Monday, August 14, 2017

The Magaambyan Intiate/Arcanist




The Magaambian Intiate/Arcanist.

With the recent release of the Adventurer’s Guide a few new archetypes and some old ones have been release. One of the new ones is the Maagambian Intiate, an Arcanist archetype that lets you do a lot of things only done by the Maagambian Arcanist prestige class. Halcyon Magic and a good aura like a cleric, utilize spell mastery in the same way as the class does, and the various types of spontaneous spell mastery and changing spells on the fly. 

Additionally it lets you continue on these in the prestige class as well, though the mechanism for some are a bit diffent. The arcanist archetype gets to pick a Druidic spell of any level they can cast, including their current highest level whereas the prestige class can pick any spell 2 levels BELOW their highest level. A big and telling difference. One perk pointed out is that the prestige class allows the arcanist to continue accumulating points in their arcane reservoir. Which means they can use their exploits more as they level, though due to the archetype’s progression change they have fewer chances at a ‘free exploit’ as they level up than a normal arcanist. 

Halcyon magic makes up for some of the ‘free spells’ you can progressing as an arcanist though they are of typically lower level and only one for the 2/level you get as an arcanist. You get access to Druid spells, which has some interesting implications. You can work in Summon Natures Ally, which gets you access to critters you might not see with Summon Monster, but it’s a bit of a trap as you’ll never get access to the fun critters like a cyclops till long after you get access to the ‘big bad’ list on Summon Monster. You can be the ‘back up’ healer guy with access to Cure l/m/s Wounds, Restoration, Slow/Neutralize Poison, Remove Disease and so on. Useful spells even if you’re just using access to them to access scrolls of them. If you partner with an animal companion user, you can throw out things like Magic Fang (and greater), Lockjaw and about a dozen or so ‘critter buffs’ that make Fido the wonder mutt suddenly become a much more scary puppy or add in other buffs that let you (or others) fill roles. Druid also have some fun spells for crowd control and debuffing like the Entangle spells (Sickening and Burning) and Faerie Fire and so on. Nasty stuff in the right environment. 


Starting off.. 

Aishia @ 1st Level
Human (Garundi) arcanist (magaambyan initiate) 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 122)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/4), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 1st; concentration +5)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Scholar[ISWG], Spell Mastery
Traits tomb raider, wise teacher
Skills Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Spellcraft +8
Languages Ancient Osiriani, Aquan, Auran, Common, Ignan, Osiriani, Terran
SQ halcyon spell lore
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+4 Spells <see Notes>) You can prepare the chosen spells without a spellbook.

Notes: This is Aishia at the start of her journey. Spell Mastery can wait but you need at least one of these as well as scholar, so get it over with and start with them. Halcyon Spell Lore requires a ‘at that moment’ spending Of reservoir points to access those Druid spells but you have access to any one Druid spell of 1st level (or cantrip if you like) but it’s also on your SPELL list.. so you can use wands/scrolls. Hence the role of backup healer suddenly being yours. 


Aishia @4th Level
Female human (Garundi) arcanist (magaambyan initiate) 4 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 122)
NG Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (4d6+4)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (2/7), arcanist exploit (dimensional slide[ACG]), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 4th; concentration +9)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Scholar[ISWG], Spell Mastery, Spell Mastery
Traits tomb raider, wise teacher
Skills Craft (alchemy) +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +14, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +12, Perception +8, Spellcraft +12, Survival +1, Use Magic Device +8
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Kelish, Osiriani, Terran, Thassilonian
SQ halcyon spell lore
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (40 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+10 Spells <see Notes>) You can prepare the chosen spells without a spellbook.


Notes: Now at 4th level, Aishia has a bit more to play with, 4 spells in Halcyon spell lore grants a bit more bite or utility depending on your picks, and access to an exploit. I went with dimensional slide but you could choose pretty much anything that you qualify at this point. Metamagic to gain access to those feats your missing out on by buying spell mastery a second time but you now how 10 spells you’ll never forgot and 15 to 20 with next levels bonus and regular feats (if you got for both) 
In two levels, you’ll be eligible for the prestige class so pay attention to those skills and thanks to your jump to 20 Int you’ll add in skill points and a free spell. Pick it for the best effect because starting @ 7th you’ll be paying for you spells all the time. 


Aishia @7th level
Female human (Garundi) arcanist (magaambyan initiate) 6/magaambyan arcanist 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 118, 122)
NG Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 37 (7d6+7)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (4/10), arcanist exploit (dimensional slide[ACG]), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 7th; concentration +12)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Scholar[ISWG], Spell Mastery x5
Traits tomb raider, wise teacher
Skills Craft (alchemy) +11, Diplomacy +5, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +17, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +9, Linguistics +15, Perception +11, Spellcraft +15, Survival +4, Swim +0, Use Magic Device +11
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Kelish, Osiriani, Terran, Thassilonian
SQ aura of good, halcyon spell lore
Other Gear arcanist starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Aura of Good (Ex) You emit an aura of good.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+25 Spells <see Notes>) You can prepare the chosen spells without a spellbook.


Now you’’re finally there.. Initiate no longer, you are a Magaambyan Arcanist (granted only 1st level). Building like I have, you now have Spell Master five times.. that’s 25 spells you don’t need a spell book for (more if you get a +2 Int headband by now!). You might have swapped out some of these for things like Extra Arcane Exploit, and/or other feats so actual experience will vary. Right now you got a potent mix of spells you can cast, with or without your spell book, and that ‘pool’ of spells will become more effective later on.  Don't worry if you picked out the wrong spell for the Mastery list..next level you’ll be able to swap out spells as needed with a ritual and some time. 

Aishia @ 12th level
Female human (Garundi) arcanist (magaambyan initiate) 6/magaambyan arcanist 6 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 118, 122)
NG Medium humanoid (human)
Init +2; Senses Perception +16
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 62 (12d6+12)
Fort +5, Ref +6, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (6/15), arcanist exploits (dimensional slide[ACG], potent magic[ACG]), consume spells
Magaambyan Arcanist Spell-Like Abilities (CL 6th; concentration +7)
   Constant—protection from evil
Arcanist (Magaambyan Initiate) Spells Prepared (CL 12th; concentration +18)
   3rd (5/day)—fly
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 22, Wis 10, Cha 12
Base Atk +6; CMB +5; CMD 17
Feats Extra Arcanist Exploit[ACG], Sacred Summons[UM], Scholar[ISWG], Spell Mastery, Spell Mastery, Spell Mastery, Spell Mastery, Spell Mastery
Traits tomb raider, wise teacher
Skills Craft (alchemy) +12, Diplomacy +10, Fly +11, Knowledge (arcana) +25, Knowledge (dungeoneering) +12, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +25, Knowledge (nobility) +11, Knowledge (planes) +21, Knowledge (religion) +11, Linguistics +21, Perception +16, Spellcraft +21, Survival +4, Swim +0, Use Magic Device +16
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Dwarven, Elven, Hallit, Ignan, Kelish, Osiriani, Polyglot, Shoanti, Skald, Terran, Thassilonian, Tien, Varisian
SQ aura of good, halcyon spell lore, immediate spell mastery, intoned recollection, lasting goodness, spontaneous spell mastery, superior spell mastery
Other Gear arcanist starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Aura of Good (Ex) You emit an aura of good.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Immediate Spell Mastery (1/day) (Sp) Cast any spell mastered, even if it wasn't prepared for the day.
Intoned Recollection (minute action, 6/day) (Ex) As listed action, fill open, unused spell slot from spellbook or Spell Mastery list.
Lasting Goodness (6 rounds) (Su) Extend duration of [good] spells unless duration is concentration, instant or permanent.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Spell Mastery (+30 Spells <see Notes>) You can prepare the chosen spells without a spellbook.
Spontaneous Spell Mastery (1/day) (Ex) Swap out a prepared spell with a Mastered Spell.
Superior Spell Mastery (Ex) Spend 24 hours over 3 days studying to change mastered spells.


Notes: Now at the end of the journey to Seeker levels, we have our Arcanist standing around with the ability to swap out a spell 1/day with any other spell you got in mastery or simply to do it as a spontaneous action without even using a spell level. That is where these spells in mastery come into play. Essential ‘on the spur of the moments’ of spells like that one moment when a dismissal could come into play and turn the big bad’s summoned minion into a ‘but-bye’ moment, particularly adding in a +2 to DC with your improved DC from spending a point from your reservoir. I went with a few extra exploits rather than going to the huge list of spells my Transmuter/Arcanist has (48!!) since I wanted a bit more flexibility in other areas. Dimensional slide means getting out of a fix, Sacred Summons means you can call up all sorts of good aligned critters via summon monster as a standard action to leave in your place. Cause leaving a Celestial Rhino charging into the guy who just tried to bushwhack you is so much fun. (For you.. the bushwacker’s experience most likely will be very pointed..and chargey and smitey.. )


Final assessment: Halycon Spell Lore and Halycon Magic are slightly different. So, be aware.. the first requires reservoir points the second doesn’t (at least till we here otherwise). A good bet, depending on your experiences, might be to double up on your spells to let you slip in either or as needed. 
The character can fill in a HUGE number of roles: Buffer, cause.. damn.. got a buddy you play with who has a companion.. Fido got nasty quick. Want to be the master of the wooden battle field, definitely can do that with the nastiness of entangle (normal, burning or sickening) with or without the addition of things like the reservoir point to bump up effect caster level or DC a point or two. 
There all slots of tricks to be had with this and the build is wide open. Speaking from personal high level experience on my own 11th level transmuter/MA, the ability to go ‘I trade this out for that’ or ‘Suddenly! DISMISSAL’ can literally save the party’s lives. I have a mix of transmutations, situational utility spells, combat and healing spells in her pool of 48 spells that have been a bag of tricks that can turn the battle. Pit spells are a focus of hers, along with aqueous orb (for the ones who made their save vs my just cast pit spell. The access to healing spells (and eventual addition of the entire Good domain spells in later levels) is helpful when the healer just caught a behir on the chin. (Again.. actual circumstance) or Wind Wall when you’re surrounded by critters only Kyle Baird would pair together and half the party is confused and being eaten by a swarm. 
Things to consider: Definitely want an intelligence boosting headband, the higher the better. Maybe add in wisdom and/or charisma, wisdom due to the fact you do NOT want a flexible caster like this killing the party (however your innate protection from evil is useful for this, I have sneaked at summoned swarms because of this) and charisma due to the fact that SOME exploits work off your charisma bonus. If you can afford it at higher levels a +2 to Int via a book could be useful (I got casters in the 11-13 range with more than enough gold for that)




Tuesday, August 1, 2017

Combat Vigor: The Self-Healing Fighter


With the release of Combat Vigor and it's related chain of feats, the combat orientated character has more options for healing than relying on the combat caster and/or quaffing a healing potion in mid-combat. These feats came out of the recently release Healers Handbook.

The basic mechanics of the feat trea are fairly easy to get. You get a vigor pool, based off your constitution bonus along with an additional point for each vigor feat you get beyond the basic Combat Vigor feat. As a standard action, a character can spen 1 point per 3 HD, and get 1d6 healing as well as being fatigued for 1 minute afterwards. Of course for an intimate glance that isnt' too good. 1d6 hp of healing in exchange for fatigued for 1 minute/10 rounds seems like a pretty crappy trade off. However it can be the bit of 'omph' needed to buy you time till the healer can get back into range if you are the reckless charge ahead type of fighter in a party. 

There are a few feats that COULD add to the fun and crunch of the feat. Fey Foundling seems like a shoe in but it doesn't implicitly state that you're magically healing yourself with Combat Vigor. Ditto for the other healing feat from the Healer's Handbook: Lifebound. Both definitely fall into the 'results (and GMs)  might very' school. The language in Combat Vigor says you 'regain' hp when using vigor points to heal. So check with your GM and expect it to NOT pay off the way you'd help. 

So my assumption is going to go with no for my buil, or rather builds. This one is a bit more open than other builds in that you only have a handful of feats you need to get at certain levels, which lets you build a fighter of your own type. Basically you need Combat Vigor at 1st or 2nd, then the others as they come up and given that you can get these feets as fighter bonus feats the feat tax isn't quite as high and you have plenty of slots you can fill with other feats as things go on. 

For my build, I'm going to go with another Silvermane family member, so my PC will be Varisian and from the local areas of Korvosa like her sisters.  Like most of the family, Madgna Silvermane is a silver-haired Varisian with tattoos speaking of her clan affiliations and has in past times run afoul of the attentions of the Grey Maidens during the rule of Queen Illesosa Arabasi (See Curse of the Crimson Throne). The family's known skill with the bastard sword and martial outlook was well known, as well as their family history of being clan protectors and caravan guards. 

Madgna Silvermane @ 1st Level 
Human (Varisian) fighter (unbreakable) 1 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +3 (1d10+2/19-20)
--------------------
Statistics 
--------------------
Str 14, Dex 13, Con 17, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword)
Traits draconic destiny, observant
Skills Acrobatics -4 (-8 to jump), Linguistics +2, Perception +6, Profession (soldier) +5
Languages Common, Kelish, 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
--------------------
Special Abilities
--------------------
Combat Vigor (max 1 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
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.

Notes: As you can see I went with Combat Vigor and EWP: Bastard Sword as her key feats at 1st level. Part of it is for flavor, she's a Silvermane so she's a bastard sword wielded. She's not as hard hitting as either of her sisters with only a 14 strength and she's not as hard to hit given her (relatively) low dex of 13, which along with her 13 Int, are just high enough to qualify for combat feats as needed. I went with Unbreakable rather than plain fighter to make her the most resilient of the three sisters as she can take a HUGE amount of damage and keep coming compared to them. If you want to make her even more durable toss in to ughness or the Grey Maiden Intiate feat from Adventurer's Guide if it becomes PFS legal (I have reservation after the emasculation of Tribal Scars but that is neither here nor there, but it does add even more backstory to the common tale of the sisters being pulled into the organization in it's last days)

Margna @ 4th level:  
Female human (Varisian) fighter (unbreakable) 4 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 48 (4d10+20)
Fort +8, Ref +2, Will +2 (+1 vs. mind-affecting effects); +2 bonus vs. effects that cause fatigue or exhaustion
Defensive Abilities unflinching +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +6 (1d10+2/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 18, Int 13, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 17
Feats Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Fortuitous Vigor, Power Attack, Vim And Vigor
Traits draconic destiny, observant
Skills Acrobatics -1 (-5 to jump), Climb +1, Linguistics +5, Perception +9, Profession (soldier) +6, Survival +5, Swim +1
Languages Common, Kelish, Osiriani, Shoanti, Skald, Tien, Varisian
SQ armor training 1
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
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Vigor (max 1 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
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.
Fortuitous Vigor Can use vigor pool as a swift action when roll threat or nat 20 on ability check/skill/save.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Vim and Vigor After using vigor pool, fatigued only 3 rds. +2 to save vs. fatigue/exhaustion effects.
--------------------
Notes: By now she's got a bit more zip, coming at a 48 HP and 2 more points in her vigor pool. Now she only suffers 3 rounds of fatigue for using Combat Vigor instead of a full minute. Typically by now she'll either be upgrading her medium armor (to keep her move and/or encumbarnace down or moving up to heavier armor in anticipation of getting full movement @ 7th level. 
Another option could be a belt to up her con or strength. A 16 would up her to hit a good bit, along with a good MW or magic bastard sword. Thanks to Vim & Vigor, she now has an additional bonus to her save vs fatigue/exhaustion conditions. A condition set she needs to figure how to handle. Truthfully though either of the 4th level feats can be chosen first as both are extremely conditional. Fortuitous lets you roll your vigor heal as a swift action on any Nat 20 roll for attack or ability/skill or saving thrown. The other lets you do it as a swift as a part of an AoO. I went with Fortitous because it has more options for the swift action

Madgna @ 7th Level 
Female human (Varisian) fighter (unbreakable) 7 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +12
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 88 (7d10+42)
Fort +9, Ref +3, Will +3 (+2 vs. mind-affecting effects); +2 bonus vs. effects that cause fatigue or exhaustion
Defensive Abilities unflinching +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +9/+4 (1d10+2/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 18, Int 13, Wis 12, Cha 10
Base Atk +7; CMB +9; CMD 20
Feats Combat Expertise, Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Fortuitous Vigor, Heroic Recovery[APG], Power Attack, Take A Breather, Toughness, Vim And Vigor
Traits draconic destiny, observant
Skills Acrobatics +0 (-4 to jump), Climb +2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +8, Perception +12, Profession (soldier) +7, Sense Motive +3, Survival +6, Swim +2
Languages Common, Hallit, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, Varisian, Vudrani
SQ armor training 2
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
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Vigor (max 2 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
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.
Fortuitous Vigor Can use vigor pool as a swift action when roll threat or nat 20 on ability check/skill/save.
Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Take a Breather Can use vigor pool as a swift action when foe provokes AoO instead of taking attack.
Unflinching +2 (Ex) Gain +2 bonus to Will saves vs. mind-affecting effects
Vim and Vigor After using vigor pool, fatigued only 3 rds. +2 to save vs. fatigue/exhaustion effects.
--------------------

Notes: Now at 7th level, less focus is needed on the Vigor feats (only 1 left) and you can start focusing on 'classic' fighter feats like Combat Expertise (opening up maneuvers to supplement your ability to his) and toughness (MOAR HP!) while getting the other 4th level Vigor feat at 5th level. I went with Combat Expertise and Tougness but pretty much anything you qualify for is good to go. If you didn't go with the Unbreakable Archetype, this would be the time you could get Endurance and/or Diehard. (And the idea of having weapon training might be more appealing to you._

Madgna @12th Level
Female human (Varisian) fighter (unbreakable) 12 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses Perception +17
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 160 (12d10+84)
Fort +13, Ref +5, Will +5 (+3 vs. mind-affecting effects); +2 bonus vs. effects that cause fatigue or exhaustion
Defensive Abilities unflinching +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +14/+9/+4 (1d10+2/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 20, Int 13, Wis 12, Cha 10
Base Atk +12; CMB +14 (+18 dirty trick, +16 disarm, +16 trip); CMD 25 (27 vs. dirty trick, 27 vs. disarm, 27 vs. trip)
Feats Combat Expertise, Combat Vigor, Diehard, Endurance, Exotic Weapon Proficiency (bastard sword), Fortuitous Vigor, Greater Dirty Trick[APG], Heroic Defiance[APG], Heroic Recovery[APG], Improved Dirty Trick[APG], Improved Disarm, Improved Trip, Power Attack, Restorative Vigor, Take A Breather, Toughness, Vim And Vigor
Traits draconic destiny, observant
Skills Acrobatics +0 (-4 to jump), Climb +2, Knowledge (dungeoneering) +7, Knowledge (engineering) +6, Knowledge (religion) +2, Linguistics +10, Perception +17, Profession (soldier) +10, Sense Motive +9, Survival +6, Swim +2
Languages Azlanti, Common, Elven, Hallit, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, Varisian, Vudrani
SQ armor training 2, quick recovery
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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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Vigor (max 4 points/rd) As a standard action, heal 1d6 hp/point spent, then fatigued 1 min.
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.
Fortuitous Vigor Can use vigor pool as a swift action when roll threat or nat 20 on ability check/skill/save.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Heroic Defiance (1/day) Delay the onset of a harmful affliction or condition until the end of your next turn.
Heroic Recovery (2/day) Can attempt an extra Fort save against a harmful condition or affliction.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Recovery (Ex) At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. This ability replaces armor training 3.
Restorative Vigor Vigor pool points can restore 1d3 ability dam to a physical attribute instead of healing dam.
Take a Breather Can use vigor pool as a swift action when foe provokes AoO instead of taking attack.
Unflinching +3 (Ex) Gain +3 bonus to Will saves vs. mind-affecting effects
Vim and Vigor After using vigor pool, fatigued only 3 rds. +2 to save vs. fatigue/exhaustion effects.
--------------------

Notes: Now at 12th level Madgna is so-so hitter (depending on your choices, I went with an eclectic mix of maneuvers where I could have gone with one maneuver set like I did with her sister Rhea (built on Dirty Trick, she's the nastiest thing a Bard can face. :D )
Now she can spend up to 4 Vigor in a round, has a HUGE fortsave (though she'd be wanting a good Cloak of Resistance or another bonus to her other saves. (One option is to buy into Lightning Reflexes and Iron Will to beef those saves up). The addition of Fortiutous Vigor means you can restore lost physical stats as well (though only d3 per point) as a standard action. Which can be very useful if you're fighting a stat sucking critter. Depending on what you pick you can have your style of fun, 2 'free fasts' in 6-7 and everything after 8th are personal choices. You can do a lot of that mean choices. 


Other Build Options: 
-Praise the Power of Atheism  Spreading your skill points around differently, choosing to not to worship a god, and one or more choices of 'Godless healing' gains you: A) another source of healing, granted only at 1/2 HP or less and B) Access to the Pure Legion Enforcer, which makes among other things Godless Healing even better. (Up to 3d8+Character Level) in healing.  
-I don't have time to bleed: Choosing to go with Stalwart/Improved Stalwart gives you the ability to trade in your AC bonus from Combat Experise/Fighting DEfensively and/or Full Defense for DR/- up to DR 10/-. Yes you too can be Boromir at the river riddled with arrows and still moving!

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

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

Speed 30 ft.

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

Ranged +2 musket +8 (1d12+2/×4)

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

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

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

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

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

Opposition Schools Enchantment, Illusion

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Statistics

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

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

Base Atk +3; CMB +3; CMD 15

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

Traits black powder interjection, focused mind

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

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

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

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

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Special Abilities

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

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

Deeds Use Grit to perform special abilities with your firearms.

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

Foresight Associated School: Divination

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

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

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

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

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

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

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

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

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

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



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


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


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


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

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.

Sunday, May 8, 2016

Building a legacy: connecting your PFS characters

It had taken a day or two, even with Lady Gloriana’s help, to find him. As with most things being done in Oppara, he was doing it at the opera. Roasa slid into the upper booths, headed towards a seat where she was assured that would be honored as ‘neutral ground’. “M’lord?” She said as she walked into the booth, only a slim dapper man of Ustalavian bearing smiling up at her as an unseen servant hovered nearby with a magnum and a pair of champagne flutes.  
“Ah, Lady Del Noire, I see your..detention wasn’t as long as Ravin assured me.” He said as he took a glass and offered it to her. “Ravin struck me as..rash and unprepared for the cut throat world of business; I presume from your presence here that you haven’t had a chance to discuss his takeover bid with you?” 
 “Alas, no.. It seems the people that the Aspsis Consortium provided to back him up in the seizing of my assets seemed to have vanished.”  
“I heard how agents that cross paths with you end up.” Kevin Austopour said as he offered her a filled flute of champagne. 
“I prefer my assets to earn profit; it does wonders to morale to pay men for staying alive and out of prison, you tend to leave them broken and battered if alive at all. Now, normally that state of affairs would entitle my organization to pursue ..retaliatory measures against you. Which is why we are currently doing so many acts of.. Retaliation of late. Personally I think someone is using you and a handful of agents who have been particularly grievous in their works against our purposes as a way to gain standing. ”  
“Meaning whoever got your superiors to have you act against me doesn’t know about us?” Roasa said with a wry smile.  
“Meaning my dear lady, you are late in sending me the latest news on the twins.” Kevlin Austopour said firmly at her. “You promised me a portrait of young Tomas and Brawen by midsummer.” 
“I know but it’s been a busy season and the painter was suddenly very popular,” Roasa frowned at him. “Seems SOMEONE spoke up about him at the winter gala when he was supposed to be meeting me in Absalon.” 
“Unlike some folks who live in the Grand Lodge when they aren’t galavanting around the Inner Sea, I have more.. circumspect housing arrangements. To whit, I’m stuck on a boat galavanting around as the consortium’s ‘troubleshooter at large’ since I’m the only one who has survived the betrayal of their old one.. The ’Serpent’. I don’t suppose you’ve seen her of late?” Roasa simply smiled, they had met while she was posing as the former agent. Former since after crossing the Ten once too often they’d seen fit to turn her over to people she knew in Oppara. The Lion Blades took acts of treason quite terminally. 
“I fear that she’s still in hiding, though there was rumors of her showing up in Korvosa in the spring. Just before word of her defection and betrayal came out. Such a shame.” Roasa purred. “Your son is determined to have a dueling scar after meeting your associate from Brevoy. Brawen wants to sing here in the opera house but seems more arcanely inclined than musically gifted..”  
“Standard stuff I would say.” Kevlin with a smile as the unseen servant brought another glass on a piece of paper. “Intermission is coming up and I don’t think the Baroness del Noire should be seen with a disreputable spice dealer.” She leaned in and kissed him before slipping out. "Take care my dear wife, and I shall see you in the spring.."  
Walking down the hall, she opened the sheet of paper that he’d slipped her with her glass. Glancing over the names as she handed the glass to a servant. A moment later with a whispered prayer and she was gone from the opera house. There were a lot of pathfinder names on that list.  


This is more fluff than anything concrete. If you don't like roleplaying ideas over 'Roll-playing' feel free to move to another post.  :D

For me the backstory of the characters is part of how I enjoy the game. Little things like how a wizard like Cindrana Longpath doesn't speak a single elemental language; that is due to an oath she gave to the Ruby Prince's elemental advisor  in exchange for being taught the secrets of being an admixture wizard. Trying to building a backstory for characters is kinda fun to me. I got this image of my character in my head and look for ways to flesh him/her out.

Here are the major 'families' that I build characters with.
-The Del Noires: The Taldan family of nobles, only recently returned to their holdings and titles, who have an extensive trading network throughout the Inner sea region. Most of the recent successes of the family have come of one person, Baroness del Noire ,Venture Captain of the Society, through her achievements as a Pathfinder and trader. She is married, ironically to a double agent of the Consortium, with a pair of children she keeps on a family estate outside of Oppara.
There are a lot of Del Noires tied into the society now, some by apprenticeship and others by commissions. The typical Del Noire is a social character, usually with some sort of divine ties.
Examples: Baroness Roasa Annarey Hellena Delphine del Noire, Trade Princess Callie Del Noire, Brawen Del Noire, Helena del Noire
-The Fiveboars: The halfing family in my collection, originally from Chelliax (where they were a landed family of lesser nobles prior to the revolution that put House Thrune on the throne) before becoming a line of slaves between the three families that stole their land. Forty years ago a halfing by the name of Bergen Fiveboars found something of interest in the ruins of the Westcrown Pathfinder lodge. The true history of his family.
Now the family is largely based out of Bellis and has extensive ties with the Bellflower network and the Society. Most of them tend to be blunt and upfront types of the roguish and martial types. Many are self describe 'self-liberated' men and woman who are engaged in a long running feud with several Chelliaxian families who used to 'own' them. Fiveboars tend to end owner/slave relationships pretty terminally.
Examples: Mercer Fiveboars
-The Longpaths: The first family/clan that I came up with, the Longpaths are a Varisian family that typically wanders Varisa and other parts of the Inner Sea. Largely gifted with arcane magic, they tend to be the ones I make my wizards, and such from. They give off a 'gypsy' vibe too. With just a touch of 'other' in their bloodline. So far I only have one Longpath but there are countless stories for others laying around in my head.
Examples: Cindrana Longpath
-The Silvermanes: Like some members of the Longpath clan, the Silvermanes are Korsovian residents and Varisians. Unlike the Longpaths, the Silvermanes tend toward martial occupations and avoid Korvosa due to past associations with the Gray Maidens and their master the late Queen Ileosa Arbasti. Several of the family were blackmailed into joining the Gray Maidens. One of them earned a field commission with the society and hid in the society's ranks after her death; that one, Rhea Silvermane, has eased other family members into the society as a way to avoid retaliation for her (and her sister's) role in the Maidens.
Examples: Rhea Silvermane, Kara Silverman


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
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +0
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Offense
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Speed 30 ft.
Special Attacks sneak attack (unchained) +1d6
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Statistics
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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
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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
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 34 (4d8+11)
Fort +5, Ref +5, Will +3
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Offense
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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
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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
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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.
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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
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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
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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
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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.
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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
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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
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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
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Statistics
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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
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Special Abilities
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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.