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).
Showing posts with label Ultimate Combat. Show all posts
Showing posts with label Ultimate Combat. Show all posts
Monday, November 13, 2017
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
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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
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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]
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Special Abilities
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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)
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.)
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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, 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.
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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.
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)
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| Fear the Cute |
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
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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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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
--------------------
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
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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
--------------------
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
--------------------
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 (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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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
--------------------
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
--------------------
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 (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.
--------------------
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.
Tuesday, August 4, 2015
Tricks of the Trade: Building a Gunslinger
Building a PFS Gunslinger.
I have a confession: I LOVE the gunslinger class. There is something about it that just jives with me. To me though.. I don't see the class as the 'Blondie' character from all those Sergio Leonie movies but guys like Solomon Kane and the characters from The Three Musketeers, though with the addition of the Swashbuckler class from the Advanced Class Book there has been more drift towards that.
Let's look at the Pros vs Cons.
Pro:
-Martial Character: Good fort and ref saves. Good HP and BAB.
-Touch based attacks: Most definitely a plus. You can hit things a lot easier than most. Granted touch is typically only in the first increment but that can still be a ways. Most hand held guns are 30' range and muskets have 40', but with a distance weapon and the right deeds you can go out to as far as 100' as your touch attack, add in additional deeds and you can do the second and third increment easily. Not that you'll have many chances reach out that far.
-Class Deeds: A variety of ways to use your class and grit to help out. Like butt-stroke to knock down the guy that just moved up to stab you for shooting his buddy. Some are latent, requiring only that you have grit on hand; others require an actual expenditure of grit to pull off. Additionally, with the arrival of the Advance Class Guide, there are dares. A sorta 'reverse' deed. You get to use these when you run OUT of grit. And can till you earn grit back, you get a benefit and an additional way to earn grit back. Always a plus given you can't do stunts to earn grit in PFS.
Con:
-Table variance: Somethings will be interpreted differently. Such as reloading. Some GMs will allow some free actions and others will allow unlimited. Clarification: There is a discussion on how many free actions of the same type can be done. Such as using rapid reload to ensure that you can do a full attack action. Does Rapid shot apply to the 2nd weapon in two-weapon fighting, ect.
-Feat economy: Depending on what sort of build you're using, feats are going at a premium. Almost every GS will want PB/Precise Shot, then you go things like deadly aim, rapid reload (for each weapon), and the list goes on and on. Depending on your attack style you might need to get two-weapon fighting (and it's following feats), snap shot (ditto) and so on. This ties back to what you want to do and how you get it.
-Will Save: All martials have this problem but when you got an enhanced chance to hit anyone, your vulnerability to mind control/fear MUST be considered. Most of the gunslinger archetypes have this offset by a little given grit is typically wisdom-based. Things like Ring of the Sublime (Taldor book),
Seducer's Bane (Ultimate Equipment), and even just simply stocking up on Iron Will and/or a Cloak of Resistance can do a lot. If you play a multiclass gunslinger like me, your will saves can really suck.
-Weapon Focused Class: There is a problem when most of your class features hinge on a single weapon type. You can get into situations where that weapon isn't useful. Particularly when said weapon has a 5 to 15% chance to misfire. Expensive weapons. A sunder for a sword user is expensive, if it's magical even more so; but they can simply pick up an axe and keep most of their abilities. A gunslinger, already putting out a grand or more, is looking at being completely useless for many many levels if they lose their initial gun before they can replace it.
Playstyle:
How you play your gunslinger can be very relevant. It will set up your gear and feat selections. It also means you'll have to know how the rules apply to your combat style very well additionally, as not all GMs are happy with the gunslinger and aren't as sure of the rules concerning firearms as other facets of pathfinder.
-Sniper: This is the single shot musket wielder type of role. Standing off a ways and taking a shot at folks once at a time. Some things like deadly aim, vital strike and focused shot. You take a shot, maybe with a few additions, and hang back to help out by picking on casters with held actions. A musket is a nasty weapon to hit with. Can add a LOT to the concentration check of a caster.
-Pistol Packing M@#$-F@#$er: The guy who stays in close, popping off shots. The pistolero archetype is designed for this. You got up close and deadly to add in unavoidable damage, even a miss does half the UC&D damage. So you're sure to do something. Very feat intensive. but can do a lot. Snap shot makes for AoO fun with pistols, as could a dip into a Picaroon Swashbuckler.
-Two-gun packing momma/daddy: Focused on filling air with a hella of a lot of lead. These builds tend towards rapid shot, two weapon fighting and very little else. This is the one you hear about the horror stories about. Hails of lead from two guns in hand with hideous amounts of attacks in a round adding up to terrifhying amounts of damage that seem to kill everything the gunslinger looks at. This is sort of like Pistol Packer MFer.. but taken to an extreme. Everything is focused on putting a bullet storm into folks.
Feats to consider:
-Point Blank/Precise Shot: Duh,, a staple for most gunslingers. Adds damage for most short increments AND discard the shooting into melee penalty. NOTE: The precise shot feat isn't really that important to gunslingers. Kyrie, my gunslinger/alchemist, didn't get precise till 7th level and didn't have that much trouble hittiting targets in melee. Look on it as a feat tax you don't really need to worry about unless you want to ensure you hit EVERYTHING you shoot at.
-Deadly Aim: A good reason to get precise shot as while a -4 for shooting into melee isn't a challenge, a -6 to -MORE is. It allows you to get back up at the bonus damage the archer in the group is making with his strength bow. I know more than a few gunslingers who never every NOT use deadly aim in a fight after getting it.
-Two-Weapon Fighting (and on): Two pistol wields are big. You can do a sword and gun build but most of the builds go for MAOR guns. There are a few things that tie to this. Sword and Gun (Ultimate Combat) requires a LOT of feats: PB Shot, Rapid Shot, Snap Shot and Two-Weapon AND a +6 BAB.
-Rapid Shot: In and of itself, an extra shot with a -2 to hit who woudln't want it with a gun? You're typically hitting a lower AC and thus penalties aren't that big a deal.
Things to Buy/Get:
-Backup gun: FIRST major priority. Not the absolute priority but a back up gun is always useful. Because you never know when you'll encounter one of those sunder builds thar rarely occur in PFS but could make you cry.
-Powder Horns: Cause.. fire magic makes you cry, and explode.Stock up on them to ensure you don't get wet ammo.
-Endless bandolier: The ability to carry weapons, ammo, and ect in a bandlier is just neat. And helpful. Let's you radically reduce your weight and gives access to the weapons easily.
-Magic Ammo. At a premium. You'll have to buy in lots of 50 and thus you're going to need to figure out what you're really going to use. There is a specific boon out there, Custom Order, that lets you buy a specific order of ammo in lots of 10. Very handy.
Archetypes:
Gunslinger:
-Gun Tank:
-Musket Master:
-Mysterious Stranger:
-Pistolero:
Calvalier:
-Spellscar
-
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| This is the way I play my gunslinger. Reach out and Kill someone! |
I have a confession: I LOVE the gunslinger class. There is something about it that just jives with me. To me though.. I don't see the class as the 'Blondie' character from all those Sergio Leonie movies but guys like Solomon Kane and the characters from The Three Musketeers, though with the addition of the Swashbuckler class from the Advanced Class Book there has been more drift towards that.
Let's look at the Pros vs Cons.
Pro:
-Martial Character: Good fort and ref saves. Good HP and BAB.
-Touch based attacks: Most definitely a plus. You can hit things a lot easier than most. Granted touch is typically only in the first increment but that can still be a ways. Most hand held guns are 30' range and muskets have 40', but with a distance weapon and the right deeds you can go out to as far as 100' as your touch attack, add in additional deeds and you can do the second and third increment easily. Not that you'll have many chances reach out that far.
-Class Deeds: A variety of ways to use your class and grit to help out. Like butt-stroke to knock down the guy that just moved up to stab you for shooting his buddy. Some are latent, requiring only that you have grit on hand; others require an actual expenditure of grit to pull off. Additionally, with the arrival of the Advance Class Guide, there are dares. A sorta 'reverse' deed. You get to use these when you run OUT of grit. And can till you earn grit back, you get a benefit and an additional way to earn grit back. Always a plus given you can't do stunts to earn grit in PFS.
Con:
-Table variance: Somethings will be interpreted differently. Such as reloading. Some GMs will allow some free actions and others will allow unlimited. Clarification: There is a discussion on how many free actions of the same type can be done. Such as using rapid reload to ensure that you can do a full attack action. Does Rapid shot apply to the 2nd weapon in two-weapon fighting, ect.
-Feat economy: Depending on what sort of build you're using, feats are going at a premium. Almost every GS will want PB/Precise Shot, then you go things like deadly aim, rapid reload (for each weapon), and the list goes on and on. Depending on your attack style you might need to get two-weapon fighting (and it's following feats), snap shot (ditto) and so on. This ties back to what you want to do and how you get it.
-Will Save: All martials have this problem but when you got an enhanced chance to hit anyone, your vulnerability to mind control/fear MUST be considered. Most of the gunslinger archetypes have this offset by a little given grit is typically wisdom-based. Things like Ring of the Sublime (Taldor book),
Seducer's Bane (Ultimate Equipment), and even just simply stocking up on Iron Will and/or a Cloak of Resistance can do a lot. If you play a multiclass gunslinger like me, your will saves can really suck.
-Weapon Focused Class: There is a problem when most of your class features hinge on a single weapon type. You can get into situations where that weapon isn't useful. Particularly when said weapon has a 5 to 15% chance to misfire. Expensive weapons. A sunder for a sword user is expensive, if it's magical even more so; but they can simply pick up an axe and keep most of their abilities. A gunslinger, already putting out a grand or more, is looking at being completely useless for many many levels if they lose their initial gun before they can replace it.
Playstyle:
How you play your gunslinger can be very relevant. It will set up your gear and feat selections. It also means you'll have to know how the rules apply to your combat style very well additionally, as not all GMs are happy with the gunslinger and aren't as sure of the rules concerning firearms as other facets of pathfinder.
-Sniper: This is the single shot musket wielder type of role. Standing off a ways and taking a shot at folks once at a time. Some things like deadly aim, vital strike and focused shot. You take a shot, maybe with a few additions, and hang back to help out by picking on casters with held actions. A musket is a nasty weapon to hit with. Can add a LOT to the concentration check of a caster.
-Pistol Packing M@#$-F@#$er: The guy who stays in close, popping off shots. The pistolero archetype is designed for this. You got up close and deadly to add in unavoidable damage, even a miss does half the UC&D damage. So you're sure to do something. Very feat intensive. but can do a lot. Snap shot makes for AoO fun with pistols, as could a dip into a Picaroon Swashbuckler.
-Two-gun packing momma/daddy: Focused on filling air with a hella of a lot of lead. These builds tend towards rapid shot, two weapon fighting and very little else. This is the one you hear about the horror stories about. Hails of lead from two guns in hand with hideous amounts of attacks in a round adding up to terrifhying amounts of damage that seem to kill everything the gunslinger looks at. This is sort of like Pistol Packer MFer.. but taken to an extreme. Everything is focused on putting a bullet storm into folks.
Feats to consider:
-Point Blank/Precise Shot: Duh,, a staple for most gunslingers. Adds damage for most short increments AND discard the shooting into melee penalty. NOTE: The precise shot feat isn't really that important to gunslingers. Kyrie, my gunslinger/alchemist, didn't get precise till 7th level and didn't have that much trouble hittiting targets in melee. Look on it as a feat tax you don't really need to worry about unless you want to ensure you hit EVERYTHING you shoot at.
-Deadly Aim: A good reason to get precise shot as while a -4 for shooting into melee isn't a challenge, a -6 to -MORE is. It allows you to get back up at the bonus damage the archer in the group is making with his strength bow. I know more than a few gunslingers who never every NOT use deadly aim in a fight after getting it.
-Two-Weapon Fighting (and on): Two pistol wields are big. You can do a sword and gun build but most of the builds go for MAOR guns. There are a few things that tie to this. Sword and Gun (Ultimate Combat) requires a LOT of feats: PB Shot, Rapid Shot, Snap Shot and Two-Weapon AND a +6 BAB.
-Rapid Shot: In and of itself, an extra shot with a -2 to hit who woudln't want it with a gun? You're typically hitting a lower AC and thus penalties aren't that big a deal.
Things to Buy/Get:
-Backup gun: FIRST major priority. Not the absolute priority but a back up gun is always useful. Because you never know when you'll encounter one of those sunder builds thar rarely occur in PFS but could make you cry.
-Powder Horns: Cause.. fire magic makes you cry, and explode.Stock up on them to ensure you don't get wet ammo.
-Endless bandolier: The ability to carry weapons, ammo, and ect in a bandlier is just neat. And helpful. Let's you radically reduce your weight and gives access to the weapons easily.
-Magic Ammo. At a premium. You'll have to buy in lots of 50 and thus you're going to need to figure out what you're really going to use. There is a specific boon out there, Custom Order, that lets you buy a specific order of ammo in lots of 10. Very handy.
Archetypes:
Gunslinger:
-Gun Tank:
-Musket Master:
-Mysterious Stranger:
-Pistolero:
Calvalier:
-Spellscar
-
Monday, June 22, 2015
Elsbeth Yarlsdottir: A follow up
So, about two weeks ago, I got to play Elsbeth finally. Most of it was during Rapier Con, one of the local cons (Sponsored by the excellent folks @ Jax Garrison). So far all of it has been module play. I had an early shot with a level 1-2 that got her up to 2, then DM credit from the first level of Emerald Spire and finished out with 3 sessions playing Plunder & Peril.
Well, she is as tough as I'd thought she'd be but like I thought tough alone doesn't make it. She was rocking with the highest hp at the table no matter what. I had a good AC, courtesy of an agile breastplate and shield, and a decent weapon (a longsword with a backup morningstar). I had some good moments, good hits and moment, and some bad where the only thing that kept me going was the fact that she has a TON of HP.
Changes. She's not a soldier anymore, but a sailor. After the awesome boons at the end of Plunder & Peril, she's the captain of her own ship (The Fearsome Tide) and backed up by her 1st Mate (Jaspin 'Heartbreak' Hinsin, Sensachal). Now at 7th, she is a pretty impressive wall of muscle and hit points, topping out 94 hp @ 7th level.
The big skills I am focusing on are swimming (+6 with ACP), and Profession (Sailor) +12 courtesy of her ship vanity and P&P boon.
Things to build on: the ability to hit hard. Either by doing an enchantment that adds some 'umph' to her blows or vital strike (which is what I am choosing @ 8th). Right now she's got an adamantine longsword, with cold iron and alchemical silver to cover all the options. Next up? A magic weapon (or three), with the long sword as a primary and something for ranged back up. (Javelin of Lightning perhaps?)
Have to see how her twin does when it's his turn to come into play.
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