Showing posts with label ARG. Show all posts
Showing posts with label ARG. Show all posts

Saturday, December 31, 2016

The Blob, Take #1 (Alyisa Ebonblade)

Okay.. take one. Here she is. Alyisa Ebonblade (pronounced Ale-yisa). She is another Arkenstar native gone to the Pathfinder Society like her sister, Kyrie (my #1 PFS character) but was too young for Torch to recruit at the time; Kyrie was 14 but she was only 4 at the time. So the 12 years that Kyrie worked as first an apprentice and then an actual Pathfinder, she was with foster parents in Arkenstar.


Finally she was old enough to travel and work with her sister in Absalon at her sister's gunshop. There she learned the secrets of gunsmithing and how to shoot a musket but as she worked with the society she took a different path for her skills than her older sister, whose mastery of guns and alchemy made her infamous as much as her temper and rage at being betrayed by Torch, and she took up the arts of magic to supplement her skill with the musket.




Alyisa Ebonblade

Female human (Varisian) gunslinger (musket master) 1/wizard 4 (Pathfinder RPG Ultimate Combat 9, 50)

NG Medium humanoid (human)

Init +4; Senses Perception +10

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Defense

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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)

hp 31 (5 HD; 4d6+1d10+5)

Fort +4, Ref +5, Will +6

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Offense

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Speed 30 ft.

Melee longsword +3 (1d8/19-20)

Ranged +2 musket +8 (1d12+2/×4)

Special Attacks deeds (deadeye, quick clear, steady aim), grit (2)

Wizard Spells Prepared (CL 4th; concentration +10)

2nd—darkvision, false life, sense vitals, sense vitals

1st—abundant ammunition[UC] (2), heightened awareness[ACG], true strike, true strike

0 (at will)—detect magic, mending, prestidigitation, read magic

Opposition Schools Enchantment, Illusion

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Statistics

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Str 11, Dex 14, Con 12, Int 18, Wis 14, Cha 10

Base Atk +3; CMB +3; CMD 15

Feats Arcane Armor Training, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Spell Focus (evocation), Weapon Focus (musket)

Traits black powder interjection, focused mind

Skills Acrobatics +8, Climb +4, Craft (alchemy) +8, Craft (firearms) +8, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +10, Spellcraft +12, Survival +8, Swim +6

Languages Aquan, Auran, Common, Dwarven, Ignan, Kelish, Orc, Osiriani, Polyglot, Terran, Varisian

SQ arcane bond (+2 musket), forewarned, gunsmith, prescience (7/day)

Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +2 musket[UC], black powder[UC] (30), bullet[UC] (30), longsword, paper cartridge[UC] (10), endless bandolier[UE], handy haversack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], spellbook, torch (10), trail rations (5), waterskin, 1,136 gp

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Special Abilities

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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.

Arcane Bond (+2 musket) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).

Deeds Use Grit to perform special abilities with your firearms.

Enchantment You must spend 2 slots to cast spells from the Enchantment school.

Foresight Associated School: Divination

Forewarned 2 (Su) Can always act in surprise rounds.

Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.

Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit

Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.

Illusion You must spend 2 slots to cast spells from the Illusion school.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.

Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.

Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.



Tactics: At this point she is mostly Wizard with a bit more 'Omph due to her arcane armor training, firearms and wide variety of martial weapons she has access to. The combination of a good wisdom and four levels of wizard evens out the typical gunslinger weak will save; add in her Prescience school talents and you got a few useful moments of 'Nope that wasn't a misfire' or 'I'll swap this Nat 20 for this 3... so now I'll roll to confirm the crit..'. A plus +2 to init due to wizard class levels means just a bit more reaction time, add in Improved Init an she'd be a bit better.


Plans for the future: Mix in a few levels of Eldritch Warrior and you got some solid HP, a better than average Wizard BAB setting and the ability to use a musket and/or touch spells quite nicely. Remember MOST wizards don't have PB/Precise Shot, much less a higher BAB, and touch spells are your friends.


Not sure if look for more personal buffing spells, a few 'wild card spells' like Summon Monster, or a mix of blast and utility. Some spells/options to look at in the future is Quicken Spell (Quicken True Strike for those 'He's 4 range increments away' shots with a musket or disintegrate.) Add in a few things like a metamagic rod or three to give the utility a bit more flex and you got a good generalist style wizard who can also sit back and wait for one of the rival wizards to wiggle fingers..and then shoot them.


One spell of note to remember later on would be Named Bullet and it's big brother the Greater version. You can have LOTS of fun with that and I figure she'd be just as vindictive as her older sister is. :D

Saturday, January 23, 2016

Ruby Red (Half-Orc Female Bloodrager: Steelblood)

Fear the Cute
I like some of the 'adaptions' I've seen out there. Chris Mullican, one of my online buds, has this AWESOME Oread Brawler (based off a certain stoney formed former Yancy Street resident by the name of Benjamin Grim), and I've heard rumors of several 'Captain America' clones (I got one my self.. Simon Clarkson, 'Captain Taldor') as well as other members of the Avengers and such.
One of my favorite series is one called RWYB, put out by the same guys who do Red vs. Blue (a series that saved my sanity while I was in service).  An idea came to mind instead of fishing though the well tapped pool of Marvel and DC Comics, why not tap the girls of RYWB? Several of them fit RIGHT into a class or two. Others look to be skirting two classes to pull off the same feel as the series. So the first choice, of course, will be Ruby. A small petite bundle of mayhem. First off, I looked for a way to alternate her from her half-sister in some way. Hence the choice of half-orc





Ruby Red
Female half-orc bloodrager (steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +6, Ref +4 (+1 bonus vs. trample attacks), Will +2
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Offense
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Speed 30 ft.
Melee switchscythe +3 (2d4+7/×4)
Ranged javelin +3 (1d6+3)
Special Attacks bloodrage (7 rounds/day)
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16 (17 vs. overrun)
Feats Power Attack
Traits almost human, fate's favored
Skills Acrobatics +5, Disguise +5 (+9 on checks to pass as human), Intimidate +7, Linguistics +2, Perception +4; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 93 gp
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Special Abilities
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Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Fate's Favored Increase luck bonuses by 1.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Now a TRUE blend of Bloodrager/Gunslinger but I'm just wanting the mix of mayhem and rampant destruction of Ruby. (That and there is no Scythe-Musket out there). Starting off slow with only 7 rounds of Bloodrage, she has a nasty weapon in the Switchscythe. She hits for 2d4+7 with power blow and can pop in a +1 insight bonus to hit with a single attack 3/day.I put in Almost Human, combined with a goodly disguise skill, to make her do the 'cute little thing' till the mayhem starts. The Fate's Favored trait doesn't come into play too much this early in the build but will come up later. A lot of things have luck bonuses to later on, as well as her 'Fated Bloodrager' class feature later.
A fun appearance to role-play with is to make her short, small and cute. Flick the scythe out at the last moment to go from 'sheep herder' to 'killer munchkin'.

Ruby Red
Female half-orc bloodrager (steelblood) 4 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, +2 luck, -2 untyped penalty)
hp 44 (4d10+16)
Fort +10, Ref +5 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
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Offense
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Speed 30 ft.
Melee switchscythe +7 (2d4+13/×4)
Ranged javelin +6 (1d6+5)
Special Attacks blood casting, bloodrage (16 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 4th; concentration +5)
   1st (2/day)—enlarge person (DC 12), line in the sand[ACG]
   Bloodline Destined
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Statistics
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Str 21, Dex 14, Con 18, Int 12, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 22 (23 vs. overrun)
Feats Eschew Materials, Intimidating Prowess, Power Attack
Traits almost human, fate's favored
Skills Acrobatics +8, Disguise +5 (+9 on checks to pass as human), Intimidate +15, Knowledge (arcana) +5, Linguistics +2, Perception +7, Spellcraft +6, Stealth +2, Survival +4, Swim +8; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +2, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +2 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Now we are looking at Ruby at 4th level, she's got a plus to Fate Bloodrager (+2 AC thanks to Fate's Favored) as well any other luck bonuses out there. For example a Lucky Horseshoe gives a +2 to all saving throws that stacks with a Cloak of Resistance when she uses it. Which could make for a really nice bonus to saving throws.
Spells can be fun.. Enlarge Person is definitely a nice quick buff for her. Moving 2d4 to 2d6, adding another +1 to strength bonus. Note: The 21 strength is with blood rage going. Destined Strike is now +2 up to 3/day. The other spell can be a vast variety of choices, Line in the Sand is fun because it adds to your AoOs, because a 2d4+13 with blood raging is fun and able to add 1 extra attack (assuming you haven't gotten a +2 headband bonus to charisma to make it 2 AoOs). I could easily add in other choices like Blade Lash, Blurred Movement, or other buffing/enhancing spells.

Ruby Red #3
Female half-orc bloodrager (steelblood) 7 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 13, touch 10, flat-footed 12 (+3 armor, +1 Dex, +2 luck, -1 size, -2 untyped penalty)
hp 74 (7d10+28)
Fort +11, Ref +5 (+1 bonus vs. trample attacks), Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
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Offense
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Speed 30 ft.
Melee switchscythe +13/+8 (2d6+18/×4)
Ranged javelin +7 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (25 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 7th; concentration +8)
   2nd (1/day)—bull's strength, false life
   1st (2/day)—enlarge person (DC 12), expeditious retreat, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
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Statistics
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Str 27, Dex 12, Con 18, Int 12, Wis 10, Cha 13
Base Atk +7; CMB +15; CMD 28 (29 vs. overrun)
Feats Endurance, Eschew Materials, Intimidating Prowess, Outflank[APG], Power Attack, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +11, Climb +12, Disguise +5 (+9 on checks to pass as human), Intimidate +21, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (local) +4, Linguistics +3, Perception +10, Spellcraft +6, Stealth -1, Survival +4, Swim +12; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Osiriani
SQ armor training 1, blood deflection, destined strike +3, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (25 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +3 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Just to give a taste of the bonuses, this version is blood raging, Bull's Strength and Enlarge Person. A berserker running through the books. 2d6+18 is pretty nasty. While it doesn't show, she'd definitely have a headband by now (giving access to 2nd level spells). Working with a partner regularly, her outflank can be useful moving her flanking bonus to +4 and IF she crits her flank buddy gets an AoO. Partner with a high crit flank body like a rapier wielding swashbuckler she gets a nasty AoO.
Abilities like Blood Deflection, and Fated Bloodrager  make up for a bit of the rage penalty to AC. Sacrifice a second level spell and add in Fated Bloodrager and you got a +4 bonus to AC. Armor training expands the scope of armor you get your full dex bonus on and it's pretty awesome. 
For the weapon you could go adamantine, keen and furious among other options. Fun note: If one of your party members is a skald gifting you with rage powers, a furious weapon grants an enhancement to the powers as well. 

Ruby Red #4
Female half-orc bloodrager (steelblood) 12 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 17, touch 13, flat-footed 15 (+3 armor, +1 Dex, +1 dodge, +4 luck, +1 natural, -1 size, -2 untyped penalty)
hp 149 (12d10+73)
Fort +21, Ref +14 (+1 bonus vs. trample attacks), Will +12; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Immune fear
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Offense
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Speed 60 ft.
Melee switchscythe +23/+23/+18/+13 (2d6+27/×4)
Ranged javelin +17/+17 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, greater bloodrage (39 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 12th; concentration +14)
   3rd (1/day)—fly, haste, rage, greater thunderstomp[ACG]
   2nd (3/day)—blur, bull's strength, false life, ironskin, mirror image, resist energy
   1st (3/day)—blurred movement[ACG], enlarge person (DC 13), expeditious retreat, feather fall, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
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Statistics
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Str 30, Dex 12, Con 20, Int 12, Wis 10, Cha 14
Base Atk +12; CMB +25; CMD 38 (39 vs. overrun)
Feats Diehard, Endurance, Eschew Materials, Improved Initiative, Intimidating Prowess, Ironhide[APG], Outflank[APG], Power Attack, Toughness, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +20 (+32 to jump), Appraise +5, Bluff +6, Climb +19, Diplomacy +6, Disguise +14 (+18 on checks to pass as human), Escape Artist +5, Fly +3, Heal +4, Intimidate +33, Knowledge (arcana) +11, Knowledge (dungeoneering) +6, Knowledge (local) +8, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +7, Perception +19, Ride +5, Sense Motive +4, Spellcraft +11, Stealth +3, Survival +8, Swim +18; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Varisian
SQ armor training 2, blood deflection, certain strike, defy death, destined strike +6, fated bloodrager +3, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (39 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Certain Strike (1/rage) (Su) Reroll one attack before the results are revealed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defy Death (1/day) (Su) DC 20 Fort save to ignore damage from attack or spell that would kill you.
Destined Strike +6 (5/day) (Su) As a free action, gain insight bonus to one melee 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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +3 (Sp) Gain luck bonus to AC and saving throws when raging
Immunity to Fear (Ex) You are immune to all fear effects.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
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Spells/Abilities in Play: Bull's Strength, Bloodrage, Enlarge Person, Haste, Greater Heroism

Here she is at 12th, with suitable abilities/spells in play for a final encounter. The 'Cute Monster' at her worse. 9 feet tall (assuming you role-play her as minimum height for race) wielding a 2d6
+27 death hitter that can run around at 60 ft a round. Now add in some good armor, a massive built weapon and some wondrous items and you can round out the stats pretty good. One very important item would be a +4 Charisma headband. 

Closing out
Sources: Advanced Class Guide, Advanced Player's Guide, Advanced Race Guide, Monstrous Codex, Ultimate Campaign

Notes: This is an old build I had laying around. With some of my new outlook in class design I might revise Ruby later on. 

Saturday, March 14, 2015

Jess Le Rue (Kitsune Female Fighter:Archer)

Nine-tail (to be) Archer

Foxy Lady..
The kitsune race has an interesting racial feat, Magical Tail, that adds an additional tail each time it's taken up to a total of nine tails. The hard part of getting all eight feats stacked in and the impact it has on feat economy. While they add some interesting spells to the mix, eight feats is a lot to impact some classes and their functionality.
A few months back another blog did an awesome build that I confess that I took more than a little inspiration from.  The build was DEFINITELY an influence. After all I'm using the same basic idea, a bow based fighter. So it would be extremely remiss NOT to credit them. (Know Direction) Not to mention they put out AWESOME advice and builds. Check them out. The blogs are awesome, the podcasts are informative. I look on them as a guide post on how to learn to write.

Back to the build. There are a few differences in my build and theirs. I went for pure PFS legal 9 tail, though I wish that Sniper's Lantern was legal (cause.. DAMN.. it would be PERFECT for a Kitsune  archer. Hunter's Mark out of World of Warcraft)

Few notes: Like Alex Augunas' build, I went with fighter (archer) but I cut back to strictly to one class. It's hard for me to spread feats and sacrifice extra stats as well. Favored class will be alternating  between hit points and skill points. 
Things to get on the way. Kitsune Gems. A few of the first and second level gems, and maybe one or two of the third level gems and you got some awesome tricks going down. Disguise Self, Dancing Lights, Misdirection are all useful; Invisibility and Displacement AWESOMELY useful for an archer. Charm Person, Dominate Person and Confusion are very helpful in the right mix of PCs. A penalty to Will saves and that makes for an awesome combination but given the lack of ability boosting to DC only a weak will save or a lucky failure on the target's behalf. Armor wise a nice suit of mithril agile breastplate and buckler (for when you're not flurrying arrows at your foe); a dagger or rapier for melee (possibly with agile on it) for those moments when the bad guy gets to close.

LOTS of Arrows. LOTS of them.  Keep a track of what is offered on your chronicle sheets. A few bane arrows here, a few burst damage types there, and such. Durable arrows of specific materials will help keep costs down in the long run (barring damaging critters like fire elementals) Tinkering with the skill load out to get Use Magic Devices might be useful, particularly if you get Wand key ring (ARG) for those few spells you might favor, such as Gravity Bow and Abundant Ammunition, could be useful. Given my outlook on fighters, a cloak of resistance is a must for those abyssal will saves (along with a possible wisdom/charisma headband) and some flavor of strength boosting belt is a must to hedge up damage a bit more.
Lastly, and most importantly, comes the composite longbow that is the key to the whole build. There is the hinge of it. You could go all pluses to maximize damage, add just pluses in, or you could top up on things like bane (for specific groups..human bane is a good standy) or utility like limming, distance or such. More personal choice than anything else. There is one bow of note, a +1 keen bow, in a certain Demanding super-module; one that can be upgraded.
Build Notes: Favored Class Bonus: Built on +1 skill, then +1 HP. All the way to 15th. Options such as switching out one or two feats at the right time for other racial feats like: Fox Shape, Realistic Likeness, Swift Kitsune Shapechanger and Vulpine Pounce. Other options could be built around a kitsune who can as a swift action shapeshift. (More suitable to a rogue I'm guessing .)


1st level
Kitsune fighter 1 (Pathfinder RPG Advanced Race Guide 192)
NG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee shortsword +1 (1d6/19-20) or
   bite -4 (1d4)
Ranged longbow +4 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +3)
   3/day—dancing lights
   2/day—disguise self
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Statistics
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Str 10, Dex 17, Con 14, Int 13, Wis 11, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Magical Tail[ARG], Point-blank Shot
Traits deadeye bowman, killer
Skills Acrobatics +0 (-4 to jump), Craft (bows) +5, Perception +1, Survival +4; Racial Modifiers +2 Acrobatics
Languages Common, Kelish, Sylvan
SQ change shape, kitsune magic
Other Gear studded leather, buckler, arrows (20), longbow, shortsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 25 gp
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Special Abilities
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Change Shape (Su) Assume a single human form.
Deadeye Bowman When using a longbow, your target is denied the soft cover AC bonus from one creature.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
 --------------------
Things to consider: Items.. simple things. Light armor (cause you're a mobile ranged fighter and a long bow can be a big part of your budget), alchemical weapons (swarms), other types of arrows (durable arrows or simply 20 blunt arrows to go with the normal arrows). Your role in combat is to hit folks, which means you need to be flexible. Given your need to buy tails, you're down one vital archer feat (Precise shot) till next level. Thanks to dead eye bowman though you get the option to shoot through one person and they don't provide your foe with cover. (Just the -4 for shooting into melee). Start saving up for a composite long bow, possibly with a +1 to damage if you shuffle your stats around. (Adaptive will be your friend in the future though)

4th level
Kitsune fighter 4 (Pathfinder RPG Advanced Race Guide 192)
NG Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 38 (4d10+10)
Fort +6, Ref +5, Will +1 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee shortsword +4 (1d6/19-20) or
   bite -1 (1d4)
Ranged longbow +8 (1d8/×3)
Spell-Like Abilities (CL 4th; concentration +6)
   3/day—dancing lights
   2/day—charm person (DC 14), disguise self
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 13, Wis 11, Cha 14
Base Atk +4; CMB +4; CMD 18
Feats Magical Tail [ARG x2], Point-blank Shot, Precise Shot, Rapid Shot
Traits deadeye bowman, killer
Skills Acrobatics +3 (-1 to jump), Craft (bows) +6, Knowledge (dungeoneering) +5, Perception +3, Survival +4, Swim -2; Racial Modifiers +2 Acrobatics
Languages Common, Kelish, Sylvan
SQ armor training 1, change shape, kitsune magic
Other Gear studded leather, buckler, arrows (20), longbow, shortsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 25 gp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Deadeye Bowman When using a longbow, your target is denied the soft cover AC bonus from one creature.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Things to consider: Now you got a couple tails, precise shot and at the least a MW Composite Longbow (Str+0). Depending on how you select your targets, Charm Person can be very helpful. Granted your DC isn't too good but who expects a fighter type to be able to scramble someone's mind? Possibly invest in a few Kitsune Gems, essentially pearls of power for the tail's magic powers, and stock up on as many arrows as you can from chronicle sheets. After all a sleeping or two might work, a +1 shocking or whatever arrow can be helpful. Now you're able to do rapid shot (giving you two pops at -2 to BAB) and throw out two arrows a round.  Make sure you stock up a few potions such as the inevitable cure potions, protection from evil and such. A few 'trick arrows' like a couple raining arrows (holy water vs undead), and such.

7th level
Kitsune fighter 7 (Pathfinder RPG Advanced Race Guide 192)
NG Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 63 (7d10+17)
Fort +7, Ref +6, Will +2 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee shortsword +7/+2 (1d6/19-20) or
   bite +2 (1d4)
Ranged longbow +12/+7 (1d8+1/×3)
Special Attacks weapon training (bows +1)
Spell-Like Abilities (CL 7th; concentration +9)
   3/day—dancing lights
   2/day—charm person (DC 14), disguise self, invisibility, misdirection
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 13, Wis 11, Cha 14
Base Atk +7; CMB +7; CMD 21
Feats Deadly Aim, Magical Tail[ARG, x4], Point-blank Shot, Precise Shot, Rapid Shot
Traits deadeye bowman, killer
Skills Acrobatics +7 (+3 to jump), Climb -2, Craft (bows) +6, Diplomacy +3, Disguise +3, Knowledge (dungeoneering) +5, Linguistics +4, Perception +7, Survival +4, Swim -2; Racial Modifiers +2 Acrobatics
Languages Common, Kelish, Sylvan
SQ armor training 2, change shape, kitsune magic
Other Gear studded leather, buckler, arrows (20), longbow, shortsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 25 gp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Deadeye Bowman When using a longbow, your target is denied the soft cover AC bonus from one creature.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
--------------------
Things to consider: Now you FIVE spell like abilites. Some are 'meh' or simply utility such as dancing lights; others are very useful in the right situation such as misdirection, disquise self, and charm person. Then there is the BIG special one, Invisibility, that has unbelievable usefulness. Bearing in mind to remember that it's not a 'fix all' for everything. You're creeping into the level where some creatures can see invisible at well. A few more kitsune gems for the levels you think you want, some medium armor (such as Agile Breastplate) with a few bonuses and a few 'essentials' like a +1 or so bow, a cloak of resistance (particularly to cover your weak will save) and such. Odds are you're on your second quiver, even with durable/salted arrows. (And a bundle in your haversack or bag of holding). Deadly aim and rapid shot means you're now rocking out 3 shots a around as a full action. With boots of speed, haste or other 'speed spells/items you'll be hitting 4/shots (3 @ full BAB-2). Deadly Aim starts to fill out that shortfall that a 10 strength even if you don't get a way to put it up such as a belt or ioun stone.

12th level
Kitsune fighter 12 (Pathfinder RPG Advanced Race Guide 192)
NG Medium humanoid (kitsune, shapechanger)
Init +5; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 106 (12d10+30)
Fort +10, Ref +9, Will +4 (+3 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee shortsword +13/+8/+3 (1d6+1/19-20) or
   bite +7 (1d4)
Ranged longbow +19/+14/+9 (1d8+2/×3)
Special Attacks weapon trainings (bows +2, light blades +1)
Spell-Like Abilities (CL 12th; concentration +14)
   3/day—dancing lights
   2/day—charm person (DC 14), disguise self, displacement, invisibility, misdirection, suggestion (DC 16)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 13, Wis 11, Cha 14
Base Atk +12; CMB +12; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Improved Precise Shot, Magical Tail[ARGx 6], Manyshot, Point-blank Shot, Precise Shot, Rapid Shot
Traits deadeye bowman, killer
Skills Acrobatics +13 (+9 to jump), Climb -2, Craft (bows) +6, Diplomacy +3, Disguise +3, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Linguistics +10, Perception +12, Survival +4, Swim -2; Racial Modifiers +2 Acrobatics
Languages Common, Kelish, Sylvan
SQ armor training 3, change shape, kitsune magic
Other Gear studded leather, buckler, arrows (20), longbow, shortsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 25 gp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadeye Bowman When using a longbow, your target is denied the soft cover AC bonus from one creature.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
--------------------
Things to consider: Now you got another spell that is awesome for a ranged fighter, displacement; it's like having cover pretty much all the time. 50% cover bonus is nothing to sneeze at, even if it's just for 12 rounds/ twice a day. You cannot belive how much that can mitagate some things. Ranged touch spells don't kill if they don't hit. Your collection of magic arrows by this point should be impressive with the right chronicles, your quiver(s) will pretty much be always full. If you make friends with someone, spells like gravity bow and abundant ammunition are awesome, particularly given your (up to) six arrows a round on a normal full attack. Manyshot, rapid shot, and clustered shot makes for a nasty full round combo that means you don't have to stress the DR factor AS much as most. 40+ damage all piled in on one shot. (for considering DR anway). With Improved Precise Shot you don't have to stress anything less than full cover.  Add in suggestion to your spell pool, and you can do sneaky things like convincing the weak willed NPC to help out or forget that they were asked about this or that.

15th level (9 tails)
Kitsune fighter 15 (Pathfinder RPG Advanced Race Guide 192)
NG Medium humanoid (kitsune, shapechanger)
Init +5; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 132 (15d10+38)
Fort +11, Ref +10, Will +5 (+4 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee shortsword +17/+12/+7 (1d6+2/19-20) or
   bite +11 (1d4+1)
Ranged longbow +19/+19/+14/+9 (1d8+12/×3)
Special Attacks weapon trainings (bows +3, light blades +2, natural +1)
Spell-Like Abilities (CL 15th; concentration +17)
   3/day—dancing lights
   2/day—charm person (DC 14), confusion (DC 17), disguise self, displacement, dominate person (DC 17), invisibility, misdirection, suggestion (DC 16)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 13, Wis 11, Cha 14
Base Atk +15; CMB +15; CMD 30
Feats Clustered Shots[UC], Deadly Aim, Improved Precise Shot, Magical Tail[ARG x8], Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits deadeye bowman, killer
Skills Acrobatics +14 (+10 to jump), Climb -2, Craft (bows) +8, Diplomacy +7, Disguise +3, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Linguistics +12, Perception +13, Survival +4, Swim -2; Racial Modifiers +2 Acrobatics
Languages Common, Kelish, Sylvan
SQ armor training 4, change shape, kitsune magic
Other Gear studded leather, buckler, arrows (20), longbow, shortsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 25 gp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadeye Bowman When using a longbow, your target is denied the soft cover AC bonus from one creature.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Weapon Training (Blades, Light) +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Weapon Training (Natural) +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons
--------------------
 Things to consider: You've got all 9 tails now, adding Confusion and Dominate person to your collection of spells. Granted with a high teens DC (barring buffs), you'll rely on your debuffing bard/witch/wizard/cleric ect to soften up the big guys for you. Still confusion can make a nasty encounter into a 'quit hitting yourself' fight. Which is always fun when you're not on the receiving end of it. A few more pops to your cloak of resistance, so you don't riddle your party with arrows; and a few more points to your bow (possibly adding a bane, or something utility-like such as limming) and topping off your collection of magic arrows (possibly trading folks for a custom order boon to buy small sets of a specific arrow, cause sets of 10 are way cheaper than sets of 50). Armor training means you can run your full 30 in heavy armor; so you can trade in your agile breast plate for heavy plate if you want. Something to consider if you've gone with a strength bonus of some sort (such as a belt of physical perfection +2/4 if you're willing to spend the coin). A headband of charisma +4/6 might work for you if you are getting good use out of your innate spells; though I don't think it's cost effective. Make sure your buckler has kept up with your armor, cause you're going to get attacked before you can unlimber your bow; additionally you'll want to make sure that your melee weapon has kept up as well.. cause, when you turn the other sides powerhouse into an arrow-riddled corpse, the smart ones will attack you. You're a ranged fighter, but the vital word is FIGHTER, and you can put a light weapon (possibly agile) to awesome use as a backup weapon for when the bad guys come to you. Depending on your feat spread, you can even just focus on the bow, both in and out of melee, with feats like snap shot by swapping out things like multishot, cluster shot and a few others for the snap shot chain; add in combat reflexes and the ability to do AoOs out to 15 feet from you can truly impressive. Not to mention the required weapon focus adds another plus to your to hit. Figure (conservatively) a 22 to 24 dex means you'll have MANY AoOs.

Wednesday, March 4, 2015

What to build, Take 2








What to build...what to build.

I have a LOT of ideas.. but which to follow up on. A lot of my inspirations come from pictures I see on line (Not those types!)


Not that I plan to see either of these ladies as a build. It was funny picture. So let it go. :D

Some of the ideas have images, others don't.

Here they are:
-Sylph PC. I have a Sylph boon in my pile and several ideas piling up in my had. You got the types that play to the race boons. Rogue, swashbuckler, slayer, investigator, and so on. Then there are builds that play to racial abilities, traits or feats. Like a lightning fixated wizard. Or a caster who can see through obscuring mists, fog, ect.  I also have an Undine and Oread boon in my bag o' tricks.
- X-23: A claw wielding furry of mayhem. How do you make her? Barbarian? Bloodrager? Slayer? So many options. Note: I am thinking of this because I know of at least 3 other PFS types who have build a 'Marvel' PC out of a comic book hero/heroine. (The Thing, Hawkeye and at least 5 versions of Captain America have been mentioned on the PFS boards @ Paizo)
-Core Characters: I mean we got this whole new take of PFS and there are so many options out there to play with. Rebuilds of the core iconics that work. I mean I hear a LOT of complaints about Harsk,  Valeros and a few others. LOTS of things to play with. Can you make an effective archer/two weapon/ect PC with just the core book and organized play guide?

  Here are a couple images that I have been playing with for core builds. A two weapon fighter, with a focus on the two-blade sword (something I've found interesting since I first saw it in the Forgotten Realm's comic) and a guy I've found that is begging for being played as a rogue, bard, heck even an eldritch knight type. I mean he could do the light weight armor type and a dip into bard or sorcerer for spells and then on to EK with all sorts of bardic fun. I mean you have performance, bardic spells, face skills and such.

-Movie Ideas: And then there are the movie ideas. You see a character in a movie and wonder 'would that be a good PC build'? For example (for me anyway) is Danny Trejo's character, Navajas, in Desperado. A knife wielding monster who nearly kills Banderas' character and rips through the group of cartel badmen till finally being gunned down.

So many options out there.