.
-Rods of Metamagic: There are a LOT of very interesting rods that help a specialist on that moment when their spell isn't 'just right' for an effect. The Lesser Rods are fairly inexpensive options if you have a few key spells you like using in specific ways. (For example, if you have a few spells you like to extend in the 1-3 range, a lesser extend rod is very helpful and keeps higher slots free). The higher level rods make for even more awesome effects. A Metamagic Rod of Reach turns Breath of Life from a mad dash to the fallen to a 'pull the rod and touch the target from way back here where I'm NOT open to an AOO for helping Tanky McTankyGuy'
-Metamagic Gems: A nice little bit of things from the PF Rival Guide, these are like one shot metamagic rods. At first the cost looks a bit steep but remember..these cover ALL levels of spells. You might not be able to afford the crippling high cost of a greater meta magic rod for one or two specific occasions
-Metamagic Items: They are out there but have conditions to them. For example in one particular PFS scenario there is a specific item that grants the effect of a lesser empower rod to only evocation spells as well a casting rage once a day. A very nice little item for a magus or bloodrager for example.
-Alchemical Components: Little 'extras' you can add to casting spells like additional material components or as a focus. For example: using a vial of alchemist fire to the cast of scorching ray to set your target on fire OR add a +1 to hit.
Specific Combos Most Folks Don't Consider: A few idea of how a good metamagic feat/item can really really make for interesting effects.
-Selective + On Going Spell Effects: Most of the time I hear about 'Selective Fireball/'Some other burst spell'. I don't hear much about things like 'Selective Silence' where the caster puts it on his nice beatstick/tank and they dash in to fight the casters while the combat casters on OUR side can still cast a spell or two. Other fun ideas are things like Selective Obscuring Mist/Stinking Cloud/Cloudkill among a few options.
-Heighten + 'Save or Suck': There are some truly epically evil spells that are only restricted by their low level derived DC for spells like Ray of Enfeeblement, Lipstitch (PFS Field Guide) and such. Heighten the spell to 3rd or 4th level and toss in a Evil Eye Hex/Mindfog and you can lock down a caster.
-Eldritch Channel + LOTS of Spells: While not exactly a metamagic spell, you can literally drop a spell thru a target ally who is willing to glow a little. There are a LOT of cone spells I don't like to do personally due to closeness, but would be NICE to do with Tanky McTankyGuy as the point of origin. You've removed yourself from the reach of said 'cone spell' recipients and can soften up someone for to do a massive full attack action after giving their target a faceful of 'nasty spell cone effect'.
The trick is fitting in the right metamagic feats to fit into a character to do the things you want to do with your spells. In Pathfinder, the feats are still there and still as useful. In the right situation.
Class: The big classes for metamagic seem to be the arcane side of things. The Wizard is clearly a big one; you get a bonus feat every 5 levels in addition to the normal 'every odd level' feat everyone gets. Another good choice is the Magus, which gains a lot from strategic use of feats with their spells but doesn't really have the spell slots to really thrive as a metamagic master..though they can mimic some metamagic via their arcana class feature. The Sorcerer is another one, though handicapped by the expanded casting time of spontaneously adding feats to their spells. The counter side of that is that you can literally tailor a spell on the fly; which means a sorcerer can pick the right metamagic feats and vastly expand their flexibility of their limited spell pool. Mixing the bloodline powers of a sorcerer and metamagic feats can make for a powerful combination. The newcomer to the optimum classes pool is the Arcanist, courtesy of the Advanced Class Guide; a mix of the sorcerer and wizard that has the ability to mix and match the way they use metamagic spells. They can memorize a spell with one feat like a wizard, then using their class abilities, spin in another like a sorcerer with the added time to casting.
Goal: For the specialist I'm looking for either a LOT of metamagic options or a way to enhance the use of metamagic feats. Additionally, using a variety of magic items, look for synergy between feats and the items picked out.
Options: Metamagic feats each effect a spell in a different but useful manner. I see two basic benefit types.
-Shaping Enhancements: Metamagic can shape, arrange, extend the area of effect. Some of these effect include things like Enlarge, Extend, and Widen Spell (just from the core book); others include things like Selective Spell lets you exclude folks from the area of effect.
-Damage Enhancement: It adds something mechanically to the spell. It can be as simple as adding to the dice cap like Intensify Spell, or changing the damage delivered like Empower and Maximize Spell.
-Affected Enhancement: This can be something like the change of the damage type (Elemental Spell) or enhance the way it effects target (Ectoplasmic Spell) or the type of creature affected (Thantropic Spell)
-Status Enhancement: These add an effect to the spell (Dazing, Toppling, Sickening Spells for example). They add to the effect. Other potential metamagic in this category are Elemental Spells. Fun note: Elemental (X) Blasty Spell can be 50%/50% of the damage type and you can use the spell as BOTH types of elemental spells. So you can do a 50/50 Fire/Ice Spell and add in a metamagic rod of Burning/Rime Spells. So you can switch the condition as needed.
-DC/SR Enhancement: These feats make it easier to hurt a foe (Piercing Spell) or simply ramp up the DC of the spell (Heighten Spell) or redeploy to other targets (Bouncing Spell)
Gear: There are a LOT of options out there to help a metamagic specialist.
-Rods of Metamagic: There are a LOT of very interesting rods that help a specialist on that moment when their spell isn't 'just right' for an effect. The Lesser Rods are fairly inexpensive options if you have a few key spells you like using in specific ways. (For example, if you have a few spells you like to extend in the 1-3 range, a lesser extend rod is very helpful and keeps higher slots free). The higher level rods make for even more awesome effects. A Metamagic Rod of Reach turns Breath of Life from a mad dash to the fallen to a 'pull the rod and touch the target from way back here where I'm NOT open to an AOO for helping Tanky McTankyGuy'
-Metamagic Gems: A nice little bit of things from the PF Rival Guide, these are like one shot metamagic rods. At first the cost looks a bit steep but remember..these cover ALL levels of spells. You might not be able to afford the crippling high cost of a greater meta magic rod for one or two specific occasions
-Metamagic Items: They are out there but have conditions to them. For example in one particular PFS scenario there is a specific item that grants the effect of a lesser empower rod to only evocation spells as well a casting rage once a day. A very nice little item for a magus or bloodrager for example.
-Alchemical Components: Little 'extras' you can add to casting spells like additional material components or as a focus. For example: using a vial of alchemist fire to the cast of scorching ray to set your target on fire OR add a +1 to hit.
Specific Combos Most Folks Don't Consider: A few idea of how a good metamagic feat/item can really really make for interesting effects.
-Selective + On Going Spell Effects: Most of the time I hear about 'Selective Fireball/'Some other burst spell'. I don't hear much about things like 'Selective Silence' where the caster puts it on his nice beatstick/tank and they dash in to fight the casters while the combat casters on OUR side can still cast a spell or two. Other fun ideas are things like Selective Obscuring Mist/Stinking Cloud/Cloudkill among a few options.
-Heighten + 'Save or Suck': There are some truly epically evil spells that are only restricted by their low level derived DC for spells like Ray of Enfeeblement, Lipstitch (PFS Field Guide) and such. Heighten the spell to 3rd or 4th level and toss in a Evil Eye Hex/Mindfog and you can lock down a caster.
-Eldritch Channel + LOTS of Spells: While not exactly a metamagic spell, you can literally drop a spell thru a target ally who is willing to glow a little. There are a LOT of cone spells I don't like to do personally due to closeness, but would be NICE to do with Tanky McTankyGuy as the point of origin. You've removed yourself from the reach of said 'cone spell' recipients and can soften up someone for to do a massive full attack action after giving their target a faceful of 'nasty spell cone effect'.
Saturday, February 14, 2015
Elsbeth Yarlsdottir (Human Female Fighter: Unbreakable)
My first attempt, Elsbeth. Feedback and suggestions are welcome.
Elsbeth Yarlsdottir
My Sovereign Crown Character, Roasa del Noire, is slowly creeping up to seeker levels. One scenario left before she hits her GM credit sheets and jumps to 13.2. I enjoyed playing a SC/Taldor character. Didn't want another healer type though and the idea of a Ulfen of some sort came to mind. Then came the idea of a fighter of unbelievable resilience.
Elsbeth is the daughter of an Ulfen Guardsman and his Kellid wife. She grew up in Taldor, in the shadow of her Yarl father; her mother is long dead and her only companion was her twin brother (younger by 10 minutes), she was the one that stood up to any and all coming challenges that came their way.
Character by Levels:
1st level: Tough with 22 HP and the ability to keep moving after being put into negatives.
Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 1 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +1
Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 22 (1d10+12) Fort +5, Ref +1, Will +1 (+2 trait bonus vs. charm and compulsion)
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +4 (1d8+3/×3) Ranged javelin +2 (1d6+3)
Statistics
Str 16, Dex 12, Con 16, Int 13, Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 15 Feats Diehard, Endurance, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -6 (-10 to jump), Linguistics +2, Perception +1, Profession (soldier) +4, Survival +4 Languages Azlanti, Common, Draconic, Hallit, Skald SQ heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
4th level: Power attack adds a bit of 'umph' to her attacks, Combat Expertise adds defense when she needs it. Fast learner gives her both skill and HP with every level. Unflinching adds to her will saves vs Mind-affecting spells.
Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 4 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +4
Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 54 (4d10+26) Fort +7, Ref +2, Will +2 (+2 trait bonus vs. charm and compulsion, +1 vs. mind-affecting effects) Defensive Abilities unflinching +1
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +7 (1d8+3/×3) Ranged javelin +5 (1d6+3)
Statistics
Str 16, Dex 12, Con 17, Int 13, Wis 10, Cha 10 Base Atk +4; CMB +7; CMD 18 Feats Combat Expertise, Diehard, Endurance, Fast LearnerARG, Power Attack, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -2 (-6 to jump), Intimidate +5, Linguistics +4, Perception +4, Profession (soldier) +4, Survival +7, Swim +1; Racial Modifiers +2 Survival Languages Azlanti, Common, Draconic, Hallit, Kelish, Skald, Tien SQ armor training 1, heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
7th level: Heroic Recovery kicks in to help with adverse fortitude effects. To the Last lets her run full actions in -HP. Stalwart lets her change AC bonus from Expertise to DR X/-.
Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 7 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +7
Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 87 (7d10+41) Fort +8, Ref +3, Will +5 (+2 trait bonus vs. charm and compulsion, +2 vs. mind-affecting effects) Defensive Abilities unflinching +2
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +10/+5 (1d8+3/×3) Ranged javelin +8 (1d6+3)
Statistics
Str 16, Dex 12, Con 17, Int 13, Wis 10, Cha 10 Base Atk +7; CMB +10; CMD 21 Feats Combat Expertise, Diehard, Endurance, Fast LearnerARG, Heroic RecoveryAPG, Iron Will, Power Attack, StalwartUC, To The Last, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -1 (-5 to jump), Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +4, Perception +7, Profession (soldier) +5, Survival +11, Swim +2; Racial Modifiers +3 Survival Languages Azlanti, Common, Draconic, Hallit, Kelish, Skald, Tien SQ armor training 2, heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Stalwart Forgo dodge AC bonus for equivalent DR To The Last You are not disabled when staggered. Full-round action deals 2 pts of damage to you. Unflinching +2 (Ex) Gain +2 bonus to Will saves vs. mind-affecting effects
12th level: Vital Strike/Deadly Finish makes for heavy hitting blows that put the target down, hard and heavy. (Example: 2d8+11 from Vital Strike/Deadly Finish means a DC of 15+ Damage Dealt or die). Heroic Defiance lets her push aside a single disabling condition for a round. Improved Stalwart ups DR to DR 8/-. Without any magic items, her negative con is -24 before dying. A simple +4 bonus belt to Con makes that an impressive -28, which given +4 to Con would put her at like 178 HP means a LOT of damage would be required.
Elsbeth Yarlsdottir #4
Female human (kellid) fighter (unbreakable) 12 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +12
Defense
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +3 shield) hp 154 (12d10+78) Fort +12, Ref +5, Will +7 (+2 trait bonus vs. charm and compulsion, +3 vs. mind-affecting effects) Defensive Abilities unflinching +3
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +15/+10/+5 (1d8+3/×3) Ranged javelin +13 (1d6+3)
Statistics
Str 17, Dex 12, Con 18, Int 13, Wis 10, Cha 10 Base Atk +12; CMB +15; CMD 26 Feats Combat Expertise, Deadly FinishUC, Diehard, Endurance, Fast LearnerARG, Heroic DefianceAPG, Heroic RecoveryAPG, Improved Iron Will, Improved StalwartUC, Iron Will, Power Attack, Shield Focus, StalwartUC, To The Last, Toughness, Tribal Scars, Vital Strike Traits blood of dragons, child of two peoples Skills Acrobatics -1 (-5 to jump), Climb +2, Intimidate +9, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +13, Perception +12, Profession (soldier) +5, Ride +0, Sense Motive +2, Survival +14, Swim +2; Racial Modifiers +6 Survival Languages Abyssal, Azlanti, Common, Draconic, Dwarven, Elven, Hallit, Infernal, Kelish, Osiriani, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon SQ armor training 2, heart of the wilderness, quick recovery Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack. Deadly Finish Foes you knock out must make a Fort save or die Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Heroic Defiance (1/day) Delay the onset of a harmful affliction or condition until the end of your next turn. Heroic Recovery (2/day) Can attempt an extra Fort save against a harmful condition or affliction. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Improved Stalwart Double DR gained from Stalwart Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Quick Recovery (Ex) At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. This ability replaces armor training 3. Shield Focus +1 Shield AC Stalwart Forgo dodge AC bonus for equivalent DR To The Last You are not disabled when staggered. Full-round action deals 2 pts of damage to you. Unflinching +3 (Ex) Gain +3 bonus to Will saves vs. mind-affecting effects Vital Strike Standard action: x2 weapon damage dice.
Roles/Tactics: Her role, in combat, is fairly obvious, she stands between the enemy and the rest of her party. Hammering away with enthusiasm and sucking up damage. As she levels up she adds some potent abilities and feats to that ability to take a licking and keep on ticking. Right off the bat she starts with Endurance, Die Hard (courtesy of Unbreakable archetype), Tribal Scars (PotN) and Toughness. Endurance lets her run long and hard without wearing out; Diehard lets her keep going when she takes that felling blow (because even at 22 HP at 1st level, and somewhere around 190 @ 12th level, crits happen)
At higher levels, her racial trait of 'Heart of the Wilderness' starts coming in, adding a bonus to her Con cap as she levels up (+6 to Con for determining neg Con for dying), add in Stalwart/Improved Stalwart to trade AC from Combat Expertise for DR/- (DR 8/- @ 12th) , To The Last to use those Die Hard abilities into full round actions (for the cost of 2 HP of damage). Heroic Recovery lets her toss conditions by allowing an additional fort saves (and she gets extra recoveries courtesy Unbreakable). Heroic Defiance lets her ignore (for 1 round) conditions such as paralyzed, stunned or whatever. Iron Will/Improved Iron Will lets her do better than her normal fighter will saves and gives her a free reroll to try again, particularly with Unflinching lets her do even better against 'Fighter bane' spells that are mind-affecting. Blood of Dragons was added for a bit of flavor, hinting at her blood ties to a dragon (or linnorn) and to get a bit more 'exotic' legacy in her background.
Things of Note: Fast Learner helps her with HP/Skill Points, which lets her start out with skill points are her favored class choice then adds all those HP as well at 3rd level and beyond. The pay off of Iron Will, Tribal Scars (Slowjaw) adds to her Will save, and Unflinching (as noted) adds even more towards mind-affecting spells.
Gear: The staples of any PFS character work well with her; Cloak of Resistance (to help those bad saves.. particularly Will), magic armor/weapons (adamantine for both work well, particularly Admantine Full Plate for DR 3/- for those times she can't use Improved Stalwart). As a martial with a low will save, a wayfinder with a clear ioun spindle always plays good.
Elsbeth Yarlsdottir
My Sovereign Crown Character, Roasa del Noire, is slowly creeping up to seeker levels. One scenario left before she hits her GM credit sheets and jumps to 13.2. I enjoyed playing a SC/Taldor character. Didn't want another healer type though and the idea of a Ulfen of some sort came to mind. Then came the idea of a fighter of unbelievable resilience.
Elsbeth is the daughter of an Ulfen Guardsman and his Kellid wife. She grew up in Taldor, in the shadow of her Yarl father; her mother is long dead and her only companion was her twin brother (younger by 10 minutes), she was the one that stood up to any and all coming challenges that came their way.
Character by Levels:
1st level: Tough with 22 HP and the ability to keep moving after being put into negatives.
Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 1 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +1
Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 22 (1d10+12) Fort +5, Ref +1, Will +1 (+2 trait bonus vs. charm and compulsion)
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +4 (1d8+3/×3) Ranged javelin +2 (1d6+3)
Statistics
Str 16, Dex 12, Con 16, Int 13, Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 15 Feats Diehard, Endurance, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -6 (-10 to jump), Linguistics +2, Perception +1, Profession (soldier) +4, Survival +4 Languages Azlanti, Common, Draconic, Hallit, Skald SQ heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
4th level: Power attack adds a bit of 'umph' to her attacks, Combat Expertise adds defense when she needs it. Fast learner gives her both skill and HP with every level. Unflinching adds to her will saves vs Mind-affecting spells.
Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 4 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +4
Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 54 (4d10+26) Fort +7, Ref +2, Will +2 (+2 trait bonus vs. charm and compulsion, +1 vs. mind-affecting effects) Defensive Abilities unflinching +1
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +7 (1d8+3/×3) Ranged javelin +5 (1d6+3)
Statistics
Str 16, Dex 12, Con 17, Int 13, Wis 10, Cha 10 Base Atk +4; CMB +7; CMD 18 Feats Combat Expertise, Diehard, Endurance, Fast LearnerARG, Power Attack, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -2 (-6 to jump), Intimidate +5, Linguistics +4, Perception +4, Profession (soldier) +4, Survival +7, Swim +1; Racial Modifiers +2 Survival Languages Azlanti, Common, Draconic, Hallit, Kelish, Skald, Tien SQ armor training 1, heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
7th level: Heroic Recovery kicks in to help with adverse fortitude effects. To the Last lets her run full actions in -HP. Stalwart lets her change AC bonus from Expertise to DR X/-.
Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 7 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +7
Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 87 (7d10+41) Fort +8, Ref +3, Will +5 (+2 trait bonus vs. charm and compulsion, +2 vs. mind-affecting effects) Defensive Abilities unflinching +2
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +10/+5 (1d8+3/×3) Ranged javelin +8 (1d6+3)
Statistics
Str 16, Dex 12, Con 17, Int 13, Wis 10, Cha 10 Base Atk +7; CMB +10; CMD 21 Feats Combat Expertise, Diehard, Endurance, Fast LearnerARG, Heroic RecoveryAPG, Iron Will, Power Attack, StalwartUC, To The Last, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -1 (-5 to jump), Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +4, Perception +7, Profession (soldier) +5, Survival +11, Swim +2; Racial Modifiers +3 Survival Languages Azlanti, Common, Draconic, Hallit, Kelish, Skald, Tien SQ armor training 2, heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Stalwart Forgo dodge AC bonus for equivalent DR To The Last You are not disabled when staggered. Full-round action deals 2 pts of damage to you. Unflinching +2 (Ex) Gain +2 bonus to Will saves vs. mind-affecting effects
12th level: Vital Strike/Deadly Finish makes for heavy hitting blows that put the target down, hard and heavy. (Example: 2d8+11 from Vital Strike/Deadly Finish means a DC of 15+ Damage Dealt or die). Heroic Defiance lets her push aside a single disabling condition for a round. Improved Stalwart ups DR to DR 8/-. Without any magic items, her negative con is -24 before dying. A simple +4 bonus belt to Con makes that an impressive -28, which given +4 to Con would put her at like 178 HP means a LOT of damage would be required.
Elsbeth Yarlsdottir #4
Female human (kellid) fighter (unbreakable) 12 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +12
Defense
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +3 shield) hp 154 (12d10+78) Fort +12, Ref +5, Will +7 (+2 trait bonus vs. charm and compulsion, +3 vs. mind-affecting effects) Defensive Abilities unflinching +3
Offense
Speed 30 ft. (20 ft. in armor) Melee battleaxe +15/+10/+5 (1d8+3/×3) Ranged javelin +13 (1d6+3)
Statistics
Str 17, Dex 12, Con 18, Int 13, Wis 10, Cha 10 Base Atk +12; CMB +15; CMD 26 Feats Combat Expertise, Deadly FinishUC, Diehard, Endurance, Fast LearnerARG, Heroic DefianceAPG, Heroic RecoveryAPG, Improved Iron Will, Improved StalwartUC, Iron Will, Power Attack, Shield Focus, StalwartUC, To The Last, Toughness, Tribal Scars, Vital Strike Traits blood of dragons, child of two peoples Skills Acrobatics -1 (-5 to jump), Climb +2, Intimidate +9, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +13, Perception +12, Profession (soldier) +5, Ride +0, Sense Motive +2, Survival +14, Swim +2; Racial Modifiers +6 Survival Languages Abyssal, Azlanti, Common, Draconic, Dwarven, Elven, Hallit, Infernal, Kelish, Osiriani, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon SQ armor training 2, heart of the wilderness, quick recovery Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp
Special Abilities
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack. Deadly Finish Foes you knock out must make a Fort save or die Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Heroic Defiance (1/day) Delay the onset of a harmful affliction or condition until the end of your next turn. Heroic Recovery (2/day) Can attempt an extra Fort save against a harmful condition or affliction. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Improved Stalwart Double DR gained from Stalwart Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Quick Recovery (Ex) At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. This ability replaces armor training 3. Shield Focus +1 Shield AC Stalwart Forgo dodge AC bonus for equivalent DR To The Last You are not disabled when staggered. Full-round action deals 2 pts of damage to you. Unflinching +3 (Ex) Gain +3 bonus to Will saves vs. mind-affecting effects Vital Strike Standard action: x2 weapon damage dice.
Roles/Tactics: Her role, in combat, is fairly obvious, she stands between the enemy and the rest of her party. Hammering away with enthusiasm and sucking up damage. As she levels up she adds some potent abilities and feats to that ability to take a licking and keep on ticking. Right off the bat she starts with Endurance, Die Hard (courtesy of Unbreakable archetype), Tribal Scars (PotN) and Toughness. Endurance lets her run long and hard without wearing out; Diehard lets her keep going when she takes that felling blow (because even at 22 HP at 1st level, and somewhere around 190 @ 12th level, crits happen)
At higher levels, her racial trait of 'Heart of the Wilderness' starts coming in, adding a bonus to her Con cap as she levels up (+6 to Con for determining neg Con for dying), add in Stalwart/Improved Stalwart to trade AC from Combat Expertise for DR/- (DR 8/- @ 12th) , To The Last to use those Die Hard abilities into full round actions (for the cost of 2 HP of damage). Heroic Recovery lets her toss conditions by allowing an additional fort saves (and she gets extra recoveries courtesy Unbreakable). Heroic Defiance lets her ignore (for 1 round) conditions such as paralyzed, stunned or whatever. Iron Will/Improved Iron Will lets her do better than her normal fighter will saves and gives her a free reroll to try again, particularly with Unflinching lets her do even better against 'Fighter bane' spells that are mind-affecting. Blood of Dragons was added for a bit of flavor, hinting at her blood ties to a dragon (or linnorn) and to get a bit more 'exotic' legacy in her background.
Things of Note: Fast Learner helps her with HP/Skill Points, which lets her start out with skill points are her favored class choice then adds all those HP as well at 3rd level and beyond. The pay off of Iron Will, Tribal Scars (Slowjaw) adds to her Will save, and Unflinching (as noted) adds even more towards mind-affecting spells.
Gear: The staples of any PFS character work well with her; Cloak of Resistance (to help those bad saves.. particularly Will), magic armor/weapons (adamantine for both work well, particularly Admantine Full Plate for DR 3/- for those times she can't use Improved Stalwart). As a martial with a low will save, a wayfinder with a clear ioun spindle always plays good.
Friday, February 13, 2015
Auric Yarlsson (Human Skald: Spell Warrior)
Let me sing you the song of my people, your verse.. it's mostly screaming.. |
Auric Yarlsson
Elsbeth's 'little brother', born about 10 minutes after her, with similar physical traits to her own. While he's not strong and fit like her, he's resilient and tough and typically has more hp than a normal skald. He's a spellsinger, which means his rage is changed in for the Spellsinger archetype; that means he can give his partners a 'plus' to their weapon in a variety of ways. Add in, at higher levels, masterpieces that give other options like team work feats (thank you Melee Tactics), fast healing and debuffing the opposition. (Note: All his favored class traits are to extra spells, so by 12th he has +3 0 & 1st spells, +1 2nd level spells (+2 2nd spell level masterpieces), +1 3rd level spell (+2 3rd level spell masterpieces). He's a buffer, putting a LOT of extra performances (3 total), and supplementing his class ability with things like lingering performance, discordant voice, and harmonic spell.
Auric's role is back up and support in a variety of ways; either by being a flanking buddy, buffing or using a 'finale spell' to help out a person at the right moment.
1st Level:
Auric Yarlson
Male human (Kellid) skald (spell warrior) 1 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +4
Defense
AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
hp 19 (1d8+11)
Fort +4, Ref +2, Will +3 (+2 trait bonus vs. charm and compulsion)
Offense
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +0 (1d8/×3)
Ranged shortbow +2 (1d6/×3)
Special Attacks raging song 6 rounds/day (enhance weapons)
Skald (Spell Warrior) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, saving finaleAPG (DC 14)
0 (at will)—detect magic, message, prestidigitation, read magic, scrivener's chant
Statistics
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Extra Performance, Improved Counterspell, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +3 (-1 to jump), Knowledge (arcana) +7, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +6, Perception +4, Perform (sing) +7, Use Magic Device +7
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +1
Other Gear leather armor, buckler, arrows (20), battleaxe, shortbow, backpack, bedroll, belt pouch, Drum, flint and steel, hemp rope (50 ft.), mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 62 gp
Special Abilities
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Raging Song (standard action, 6 rounds/day) (Su) Song can inspire allies in a variety of ways.
Notes: Auric at first level, like his sister, if fairly tough and hard to kill. He's got toughness, tribal scars (like his sister he's been marked by his mother's tribe) and thanks to the PFS rules against scribing he has extra performance. He has to ration his raging song but not too much thanks to extra performance. Also like his sister, he's got the touch of dragon's blood thanks to the Blood of Dragon's feat and has low light vision to hint as his draconic ancestor.
4th level:
Auric Yarlson
Male human (Kellid) skald (spell warrior) 4 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +7
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 41 (4d8+18)
Fort +6, Ref +3, Will +5 (+2 trait bonus vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge
Offense
Speed 30 ft.
Special Attacks rage power (powerful blow +2), raging song 12 rounds/day (enhance weapons, song of marching)
Skald (Spell Warrior) Spells Known (CL 4th; concentration +7)
2nd (2/day)—blistering invectiveUC (DC 15), cure moderate wounds
1st (4/day)—chord of shardsUM (DC 14), cure light wounds, expeditious retreat, feather fall, saving finaleAPG (DC 14)
0 (at will)—detect magic, light, message, open/close (DC 13), prestidigitation, read magic, scrivener's chant, sparkAPG (DC 13), summon instrument
Statistics
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +3; CMD 15
Feats Extra Performance, Improved Counterspell, Lingering PerformanceAPG, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +8, Handle Animal +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +4, Linguistics +9, Perception +7, Perform (percussion instruments) +9, Perform (sing) +10, Ride +7, Spellcraft +6, Use Magic Device +7
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +2, rage powers, versatile performance (percussion)
Other Gear 150 gp
Special Abilities
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 12 rounds/day) (Su) Song can inspire allies in a variety of ways.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (Percussion Instruments) +9 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Notes: Continuing the decision of using his favored class to add spells, Auric is now 3 cantrips and 1 1st level ahead of a normal skald of his level. Most of the cantrips are utility but depending on player preference the first level spells can be of a variety of utility uses. Such as feather fall, saving finale, and such for helping out the party, and a few spells like Blistering Invective and Chord of Shards to help out with damage. From the damage side of things, a few things like ranged weapons or a light weapon with agile to offset his 10 strength.
In addition to his enhance weapon song, he now has song of marching and the powerful blow rage power. That makes for a potent single hit. Thanks to versatile performance (percussion) he has a good intimidate check (for blistering invective).
7th level:
Auric Yarlson
Male human (Kellid) skald (spell warrior) 7 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +10
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 65 (7d8+27)
Fort +7, Ref +4, Will +6 (+2 trait bonus vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge
Offense
Speed 30 ft.
Special Attacks rage powers (powerful blow +2, strength surge +7), raging song 18 rounds/day (move action; enhance weapons, song of marching, song of strength)
Skald (Spell Warrior) Spells Known (CL 7th; concentration +10)
3rd (2/day)—dispel magic, mass feather stepAPG
2nd (4/day)—bladed dash, blindness/deafness (DC 15), blistering invectiveUC (DC 15), cure moderate wounds, heroism
1st (5/day)—chord of shardsUM (DC 14), cure light wounds, expeditious retreat, feather fall, grease, hideous laughter (DC 14), moment of greatnessUC, saving finaleAPG (DC 14)
0 (at will)—detect magic, light, message, open/close (DC 13), prestidigitation, read magic, scrivener's chant, sparkAPG (DC 13), summon instrument
Statistics
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 17
Base Atk +5; CMB +5; CMD 17
Feats Extra Performance, Extra Performance, Harmonic SpellISWG, Improved Counterspell, Lingering PerformanceAPG, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +8, Handle Animal +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +5, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +12, Perception +10, Perform (oratory) +11, Perform (percussion instruments) +11, Perform (sing) +11, Ride +7, Spellcraft +6, Use Magic Device +12
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +3, greater counterspell, lore master 1/day, rage powers, versatile performances (oratory, percussion)
Other Gear 150 gp
Special Abilities
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Greater Counterspell (Two spell slots) (Su) Can spend 2 same/higher level spell slot to counterspell (no school match req).
Harmonic Spell Casting spells extends duration of bardic performance
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (move action, 18 rounds/day) (Su) Song can inspire allies in a variety of ways.
Strength Surge +7 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (Oratory) +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +11 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate check.
Notes: Continuing on the favored class pick of extra spells, now Auric has 9 cantrips, 8 1st level and 2 3rd level spells to choose from. A mix of utility and combat/support spells. Spells like Mass Feather Step means never fearing difficult terrain, Heroism and Moment of Greatness are an awesome combo to add to his repertoire of buffs to help mix things up. Heroism is of particular note in that it stacks in a buff that works with his enhance weapon song. Strength surge is added to the pool of rage powers with the song as well. Versatile Performance (Oratory) adds in two more skills tied to his perform skill, diplomacy and sense motive, that play off his charisma and moves him into the role of 'face' with the party and his lore master/bardic knowledge make him useful as a knowledge monkey as well.
Added to his mix of tricks is counterspell with a greater counterspell (2 slots) though to get the full utility of this a mix of skills to move up his knowledge skills and spellcraft might be needed. Rounding out his bag of tricks is a good strong Use Magic Device to fill in those moments where he might need to use something outside the bardic/skald spell range. (though @ 12, it's not too certain to work, but if he works up specific skills he wants he could add a Wand Key Ring or two for specific spells (like say.. Restoration or such)
12th level:
Auric Yarlson
Male human (Kellid) skald (spell warrior) 12 (Pathfinder RPG Advanced Class Guide 49, 116)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +13
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 105 (12d8+42)
Fort +10, Ref +6, Will +9 (+2 trait bonus vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities improved uncanny dodge; DR 1/—
Offense
Speed 30 ft.
Special Attacks rage powers (no escape, powerful blow +4, strength surge +12, surprise accuracy +4), raging song 29 rounds/day (move action; enhance weapons, song of marching, song of strength)
Skald (Spell Warrior) Spells Known (CL 12th; concentration +16)
4th (4/day)—cure critical wounds, dance of a hundred cutsUM, heroic finaleAPG (DC 18), greater invisibility
3rd (5/day)—cure serious wounds, dispel magic, mass feather stepAPG, haste, purging finaleAPG (DC 17)
2nd (6/day)—bladed dash, blindness/deafness (DC 16), blistering invectiveUC (DC 16), cure moderate wounds, heroism, communal share languageUC
1st (6/day)—chord of shardsUM (DC 15), cure light wounds, expeditious retreat, feather fall, grease, hideous laughter (DC 15), liberating commandUC, moment of greatnessUC, saving finaleAPG (DC 15)
0 (at will)—detect magic, light, message, open/close (DC 14), prestidigitation, read magic, scrivener's chant, sparkAPG (DC 14), summon instrument
Statistics
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 19
Base Atk +9; CMB +9; CMD 21
Feats Discordant VoiceUC, Extra Performance, Extra Performance, Extra Performance, Harmonic SpellISWG, Improved Counterspell, Lingering PerformanceAPG, Toughness, Tribal Scars
Traits blood of dragons, child of two peoples
Skills Acrobatics +8, Handle Animal +19, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +17, Perception +13, Perform (oratory) +19, Perform (percussion instruments) +19, Perform (sing) +19, Ride +7, Spellcraft +6, Use Magic Device +17
Languages Common, Draconic, Goblin, Hallit, Infernal, Skald
SQ bardic knowledge +6, greater counterspell, lore master 1/day, masterpieces (battle song of the people's revolt, battle song of the people's revolt, life budding in salted earth, the canticle of joy), rage powers, song of arcane manipulation, versatile performances (oratory, percussion, sing)
Other Gear 150 gp
Special Abilities
Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Battle Song of the People's Revolt (Outflank) Grants chosen feat to all allies within 30 ft. who can hear you.
Battle Song of the People's Revolt (Precise Strike) Grants chosen feat to all allies within 30 ft. who can hear you.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Greater Counterspell (One spell slot) (Su) Can spend 1 same/higher level spell slot to counterspell (no school match req).
Harmonic Spell Casting spells extends duration of bardic performance
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Life Budding in Salted Earth Allies in 30 ft gain Fast Healing 1. Increase cost/rd to speed fast healing rate.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Powerful Blow +4 (1/rage) (Ex) One attack per rage deals extra damage.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (move action, 29 rounds/day) (Su) Song can inspire allies in a variety of ways.
Song of Arcane Manipulation (Su) As an imm action while raging song is active, use spl level rds of rage to counterspell foe.
Strength Surge +12 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Surprise Accuracy +4 (1/rage) (Ex) One attack per rage gets listed bonus to hit.
The Canticle of Joy (3rd-level spell slot) One target in range affected as bestow curse.
Versatile Performance (Oratory) +19 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +19 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Versatile Performance (Singing) +19 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Notes: Now at the top of the scenario arch, Auric is a powerhouse of helpful tricks for any party that he runs with. He got 47 rounds of straight up performance and with lingering performance it's even more. Harmonic spell lets him cast spells, AND maintain the performance without another round of performance. Discordant voice adds 1d6 sonic damage to any ally's weapon within 30 feet, add in rage powers like surprise accuracy, and no escape to keep chasing down and hitting the bad guy.
Changing a bit of things around as Auric's favored class choices are used to add 2 2nd level masterpieces and 2 3rd level ones to the mix (or if you decide to go strictly spells, check out options like Allegro). The masterpieces like Battle Song of the People adds two teamwork feats (choose ones that fit the party dynamic) and then Life Budding (to add more healing to his choices..fast healing) and Canticle of Joy to slap a nasty debuff on the foes they are fighting. Purging and Heroic Finale adds a way to do quick saves to the rest of his allies at the cost of dropping performance for a moment, and spells like haste, greater invisiblity and communal share language help out in a variety of situations.Song of Arcane manipulation and the greater countersong (1 spell slot) allows for better countermeasures.
Items to consider would be a few runestones of power (to recover spells) some armor and a weapon(s) that fits a role that the character likes. Additionally anything that adds to the social/charisma side of things would be good for his role; for example, headband of persuasion, charisma/intelligence boosting headbands (charisma primary need, adding in intelligence while adding to cost will give two skills to the selection).
Welcome
Okay..
I've been looking for a reason to practice writing and creating characters. One of my New Year's Resolutions is to work on the various facets of creating and writing. The big one is building characters, since I'm a Venture Office as well I figured that I would use as it an excuse to create my own 'iconics' as a way to practice character design.
Layout
-Character Levels: Each design will have a 1st, 4th, 7th and 12th level version. The first three are to give a general feel for how the characters work at the PFS levels. The final level is how the character specs out at the 'entrance' to Eyes of the Ten and other Seeker adventures.
-Sources: I have access to a LOT of PFS legal resources. I will try to cite some of them as I put together of the character.
-Tactics/Role: Basically just a layout on how the character perform in the scenario. Things like what sort of actions and role in combat. Some characters will be one type of 'monkey' or another (Skill, Lore, Face). In combat the roles can be simple (melee, ranged, support, healer) or a mix. Note: This will change and be updated as time goes on and my planning changes as time go one.
-Back story: This is something I will come up to practice making characters who walk, talk and live in the PFS world of Golarian.
More to come
I've been looking for a reason to practice writing and creating characters. One of my New Year's Resolutions is to work on the various facets of creating and writing. The big one is building characters, since I'm a Venture Office as well I figured that I would use as it an excuse to create my own 'iconics' as a way to practice character design.
Layout
-Character Levels: Each design will have a 1st, 4th, 7th and 12th level version. The first three are to give a general feel for how the characters work at the PFS levels. The final level is how the character specs out at the 'entrance' to Eyes of the Ten and other Seeker adventures.
-Sources: I have access to a LOT of PFS legal resources. I will try to cite some of them as I put together of the character.
-Tactics/Role: Basically just a layout on how the character perform in the scenario. Things like what sort of actions and role in combat. Some characters will be one type of 'monkey' or another (Skill, Lore, Face). In combat the roles can be simple (melee, ranged, support, healer) or a mix. Note: This will change and be updated as time goes on and my planning changes as time go one.
-Back story: This is something I will come up to practice making characters who walk, talk and live in the PFS world of Golarian.
More to come
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