Showing posts with label Pathfinder RPG. Show all posts
Showing posts with label Pathfinder RPG. Show all posts

Monday, October 7, 2019

Ryla Silvermane - Item Mastery Feat Fighter


It's been a while but I've decided to try and make some more PFS builds and post them, I'm more comfortable with the first edition but I expect over time that I'll be adding some second edition.

Now that my chronic laziness is casually explained away, let's start with an Item Mastery build. One of two that I've been playing with. Now in addition to this blog, I'm adding points to the other one I've been neglecting for literally years. I just finished a post on it to explain the mechanics of the feats behind the idea.

Essentially the character is able to tap into the ambient magics of her magic items and channel them into magical effects. I'll start with the fighter concept. Ryla Silvermane is a Silvermane and as a result has a few relevant points. She's a fighter focused around a bastard sword, her family are Varsian and based around Korvosa. While of the Silvermanes have little to no magic about them, Ryla is a bit different in that respect. Her ability to tap into ambient magical energy isn't quite that of a wizard or sorcerer but it is more than anyone in her family has ever had.

Here is the link to my other page: Andrew's PFS Campaign Log

Ryla Silvermane @1st level
Okay, here we have Ryla at the beginning. She's a first level fighter with the relic master archetype.  As per her family tradition, she's trained in the bastard sword and favors the sword/shield combo when she can and is able to use the bastard sword one handed without penalty.  She starts out with EWP (bastard sword), Fast Learner (because skills aren't a fighters strong suit), and Curative Mastery (not particularly useful but with improved item mastery @3rd, or a lucky item find, she can use it). Toss it for toughness or power attack if it doesn't fit is just as easy. Pragmatic activator let's her use Int for UMD and Arcane Scholar makes Spellcraft a class skill.

Ryla Silvermane
Human (Varisian) fighter (relic master) 1 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +1
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +3 (1d10+2/19-20)
Spell-Like Abilities (CL 1st; concentration +1)
   1/day—cure light wounds (item needs 1st lvl conjuration)
   /day—breath of life (item needs 5th lvl conjuration) (DC 18), cure critical wounds (item needs 4th lvl conjuration), cure moderate wounds (item needs 2nd lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration)
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Statistics
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Str 14, Dex 14, Con 16, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Curative Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG]
Traits arcane scholar, pragmatic activator
Skills Acrobatics -4 (-8 to jump), Heal +2, Perception +2, Spellcraft +6, Stealth -3, Use Magic Device +5
Languages Common, Shoanti, Varisian
Other Gear scale mail, heavy steel shield, bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 36 gp
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Special Abilities
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Curative Mastery (1/day) Use item with conjuration spell to cast cure spells. Item limits how high level.

Ryla Silvermane @ 4th level
 Now at 4th level Ryla is starting to work out her abilities with item mastery feats. Most likely, barring finding an item with 1st or 2nd level conjuration (healing) spells, she'll be using Curative Mastery using her class feature of Improved Item Mastery to spontaneously heal. Using her Sleeves of Many Garments she will be able to vanish using Concealment Mastery.
Also in addition to power attack, she can use Caster's Champion to pull ambient energy from her allies' magic to boost her own attacks. Her shield have been exchanged for a +1 shield with a built in reliquary in preparation of getting Symbolic Mastery soon.

Ryla Silvermane
Female human (Varisian) fighter (relic master) 4 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +3 shield)
hp 44 (4d10+16)
Fort +7, Ref +3, Will +2 (+1 vs. fear)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +7 (1d10+2/19-20)
Ranged mwk composite longbow +7 (1d8+2/×3)
Spell-Like Abilities (CL 4th; concentration +4)
   2/day—cure light wounds (item needs 1st lvl conjuration)
   1/day—cure moderate wounds (item needs 2nd lvl conjuration), vanish[APG] (DC 14)
   /day—breath of life (item needs 5th lvl conjuration) (DC 18), cure critical wounds (item needs 4th lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration)
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Statistics
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Str 14, Dex 14, Con 16, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Caster's Champion, Concealment Mastery, Curative Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG], Power Attack
Traits arcane scholar, pragmatic activator
Skills Acrobatics +1 (-3 to jump), Heal +4, Knowledge (arcana) +8, Perception +5, Profession (scribe) +5, Spellcraft +8, Stealth +2, Use Magic Device +9
Languages Common, Kelish, Shoanti, Varisian
SQ improved item mastery
Combat Gear potion of cure light wounds (3), potion of enlarge person (2); Other Gear mwk agile breastplate[APG], +1 holy reliquary heavy steel shield, mwk bastard sword, mwk composite longbow (+2 Str), handy haversack, ioun torch ioun stone[APG], sleeves of many garments[UE], traveler's any-tool[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 259 gp, 5 sp
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Special Abilities
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Caster's Champion +2 (3/day) Swift action when within 30 ft. of arcane caster ally for damage bonus for 1 round.
Concealment Mastery (1/day) Use item with 1st level illusion spell to cast vanish. At high ranks, use 2nd to cast invisibility or undetectable alignment.
Curative Mastery (2/day) Use item with conjuration spell to cast cure spells. Item limits how high level.
Improved Item Mastery (1/day) (Su) Use item mastery feat with magic item without appropriate spell in construction requirements.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Ryla Silvermane @ 7th level
  Now at 7th level, she's got a few more options. Extra use of Improved Item Mastery for one, Ability mastery to put a +2 to another stat thru her belt of giant strength (I suggest Con as it buffs her spell-like abilities from her various item masteries. She has the ability to use a holy symbol (like her shield) to throw off a melee touch or range touch of holy power (If you go with someone else besides Cayden, you might have other options)
Add in Combat Reflexes to puff up her AoOs and make her a bit more flexible.

Ryla Silvermane
Female human (Varisian) fighter (relic master) 7 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 81 (7d10+35)
Fort +9, Ref +4, Will +3 (+2 vs. fear)
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Offense
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Speed 30 ft.
Melee mwk bastard sword +9/+4 (1d10+9/19-20) or
   symbolic bolt +8 touch (1d3+9 untyped)
Ranged mwk composite longbow +10/+5 (1d8+4/×3)
Spell-Like Abilities (CL 7th; concentration +7)
   2/day—cure light wounds (item needs 1st lvl conjuration)
   1/day—cure moderate wounds (item needs 2nd lvl conjuration), invisibility, undetectable alignment (DC 16), vanish[APG] (DC 15)
   /day—breath of life (item needs 5th lvl conjuration) (DC 19), cure critical wounds (item needs 4th lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration)
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Statistics
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Str 16, Dex 14, Con 18, Int 14, Wis 12, Cha 10
Base Atk +7; CMB +8; CMD 22
Feats Ability Mastery, Caster's Champion, Combat Reflexes, Concealment Mastery, Curative Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG], Power Attack, Symbolic Mastery
Traits arcane scholar, pragmatic activator
Skills Acrobatics +3, Heal +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Linguistics +3, Perception +8, Profession (scribe) +6, Spellcraft +9, Stealth +7, Use Magic Device +12
Languages Common, Kelish, Osiriani, Shoanti, Varisian
SQ improved item mastery, relic channeler
Combat Gear potion of cure light wounds (3), potion of enlarge person (2); Other Gear +1 mithral agile breastplate[APG], +1 holy reliquary heavy steel shield, mwk bastard sword, mwk composite longbow (+2 Str), belt of giant strength +2, handy haversack, ioun torch ioun stone[APG], sleeves of many garments[UE], traveler's any-tool[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 8,634 gp, 5 sp
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Special Abilities
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Ability Mastery (Constitution, 1/day) 10 minutes focus on worn slotted transmutation item, gain +2 to one ability score for 1 day.
Caster's Champion +2 (3/day) Swift action when within 30 ft. of arcane caster ally for damage bonus for 1 round.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Concealment Mastery (1/day) Use item with 1st level illusion spell to cast vanish. At high ranks, use 2nd to cast invisibility or undetectable alignment.
Curative Mastery (2/day) Use item with conjuration spell to cast cure spells. Item limits how high level.
Improved Item Mastery (2/day) (Su) Use item mastery feat with magic item without appropriate spell in construction requirements.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relic Channeler (5 minutes/day) (Su) Improve potency of magic item, armor, shield, weapons +1, save DC +1, or CL +1.
Symbolic Mastery (Untyped Damage, 5/day) As a standard action, use holy symbol of same alignment deity to blast foes.
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Ryla Silvermane @ 12th level
  Now arriving at Seeker level, she's got a few more item masteries. Flight for one, very helpful for a fighter. Now the bad guys have to worry about her coming to them. Adding in Barroom Brawler, means she can pick a combat feat for a short term. Combat Rhythm and Finishing Cascade allow her to come in and hit with with power attack without as much of a penalty (only -2 for the first shot in a round and -3 for the rest). With the right moment picked, and a caster in play she can hit for +17 damage and only a 2 point reduction for that first hit.
  Then you got the Dispel mastery, which combined with the fact that she's a fighter with access to detect magic (courtesy of her discerning way finder) and has Spellcraft and Know (Arcana) she can do a few things most fighters can. The ability to dispel magic lets her help out with popping bad guys defensive spells, counter spelling (iffy but possible).
  She's also got a respectable UMD and that could let her pop off a wand to bring the cleric back up in a fight or maybe fool some racial item. A lot of the item mastery items could be changed out, retrain them to something more suitable or go with other options. A few elemental evocation items would make Energy Mastery more useful, the right item makes Curse Mastery a lot more useful.

Ryla Silvermane
Female human (Varisian) fighter (relic master) 12 (Weapon Master's Handbook 27)
CG Medium humanoid (human)
Init +3; Senses Perception +13
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Defense
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AC 28, touch 15, flat-footed 25 (+9 armor, +2 deflection, +3 Dex, +4 shield)
hp 148 (12d10+72)
Fort +15, Ref +9, Will +7 (+3 vs. fear)
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Offense
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Speed 30 ft.
Melee +1 glamered keen bastard sword +18/+13/+8 (1d10+6/17-20) or
   symbolic bolt +17 touch (1d3+6 untyped)
Ranged +1 adaptive darkwood composite longbow +16/+11/+6 (1d8+6/×3)
Spell-Like Abilities (CL 12th; concentration +12)
   4/day—cure light wounds (item needs 1st lvl conjuration)
   2/day—cure moderate wounds (item needs 2nd lvl conjuration)
   1/day—cure critical wounds (item needs 4th lvl conjuration), cure serious wounds (item needs 3rd lvl conjuration), dispel magic, fly, invisibility, undetectable alignment (DC 17), vanish[APG] (DC 16)
   /day—breath of life (item needs 5th lvl conjuration) (DC 20)
--------------------
Statistics
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Str 20, Dex 16, Con 20, Int 14, Wis 12, Cha 10
Base Atk +12; CMB +17; CMD 32
Feats Ability Mastery, Barroom Brawler[ACG], Caster's Champion, Combat Reflexes, Combat Rhythm, Concealment Mastery, Curative Mastery, Dispel Mastery, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG], Finishing Cascade, Flight Mastery, Power Attack, Symbolic Mastery
Traits arcane scholar, pragmatic activator
Skills Acrobatics +5, Fly +4, Heal +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (local) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +7, Perception +13, Profession (scribe) +6, Spellcraft +14, Stealth +9, Survival +1 (+3 to avoid becoming lost), Use Magic Device +17
Languages Common, Hallit, Kelish, Osiriani, Shoanti, Skald, Thassilonian, Tien, Varisian
SQ improved item mastery, relic channeler
Combat Gear cold iron durable arrow (50), potion of cure light wounds (3), potion of enlarge person (2); Other Gear +3 mithral agile breastplate[APG], +2 holy reliquary mithral heavy steel shield, +1 adaptive darkwood composite longbow (+2 Str), +1 glamered keen bastard sword, belt of physical might +4 (Str, Con), bookmark of deception[UE], cloak of resistance +2, daredevil boots[ARG], efficient quiver, first aid gloves, handy haversack, ioun torch ioun stone[APG], pathfinder's coin, ring of protection +2, sleeves of many garments[UE], traveler's any-tool[UE], vest of surgery[UE], wayfinder[ISWG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 3,954 gp, 5 sp
--------------------
Special Abilities
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Ability Mastery (Dexterity, 1/day) 10 minutes focus on worn slotted transmutation item, gain +2 to one ability score for 1 day.
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Caster's Champion +4 (3/day) Swift action when within 30 ft. of arcane caster ally for damage bonus for 1 round.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Rhythm Each damaging melee attack reduces total voluntary penalties by 1 for until next turn.
Concealment Mastery (1/day) Use item with 1st level illusion spell to cast vanish. At high ranks, use 2nd to cast invisibility or undetectable alignment.
Curative Mastery (4/day) Use item with conjuration spell to cast cure spells. Item limits how high level.
Dispel Mastery (1/day) dispel magic as a spell-like ability
Finishing Cascade First combination feat used in rnd inflicts double penalty.
Flight Mastery (1/day) fly as a spell-like ability
Improved Item Mastery (3/day) (Su) Use item mastery feat with magic item without appropriate spell in construction requirements.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Relic Channeler (6 minutes/day) (Su) Improve potency of magic item, armor, shield, weapons +1, save DC +1, or CL +1.
Symbolic Mastery (Untyped Damage, 8/day) As a standard action, use holy symbol of same alignment deity to blast foes.
--------------------


In conclusion, a lot of the choices in Item Mastery are conditionally useful. Of the ones I picked, Curative is the least useful. It's amazingly hard to find spells of the conjuration (healing) school to fully utilize it without resorting to Improved Item Mastery. Easily swapped out for another choice or trained out for something more useful.
I think the class could be fun though. :D

Monday, November 13, 2017

Poisoning (semi)-effectively in PFS (Part 1)

Disclaimer: The first part is my exploration into the ‘potential’ effectiveness of poison use in PFS play, I’ve been experimenting with a series of builds in a variety of classes to replace my nerfed Lore Warden/Trapsmith that just doesn’t work after the recent changes from the Adventurer’s Guide. (That is a rant for another day)
One of these is testing out a race boon I’ve had a while, the Vishkanya racial boon, given their naturally toxic nature. The fact my Lust Wizard/Enchanting Courtesan just about has access to poison use and several interesting options for playing with them also peaked my interest.

The Pros: You can really wreck a bad guy with a good selection of poisons! We are talking all sorts of things like attribute damage/drain, special conditions or even killing them! Poison Use gives you access to a part of those chronicles no one else uses.

The Cons: Poison ain’t cheap, from what I’ve seen and read they cost a lot and have no rhyme or rhythm to why they cost. You can get a poison with a crappy DC, for hundreds and even THOUSANDS of gold. In play/Roleplaying considerations, poison is bad mmmmkay? Some of your party members will not like it. It will definitely offend your foes possibly to the point of of deciding you got to die RIGHT NOW.

Tricks of the (nefarious) trade
- Abilities: these come in several sources: Poison Use (class or racial) is all but needed to be effective. (with a caveat, check the gear section) The big five classes for this are: Alchemist, Investigators, Ninja, Rogue and Stalker; Grippli, Nagaji and Vishkanja to varying levels of utility.
 —Poison Use: Nearly a must have. Why? Without it you can’t buy or craft poisons. You have to rely either on the charity of your local party crafter (who has acces to them but has to pay) or what you find in mid-adventure (which is definitely hit or miss). Additionally you run the risk of poisoning yourself in the mix, which means that nice deadly poison is suddenly not so cool as you are trying to gulp down an antitoxin when Mr ‘Nat-1’ comes visiting. That is a 5% failure rate anytime you handle the envenomed weapon, so.... remember how many times you handle it before trying it without poison use. You have been warned.
— Racial Poison Abilities:
 — Grippli: They have an alternate racial feature, toxin skin, which is accessible by them as an Alchemist Discovery via access to the Bogborn Alchemist as well as access to Black Marsh Spider venom (800 gp, adds in 1 rd of confusion to Dex damage. Alchemist fc bonus to toxic skin uses/day
  — Nagaji: Alchemist class bonus to crafting poison, the ability (from a feat) to spit poison. The hit to Int makes it hard to go all Alchemist but the fc bonus might work if you’re splitting your levels among several classes. Only so-so in my opinion, but a Nagaji Rogue is all sorts of nasty built right.
 — Vishkanya: Premiere poisoner race. Full stop. Racial poison use feature allows best flexibility in class choice; allowing access to Poison use even if your archetype trades it in. Keep in mind that most such archetypes also remove access to quicker application of poison. You got feats to supplement your poison for sleep toxin (A rare poison on the approved list), and with the arrival of Deadly Kiss/Vishkanya Perfume from the Villans codex you can change the toxin from injury to contact and inhaled. Several facials items add in even more fun. Keeping in mind, aside from a few items, your racial poison depends on your Con bonus.
- Class Abilities:
— Alchemist: Top tier poisoner. Period. You got archetype fun (Eldritch Poisoner), Discoveries and class abilities. Alchemists get poison use, ability to apply them quickly, and resistance/immunity to them. Discoveries merit a whole section to itself, check it out. Investigators get a bit of this with their access to Discoveries
— Rogues: (and Ninja, Slayers oh my..) Requires either access via talent or archetype mostly but they  have some nice tricks too. Plus everyone of them have Sleight of hand as a class skill. The feats will be discussed in its sectio and so will the talents in theirs. Class abilities vary a bit but most of the fun requires follow up and supplements from feats, talents and gear. The Master Poisoner ability, from the Poisoner Rogue, will get special discussion later.

- Feats:
— Adder Strike/Pinpoint Poisoner (UC): Lets you apply a poison to two unarmed strike locations or two darts. Mostly of use to folks like monks and/or brawlers with flurry of blows.
— Brewmaster (Advanced Race Guide): Playing a dwarf, get a bonus to craft (alchemy) AND a bonus to ingested poison DCs.
— Daggermark Lore (Advanced Class Origins): Got a favored poison? Increase the number of saves by 1 and the DC to recognize/neutralize poison it by 5
— Deadly Kiss/Vishkanya Perfume (Villans Codex): lets you change your Vish’s poison type to contact and inhaled respectively.
— Deep Toxin (Dirty Tactics Toolbox): Using vital strike with a poisoned weapon, let’s you deliver a poison in a way that increase its time buy one and immediately onsets. The high to hit makes it useful for Slayers and strength based Alchemists and Rogues.
— Divine Fighting Style (Calistra, Weapon Master’s Handbook): Lets you apply a contact poison to a whip (and three doses at advanced) that works even if you don’t hurt the target.
— Insightful Deliver (Advanced Class Guide): add half your studied strike dice to the poison DC. Fairly high studied strike die requirement (4d6).
— Pernicious Stab (Giantslayer’s Handbook)/Treacherous Toxin (Dirty Tactics Toolbox): Both trade sneak attack for increases to poison DC, pernicious is 2d6/+1, while treacherous is 1d6/+1 BUT is capped to 15 + character level. Depending on your build and poison in hand utility will vary. Keep in mind this is AFTER all other DC bonuses are added in.
— Subtle Poisoner (Alchemy Manual): Draw and poison as part of the same action.
— Toxic Spell (Dirty Tactics Toolbox): Infuse a poison into a spell. You pick a single creature in the spell's AOE and it has to make a save vs the poison. Note: Uses the poison's DC not the spell, but you can do all sorts of nasty things. Add in a Chelish Death Apple to oh.. Cloud Kill and leave the caster in the middle of noxious toxic death. Additionally, depending on various abilities (class, racial, item based, ect) it adds the poison descriptor.

- Discoveries:
— Celestial Poisons. (Champions of Purity): Allows you to poison evil creatures that are normally immune to poisons. Evil outsiders, undead, ect. Critters that normally aren't effected who occasionally are built with less than sterling Fort saves. Besides who doesn't like poisoning something that doesn't expect it?
— Concentrate Poison (Advanced Player's Guide): Use two does of poison into one, increases frequency by 50% and the DC gains a +2 but it has to be used within an hour of creation.
— Deadly Excretions (Advanced Race Guide): Changes the Grippli's poison from dex to con damage, requires the toxic skin racial trait
— Malignant Poison (Dungeoneer's Handbook): A truly nasty discovery that increases the DC of the poison by 4, increases frequency by 2 increments. Changes it to an immediate onset rather than what it is normally. After minutes equal to Alchemist's levels, it reverts back. Higher level requirement than concentrate poison but it doesn't require multiple doses or lose the poison after the duration.
— Nostrum (Heroes of the High Court): Allows the creator of an infusion to put in an ingested poison into the infusion, and then delay onset up to a number of hours equal to his Int bonus at the time of discovery. Not particularly useful in PFS play but you never know..
— Poison Bomb
— Poisoned Explosive (Dirty Tactics Toolbox)
— Precise Poison (Inner Sea Monster Codex)
— Sticky Poison
— Toxic Skin (Advanced Race Guide) Basically giving the racial trait Toxic Skin to any Bogborn alchemist.

- Gear:
— Blackfinger Paste (Rival Guide): For those who want to use poison without poison use.
— Poison Diffuser (Alchemy Manual)  Lets you do a time delay cloud of poison, anyone passing within 5 feet of the diffuser can suffer from a contact or ingested poison like it was an inhaled gas for 3 rounds after activation.
— Poison Lip Paint (Ultimate Intrigue) This one is pretty much self evident.
— Poison Tattoo (Advanced Rivals Guide): A temporary tattoo of henna like paste that adds a +2 DC of the next of Vishkhanya venom.
— Poisoning sheath (Ultimate Equipment): Full round to pour in the poison, then the first time you pull the blade in four hours it applies the poison.
— Snake-tongue concoction (Adventurer's Armory 2): Lets you spit saliva onto a blade as black adder venom or if you're a Vishkhanya it adds another daily use of your poison. For 50 gp a use, and it's an alchemical item, so you can craft them if you're an alchemist.
— Vector Ink (Alchemy Manual):  Lets you literally give a poison letter to folks.

- Magic:
<To be added to later.. still evaluating this part>

- Prestige Classes:
— Assassin, Red Mantis Assassin and Daggermark poisoners: These types are out there, Limited one off boons. You might see them, enjoy playing with them.
— Enchanting Courtesan (Inner Sea Intrigue): Very nice caster with some neat tricks. Sleight/bluff to hide spells, the ability to change a poison's effect type, use contact poisons with a touch attack AND magic. Lots of fun let me tell you.

- Rogue Talents:
— Deadly Cocktail (Advanced Player's Guide) Apply two poisons at the same time. Either the same poison or two different poisons. Could make for a very interesting mix of fun.
— Knockout Queen (Adventurer's Guide) Limited uses of Drow Sleep poison. A very good knockout drug but one you don't see on the chronicles.
— Lasting Poison  (Advanced Player's Guide): Add the number of times a poison application lasts on a weapon. For a -2 to DC you get to add your Dex bonus in uses before it wears off. That can EASILY make up for the -2 if you are a multiple attacking/sneak attacking/flatfooted attack. -2 to DC, +2 to DC for each application (say 3 or 4 attacks with TWF, you could end up with a +2 or 4 to DC easily.)
— Poison Bombs (Ultimate Combat): Useful for a ninja, not as much for a rogue given you need the Ki pool and the Smoke Bombs talent. Of course Eldritch Scoundrel can replace spell castings for ki Points. Still need smokebombs first.
— Poison Use (Blood of Shadows) The gateway talent to poison use.
— Swift Poison (Advanced Player's Guide) If you don't have other ways of reducing the actions require for applying poison, this can be useful.

- Skills
— Craft (Alchemy): Needed to craft most poisons as well as recognize most toxins out there. You can add a LOT of things to your craft roll for poison. HINT: If it doesn't explicitly state that your character class can USE Craft (Alchemy) to craft poisons (Like Alchemist, Poisoner Rogue, ect) expect table variance. Some folks are going to insist that its like the Alchemist's craft alchemical items and limited to those classes/archetypes that outright state they can.
— Heal: Knowing how to treat the poisons can be useful, .at least when your side is poisoned, and there are things out there that can help out. (Healers Kit and Antitoxin both add to the treatment roll btw)
— Knowledge (Nature): Identifying toxic critters in nature
— Sleight of Hand: Applying poison, hiding poisoned weapons. Fun toy out of Ultimate Intrigue, the wrist launcher requires this to discretely fire this at a potential victim (as well hide it from discovery).

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

--------------------

Statistics

--------------------

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

--------------------

Special Abilities

--------------------

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

What to do with a 5th level GM Blob?

Well it's been a while, I won't lie, since I put up something. I got like 15 or so drafts sitting in my folder that I haven't been able to work well enough to put up or I don't think are interesting enough. That and work is not as fun for inspiring as I'd hope. There are a few classes I'm still not too sure on that I'm trying to better master as a GM than as a player.*

So I was GMing one of the new supermodules,  Gallows of Madness, and ran all three parts. Nice module with a well laid out plot line that ties all three adventures together. You got a loose thread that lets you come at the stories from pretty much any angle. First, then third, then second adventure. You could find the big bad, then clean up the 'fallout' from the scenario.


What came out of it for me was a small 'GM Blob". Well Small would be 2nd level or 3rd; I'm sitting at 5th level character to build with five levels, twenty prestige and 8,874 gp to play with on my iPad's Hero Lab app. With my holiday season pretty much smushed by work (Long story and I shan't go into it.)

Well, on Christmas day I rolled down the last of characters I'd built out of the Blob and was surprised to find I had built 15 or so characters. :D Most of them with at least a crude backstory in my head and in notes.

So I figure I'll type up a few in coming posts. See if my 3 readers might comment and give me feedback on which to play. :D

*: I have some players who..shall be say are creative with the Investigator and well.. most of the Occult Adventure's Book.

Saturday, May 7, 2016

Milly Tanner, Arcane Trickster (Unchained Rogue/Greensting Slayer Magus)



The folks at Iconic Design (darn ya Alex.. you're truly awesome at this) brought up some excellent tricks with the Dirty Tactics Toolkit that make up a good way to save a few caster levels. Specifically one feat, Accomplished Sneak Attacker, which gives an additional 1d6 to sneak attack.
Why is this important you ask? Because it's the difference between 1 and 3 levels of rogue. This way you get the 1 level you need to make certain skills class skills (cause anyone who wants to disable locks is going to want to be able to do it +3 skill better)
For me there are two important things in this build:
- Accomplished Sneak Attacker: Dirty Tactics Toolkit
- Sense Vitals: A spell that lets adds +1d6 sneak attack/3 levels (5d6 @15th cap) to any manufactured weapon you attack with. NASTY. Add in the reddish glowing eyes you have while it's in effect for the creepy factor.
Class Selection: Unchained Rogue and Greensting Slayer Magus. I like the UC rogue a lot and if you decide to do a few levels dip instead of taking Accomplished Sneak Attacker, it has some nice benefits to 2 more levels of UC.
Greensting Slayer Magus is another source of sneak attack damage. Granted its only +1d6 with a swift action in the levels you get out of it but it's another 1d6.
The whole plan is to give the magus a bit more utility than outright 'touch attack with weapon attack', rinse, and repeat. With sneak attack damage and even more courtesy of her arcane pool and/or sense vitals, sneak attack makes up for not using as many spells to keep up the damage. Assuming a point of arcane pool being spent, Sense Vitals and normal sneak attack dice are in play; she can do 9d6 sneak attack in a single attack or 8d6 per attack during a full round of sneak attacking (assuming flanking). Fun note: the pool point only covers a single attack, so you can swap out Greensting for another archetype or even a vanilla magus. Though it does provide that extra bit of umph till you can get Spellbinding (Sense Vitals) at 7th. You can hold off till 9th level when you get 2 spells for the arcana but I'm impatient.



If you're lucky.. I'll just stab you

1st Level
Here we are at 1st level. Right now Milly is just a simple rogue, with a bit more intelligence than most and a hint of something arcane in her heritage (Blood of Dragons trait). She's got a wide variety of choices in weapon selection, with 14 Str/Dex, among any. For this particular build I'll be working towards a bastard sword but with a little 'flexibility' in skill selection could have enough dance to pick out things like Dervish Dance (Which would allow him to use a scimitar and apply dex to damage, if you want to tweak out strength for more dex).

Milly Tanner
Female human (Varisian) rogue (unchained) 1 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Combat Expertise, Fast Learner[ARG], Weapon Finesse
Traits blood of dragons, killer
Skills Acrobatics +6, Diplomacy +4, Disable Device +7, Disguise +4, Escape Artist +6, Knowledge (arcana) +4, Knowledge (local) +7, Linguistics +7, Perception +4, Sleight of Hand +6, Stealth +6, Use Magic Device +4
Languages Aquan, Common, Draconic, Kelish, Osiriani, Varisian
SQ trapfinding +1
Other Gear 150 gp
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Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

4th Level
Here we are at 4th level, with 3 levels of greensting magus for another die of sneak attack (if you use an arcana point). She can do sneak attack, spell combat and with close range to let her use spells like ray of enfeeblement to debuff her foes. Toss in vanish for 'instant' sneak attacks in the next round.

Milly Tanner
Female human (Varisian) magus (greensting slayer) 3/rogue (unchained) 1 (Pathfinder Player Companion: Bastards of Golarion, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 34 (4d8+11)
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks magus arcana (close range[UM]), sneak attack (unchained) +1d6, spell combat, spellstrike
Magus (Greensting Slayer) Spells Prepared (CL 3rd; concentration +6)
   1st—chill touch (DC 14), ray of enfeeblement (DC 14), shocking grasp, vanish[APG] (DC 14)
   0 (at will)—acid splash, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 17, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Fast Learner[ARG], Weapon Finesse
Traits blood of dragons, killer
Skills Acrobatics +9, Diplomacy +4, Disable Device +10, Disguise +4, Escape Artist +9, Knowledge (arcana) +10, Knowledge (local) +7, Linguistics +9, Perception +6, Spellcraft +8, Stealth +9, Use Magic Device +5
Languages Aquan, Auran, Common, Draconic, Ignan, Kelish, Osiriani, Varisian
SQ arcane pool, trapfinding +1
Other Gear 150 gp
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Special Abilities
--------------------
Arcane Pool (+1d6 sneak attack, 4/day) (Su) Expend Arcane Pool to add sneak attack dmg to next melee atk.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------

7th Level
Now we have Milly as a full on Arcane Trickster, thanks to putting in Accomplished Sneak Attacker @ 5th level for that 2nd die of sneak attack that we need for Arcane Trickster. Thanks to that we were able to hold off on 2 levels of rogue and get more spell levels earlier. So at 7th level, she can get Spellblending (1 spell: Sense Vitals) for even more sneak attack (3d6 from classes/feats +1d6 (greensting sneak attack) +2d6 (Sense Vitals)). It does require a MANUFACTURED weapon.

Milly Tanner
Female human (Varisian) arcane trickster 2/magus (greensting slayer) 4/rogue (unchained) 1 (Pathfinder Player Companion: Bastards of Golarion, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +2; Senses low-light vision; Perception +10
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 54 (7 HD; 2d6+5d8+18)
Fort +7, Ref +6, Will +5
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Offense
--------------------
Speed 30 ft.
Melee bastard sword +6 (1d10+2/19-20 plus 1d6 sneak attack plus 1d6 sneak attack)
Special Attacks magus arcana (close range[UM], spell blending [1 spell][UM]), sneak attack (unchained) +1d6, sneak attack +2d6, spell combat, spell recall, spellstrike
Magus (Greensting Slayer) Spells Prepared (CL 6th; concentration +9)
   2nd—brow gasher[UC], darkness, mirror image, scorching ray
   1st—chill touch (DC 14), ray of enfeeblement (2, DC 14), shocking grasp, vanish[APG] (DC 14)
   0 (at will)—acid splash, detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 17, Wis 10, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Accomplished Sneak Attacker, Combat Expertise, Exotic Weapon Proficiency (bastard sword), Extra Arcana[UM], Fast Learner[ARG], Weapon Finesse
Traits blood of dragons, killer
Skills Acrobatics +12, Bluff +4, Climb +6, Diplomacy +4, Disable Device +13, Disguise +4, Escape Artist +9, Knowledge (arcana) +10, Knowledge (local) +8, Linguistics +13, Perception +10, Spellcraft +8, Stealth +12, Use Magic Device +8
Languages Aquan, Auran, Azlanti, Common, Draconic, Ignan, Kelish, Osiriani, Sylvan, Terran, Thassilonian, Varisian
SQ arcane pool, ranged legerdemain, trapfinding +1
Other Gear bastard sword, 115 gp
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Special Abilities
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Arcane Pool (+1d6 sneak attack, 5/day) (Su) Expend Arcane Pool to add sneak attack dmg to next melee atk.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------

12th Level
Now at seeker level, Milly is a sneak attacking monster with skills in lock picking, magic device use, and so on. She can, when prepared, do HUGE sneak attack damage (5d6 (class)+ 1d6 (optional, Greensting Arcana) + 3d6 (Sense vitals)). Adding in fun things like Arden's spellsword (for storing a metamagic rod or wand/rod/staff of her choice) and spells like Greater Invisibility, Displacement, Blur, Mirror Image and such.
There are a variety of tactics you can use. Things like using invisibility/greater invisibility to summoning backup and such for the rest of the part. Add in two extra impromptu sneak attacks (courtesy of the feat x2) and you can do a bunch of sneak attack damage on demand. Tricky Spells means you can cast still/silent spells up to 4 times a day.

Milly Tanner
Female human (Varisian) arcane trickster 7/magus (greensting slayer) 4/rogue (unchained) 1 (Pathfinder Player Companion: Bastards of Golarion, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +3; Senses low-light vision; Perception +15
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Defense
--------------------
AC 22, touch 15, flat-footed 19 (+7 armor, +2 deflection, +3 Dex)
hp 96 (12 HD; 7d6+5d8+40)
Fort +12, Ref +13, Will +11
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Offense
--------------------
Speed 30 ft.
Melee +2 dispelling keen adamantine bastard sword +11/+6 (1d10+5/17-20 plus 1d6 sneak attack plus 3d6 sneak attack)
Special Attacks magus arcana (close range[UM], spell blending [1 spell][UM]), sneak attack (unchained) +1d6, sneak attack +4d6, spell combat, spell recall, spellstrike
Magus (Greensting Slayer) Spells Prepared (CL 11th; concentration +17)
   4th—greater invisibility (3)
   3rd—aroden’s spellsword, displacement, fly, haste, keen edge
   2nd—mirror image (2), scorching ray, sense vitals (3)
   1st—ray of enfeeblement (3, DC 17), shocking grasp (2), vanish[APG] (2, DC 17)
   0 (at will)—acid splash, detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 16, Int 23, Wis 10, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Accomplished Sneak Attacker, Combat Expertise, Exotic Weapon Proficiency (bastard sword), Extra Arcana[UM], Extra Impromptu Sneak Attack, Extra Impromptu Sneak Attack, Fast Learner[ARG], Weapon Finesse
Traits blood of dragons, killer
Skills Acrobatics +18, Bluff +4, Climb +7, Diplomacy +5, Disable Device +19, Disguise +4, Escape Artist +10, Knowledge (arcana) +21, Knowledge (local) +17, Knowledge (nature) +21, Knowledge (planes) +21, Linguistics +21, Perception +15, Spellcraft +16, Stealth +23, Use Magic Device +15
Languages Abyssal, Aquan, Auran, Azlanti, Common, Draconic, Elven, Hallit, Ignan, Kelish, Osiriani, Shadowtongue, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian
SQ arcane pool, impromptu sneak attack, ranged legerdemain, trapfinding +1, tricky spells
Combat Gear extend metamagic rod (lesser); Other Gear +3 shadow mithral chain shirt, +2 dispelling keen adamantine bastard sword, belt of physical perfection +2, cloak of resistance +3, headband of aerial agility (int +4)[UE], ring of protection +2, 150 gp
--------------------
Special Abilities
--------------------
Arcane Pool (+1d6 sneak attack, 8/day) (Su) Expend Arcane Pool to add sneak attack dmg to next melee atk.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Impromptu Sneak Attack (4/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tricky Spells (4/day) (Su) You can cast a spell without verbal or somatic components.

Notes: There was a variety options here. Swap out greensting for a normal magus. Swap out EWP: Bastard sword for a scimitar and Dervish Dance. Wait till 9th level to get spell blending to get TWO spells rather one.

Saturday, January 23, 2016

NPC Foes/Rivals: Epic rivals for players to hate.


Once upon a time, I got bored and figured I'd see what the Race Creator and Mythic Adventures plug in on Herolab. I'd just finished a Harry Dresden novel with the 3 Billy-Goats Gruff so to speak, so I created the Gruff's. Fae with HUGE physical stats, (+2 to all Physical, +4 to Charisma) Enlarge/Reduce Person at will as well as a bunch things like DR 5/cold Iron. Add in Mythic abilities and they are all scary 'Module Enders'.

The Elder (Mythic)      CR 18
XP 153,600
Male gruff druid 13/fighter (two-handed fighter) 2/Hierophant 5 (Pathfinder RPG Advanced Player's Guide 108, Pathfinder RPG Bestiary, Pathfinder RPG Ultimate Magic 40)
LN Large fey
Init +8; Senses eyes of the storm, low-light vision; Perception +25
Aura gale aura
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Defense
--------------------
AC 27, touch 10, flat-footed 26 (+10 armor, +1 Dex, +7 natural, -1 size)
hp 226 (15 HD; 13d8+2d10+146)
Fort +19, Ref +7, Will +15; +2 vs. sonic
Defensive Abilities hard to kill, mythic saving throws; DR 5/cold iron; Immune deafness; Resist storm lord, windwalker
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Offense
--------------------
Speed 110 ft. (55 ft. in armor)
Melee +2 legbreaker cold iron earth breaker +16/+11/+6 (3d6+21/×3) or
   gore +9 (3d6+9), hooves +9 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (13/day, surge +1d8), shattering strike, wild shape 5/day
Domain Spell-Like Abilities (CL 13th; concentration +20)
   10/day—lightning arc (1d6+6 electricity), storm burst (1d6+6 nonlethal)
Druid Spells Prepared (CL 13th; concentration +20)
   7th—control weather[D,M], fire storm[M] (2, DC 24)
   6th—chain lightning[D] (DC 23), gravity well (DC 23), path of the winds[ARG] (2, DC 23)
   5th—control winds[D] (DC 22), control winds (DC 22), insect plague, stoneskin, tree stride
   4th—ball lightning[APG] (2, DC 21), bloody claws[APG] (DC 21), control water, freedom of movement, solid fog[D,M]
   3rd—call lightning[D,M] (DC 20), call lightning[M] (2, DC 20), cure moderate wounds[M], hydraulic torrent[APG], ice spears (DC 20), greater magic fang
   2nd—barkskin[M], bull's strength, chill metal[M] (2, DC 19), fog cloud[D], resist energy[M], unshakable chill[UM] (DC 19)
   1st—alter winds[APG] (DC 18), endure elements[M], entangle[M] (2, DC 18), longstrider, obscuring mist[D], pass without trace
   0 (at will)—detect magic, enhanced diplomacy, mending, stabilize
   D Domain spell; Domains Air (Cloud domain subdomain), Weather (Storms domain subdomain)
   M mythic spell
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Statistics
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Str 24, Dex 16, Con 26, Int 16, Wis 24, Cha 16
Base Atk +11; CMB +16 (+21 sunder, +25 trip); CMD 32 (35 vs. sunder, 36 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dual Path[M], Fury’s Fall, Greater Sunder, Greater Trip, Improved Natural Attack (gore), Improved Sunder, Improved Trip[M], Mythic Spell Lore[M], Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +2 (+10 to jump), Climb +7, Diplomacy +10, Fly +0, Handle Animal +14, Heal +14, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +18, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +7, Perception +25, Sense Motive +10, Spellcraft +8, Stealth +2, Survival +20, Swim +7, Use Magic Device +15
Languages Aquan, Auran, Common, Cyclops, Draconic, Druidic, Giant, Ignan, Sylvan, Terran
SQ amazing initiative, nature bonds (Cloud domain[APG], Storms domain[APG]), nature sense, recuperation, stormvoice, thundercloud, wild empathy +16
Combat Gear spell tattoo of Cure Serious Wounds, spell tattoo of Ice Spears, spell tattoo of Meld into Stone, spell tattoo of Rage; Other Gear +1 wild stoneplate[UE], +2 legbreaker cold iron earth breaker[UE]
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Cloud)
Druid Domain (Storms)
Eyes of the Storm (20 ft) (Ex) Ignore concealment from inclement weather within range.
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Gale Aura (13 rounds/day) (Su) 30'r aura does not allow 5' steps and slows enemies advancing towards you.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Deafness You are immune to deafness.
Impossible Speed (+50 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Trip [Mythic] Gain an AoO vs. any foe who attempts to trip you, unless they have this feat as well.
Lightning Arc 1d6+6 electricity (10/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (13/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Wild Shape (Air Elemental ) (Su) Using wild shape to take chosen form doesn't count against your daily uses of wild shape.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Storm Burst 1d6+6 nonlethal (10/day) (Sp) As a standard action, ranged touch attack deals 1d6+6 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Storm Lord (Ex) Immune to wind effects and deafness. +2 to saves vs. sonic.
Stormvoice (Ex) Perception DC to hear voice reduced by druid level.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +5 bonus and bypass all DR.
Sunder Storm (1d6+5) (Ex) Sunder vs. all opponents in reach. Destroyed objects deal damage to wielder.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Thundercloud (13 rounds/day) (Su) Fog cloud deafens those inside and deals 2d6 Electricity damage/round.
Wild Empathy +16 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (13 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Windwalker (Ex) Wind effect penalties are reduced by 1 step.

First up is the Big Brother. The Elder, the final force of destruction in the trio. He's a Two-Handed Fighter 2/Druid 13/Hierophant 5. With Storm and Cloud domains he's a literal force of nature. His mythic abilities cover the whole range: Mythic spells, Path Abilities and Path Powers. Huge nasty things like Mythic Control Weather (1 ROUND to cast), Mythic Firestorm (13d8, half divine/fire, able to exclude animal/plants). Add in things like the ability to, as a swift action, to either cast any non-mythic spell without losing a slot or adding in an attack with his +2 Legbreaking cold iron earth breaker in addition to any other actions. Add in the abilities he gets from his domains he can whistle up a storm, which he can move thru fairly easily and see through with no problems at all. Storm aura and Thundercloud are great crowd control tricks too.

He's designed to be a literally hurricane advancing on the players. He's as much dangerous as for his spells as the effects of the storm being reduced/eliminated to him. He's the next thing to a demigod arriving on the scene. Add in some of the fun spells that a high level druid could have access to. Toss in a Elemental Swarm (he is a CR 19 foe) and you got a very very nasty army coming in. Add in allies of suitable rank/ability and he is designed to be a city killer (He was designed as a foe for Kingmaker)

The Sage of Elements (Mythic)      CR 14
XP 38,400
Male gruff (fey) wizard 12/Archmage 4 (Pathfinder RPG Bestiary)
LN Medium fey
Init +7; Senses low-light vision; Perception +15
Aura elemental manipulation (30 ft.)
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 natural)
hp 123 (12d6+73)
Fort +9, Ref +7, Will +11
Defensive Abilities hard to kill; DR 5/cold iron
--------------------
Offense
--------------------
Speed 30 ft.
Melee gore +8 (1d6+2), hooves +3 (1d4+1)
Special Attacks intense spells (+6 damage), mythic power (11/day, surge +1d8)
Wizard Spells Prepared (CL 12th; concentration +20)
   6th—antimagic field, chain lightning[M] (DC 28), sign of wrath (DC 28), sign of wrath (DC 28)
   5th—empowered intensified burning arc (DC 24), dismissal (DC 23), fickle winds[UM], fire snake[APG] (DC 27), sonic thrust[UM]
   4th—dragon's breath[M,APG] (DC 26), dragon's breath[M,APG] (2, DC 26), emergency force sphere, ice storm, river of wind[APG] (DC 26)
   3rd—arcane sight, battering blast (DC 25), chain of perdition[UC], fireball[M] (2, DC 25), haste[M], lightning bolt[M] (DC 25)
   2nd—burning arc (DC 24), burning arc (DC 24), burning gaze[M,APG] (2, DC 24), frost fall[UC] (DC 24), glitterdust (DC 20), mirror image
   1st—burning disarm (DC 23), mage armor, magic missile[M], magic missile[M] (2), unseen servant, vanish[APG] (DC 19)
   0 (at will)—detect magic, prestidigitation, ray of frost, read magic
   Opposition Schools Necromancy
   M mythic spell
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 21, Int 26, Wis 17, Cha 20
Base Atk +6; CMB +8; CMD 21
Feats Empower Spell, Greater Spell Focus (evocation), Greater Spell Focus (transmutation), Intensified Spell[APG], Mythic Spell Lore[M], Opposition Research[UM], Reach Spell[APG], Scribe Scroll, Spell Focus[M], Spell Focus[M]
Skills Acrobatics +6, Craft (alchemy) +16, Craft (calligraphy) +16, Craft (gemcutting) +16, Craft (sculpture) +16, Diplomacy +17, Knowledge (arcana) +23, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +23, Perception +15, Sense Motive +13, Stealth +5, Use Magic Device +17
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Protean, Sylvan, Terran, Thassilonian, Treant, Undercommon, Worg
SQ amazing initiative, arcane bond (staff of evocation), recuperation, versatile evocation
Combat Gear staff of evocation
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (Staff of evocation) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Elemental Manipulation (12 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enduring Armor +7 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+6 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spellpower (2/day) (Sp) Cast a mythic spell without expending mythic power.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Focus [Mythic, Transmutation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Evocation (11/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

The Sage of Elements is the first real hammer of the trio. The 'middle brother' and the one that typically uses his Reduce Person power more than the Enlarge Person. Add in the sheer number of spells he can bring to the fight and you get some truly Mythic fights. He can swap out a few evocations for conjurations and he whistle up an army when he arrives to put the threat of the Fae court to the players and their growing city. Being an admixture wizard makes him incredibly flexible in a fight. Add in mythic spells he can level a small town pretty efficiently or empower allies with spells like Mythic Haste. I didn't outfit him fully as I didn't consider what to give him beyond his focus the staff. I'd most likely tailor his budget to fit what he sees as needful for fighting the players.

Note: He is not a one on player party fight, he's the 'artillery' of a small army.

The Silver Knight (Mythic)      CR 14
XP 38,400
Male gruff fighter (shielded fighter) 9/student of war 4/Guardian 3 (Pathfinder Campaign Setting: Seekers of Secrets, Pathfinder RPG Advanced Player's Guide 108, Pathfinder RPG Bestiary)
LN Medium fey
Init +8; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 31, touch 14, flat-footed 27 (+8 armor, +3 Dex, +1 dodge, +4 natural, +5 shield)
hp 192 (13d10+119)
Fort +15, Ref +9, Will +8 (+2 vs. fear)
Defensive Abilities active defense, anticipate, fortification 25%, hard to kill, know your enemy, mind over metal; DR 5/cold iron
--------------------
Offense
--------------------
Speed 55 ft. (40 ft. in armor)
Melee +2 heavy shield bash +25/+20 (1d4+8) or
   +2 impact living steel longsword +19/+14/+9 (2d6+10/19-20) or
   gore +16 (1d6+4), hooves +16 (1d4+4)
Special Attacks know your enemy, mythic power (9/day, surge +1d6), shield buffet, shield fighter
--------------------
Statistics
--------------------
Str 26, Dex 20, Con 26, Int 18, Wis 17, Cha 15
Base Atk +13; CMB +21 (+23 bull rush); CMD 37
Feats Anticipate Dodge[ACG], Combat Expertise, Combat Reflexes[M], Dodge, Dual Path[M], Improved Shield Bash, Improved Two-weapon Fighting, Mobility, Shield Focus, Shield Master, Shield Slam, Shield Snag, Skill Focus (Knowledge [local]), Two-weapon Fighting
Skills Acrobatics +18 (+22 to jump), Climb +4 (+8 to catch yourself on wall or slope when falling if you have a shield equipped), Craft (armor) +12, Craft (weapons) +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +9, Knowledge (history) +17, Knowledge (local) +25, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +14, Perception +16, Stealth +10, Survival +8, Swim +9, Use Magic Device +14
Languages Azlanti, Common, Draconic, Dwarven, Elven, Kelish, Osiriani, Shoanti, Skald, Sylvan, Thassilonian, Undercommon, Varisian
SQ amazing initiative, living steel, living steel, recuperation
Other Gear +2 expeditious fortification (light) breastplate, +2 jarring living steel heavy steel shield, +2 impact living steel longsword, belt of physical perfection +2, boots of elvenkind, cloak of elvenkind
--------------------
Special Abilities
--------------------
Active Defense +2 (Ex) Swift action to share dodge bonus with adjacent ally or 1/2 bonus with all.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anticipate (1/day) (Ex) Imm, ignore all dam and effects of spl/ability successfully saved against.
Anticipate Dodge You know if opp has dodge bonus to AC and can gain up to +2 atk vs. target.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Fortification 25% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Know Your Enemy (+2, 4 min.) (Ex) Move, Know chk vs. foe for ins bon to att & dam, AC & saves, or CMD & CMB.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mind Over Metal (+0) (Ex) A 2nd-level student of war is skilled at taking blows such that her armor or shield deflects them harmlessly. When using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The 
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shield Buffet (move action) (Ex) Combat Maneuver check to give foe -2 penalty to AC and attack vs. you.
Shield Fighter +2 (Ex) +2 to hit and damage with shields, may alternate weapons during a full attack rather than 2-weapon.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Sudden Block (Su) As an imm action, use 1 power to add +3 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Sunder Storm (1d6+3) (Ex) Sunder vs. all opponents in reach. Destroyed objects deal damage to wielder.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

The Silver Knight, the Fae Courts first messenger, he's a Shielded Fighter 9/Student of War 4/Guardian 4 . The one you send to put the thumb of the Fae leadership on those that offended them. Possibly to challenging the offending mortal to a duel or demonstrating the power of the Court. His skills are good, his ability as a Student of War means he gets an extra bonus if he studies up on his opponent. Like a favored enemy bonus for 4 minutes with a move action.

He's not just a duelist but also the court messenger, the first to appear in the player's lives. Delivering a nasty gram to the players.

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
--------------------
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
--------------------
Offense
--------------------
Speed 30 ft.
Melee switchscythe +3 (2d4+7/×4)
Ranged javelin +3 (1d6+3)
Special Attacks bloodrage (7 rounds/day)
--------------------
Statistics
--------------------
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
--------------------
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
--------------------
Defense
--------------------
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
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.
--------------------

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
--------------------
Defense
--------------------
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
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.
--------------------

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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
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. 

Monday, August 10, 2015

New Toys: Occult Adventures Book and the Master Summoner's Handbook

Well I survived GenCon 2015. The first one I've been too, though I had a chance a few times before to do it. Thanks to James Apostolou for spending only three years twisting my arm to go. Thank you to him and Eden Rose putting up with my loud snoring self. :D

The folks in the Sagamore Ballroom were a blast, I enjoyed GMing there. I think about what James said about doing tier 1 GM and I think that might happen (Right after my lobotomy..there is seriously too much to do to deny yourself a chance to simply WANDER the Con.)

That being said.. here is a lateish post to put up.

First in the line up: Pathfinder Occult Adventures.



Psychic Powers in a different way. Old 19th-20th Century spiritualist psychic powers not the new age powers. You got a bunch of new classes, with archetypes for the other classes in the line up. You got:
-The Kineticist: Think 'Bender. Air, Electricity, Fire, Earth and more. You got a blaster type with all sorts of utility talents tied into it. A lot of the fun in it is the utility powers: Instant cover, Flight, Tremor sense, blending of blasts into composite powers with all sorts of fun. Burn is a tricky mechanic, balancing damage to yourself with short term and long term effects that can work.
-The Occultist: Think Harry Dresden or John Constantine. Using amulets and other arcane tools to do a variety of effects. You can built an Occultist who is a major fighter type, healer, blaster and/or summoner. A lot depends on the tools on hand and the amount of points you're willing to invest in the items.
-The Spiritualist. Think Summoner..with a ghostly spirit as the eidolon. Still feeling out the potential for the class. Looks promising though
-The Mesmerist. An 'Anti-Bard' of sorts. A lot of buffs and debuffs. You can do all sorts of mental tricks. Some of the tricks are really wild.
-The Psychic: The 'mage' of the book. Able to do a LOTS.
-The Medium: A class that channels a spirit of sorts to gain power. There is a scary chance of being 'possessed' by said spirits though.

The Next Book: The Monster Summoner's Handbook



This is another player 'splatbook', this one dealing with summoning. A very powerful trick that can be done. We're talking all sorts of fun extras, like adding to the summoner's list of critters. A few new archetypes, sadly the one I liked the most didn't make the cut for PFS. Shame.. summoned Foo Lions with teamwork feats would have been awesome sauce. Still lots of a new toys. The Tattoo Attunement chain is pretty awesome.