The Dragon |
Yeah selecting spells is usually time consuming, especially at higher levels.
You can't imagine how happy I was when pathfinder released simple class creatures from the Monster codex or even quickened monster creation from PFU.
I feel that you. I happen to like making casters or spellcasting monsters, but I'm usually only able to make six-level or so, eight if it really goes wild. Not entirely by choice, but there you are.
Most pbps start at level 1, and all my gaming friends prefer starting at level 1 too.
This, combined with a relatively short campaign span (we usually move on to a new d20 system once we encounter a tpk or the planned adventure wraps up, we've done 3.5, 4e(briefly), pathfinder, d20 modern, that one lasted 3 seperate campaigns or TPK intervals, or whatever you want to call them, and finally star wars d20, which we seem to be wrapping up) means that I haven't played above level six since, well, I believe I got to level 8 on my first sorcerer. I did GM a kingmaker campaign to level 9 a while back, so there was that.
Part of why I'm excited to apply for this, anyway. I'll have to check out the simplified monster generation rules, haven't looked more than briefly at unchained yet.
Gobo Horde |
@Rook. A psion nomad, that was exactly what I was building D:
But mine would have been more mobility focused, and I am hitting walls with him...
So this will be a good chance to think of something different :) and with less spells/metapsionic feats :/
Also, my internet has gone out the last day or so, making this difficult...
Philo Pharynx |
If you succeed on a bull rush attempt, the target dies, however.
Huh. Selecting spells for the ser Boreon the cohort turned out to be the most difficult part of character creation. I huess that's just how it is with spell-casters.
That's why cleric casting is nice. It puts off the problem until actual play, and hopefully you know a little to work with.
@Rook. A psion nomad, that was exactly what I was building D:
But mine would have been more mobility focused, and I am hitting walls with him...
So this will be a good chance to think of something different :) and with less spells/metapsionic feats :/Also, my internet has gone out the last day or so, making this difficult...
I'm sorry. Of course I've been there too, when you work on something and find somebody else with a similar idea. On the other hand, sometimes you just have to go head to head.
I did originally build him with a little elocater for mobility focus. but still, I think teleport 100' and fly 40' is pretty mobile.
Pekoe the Crafty |
Yeah selecting spells is usually time consuming, especially at higher levels.
I agree. When I'm building NPCs I find it easiest to use old PCs' spell lists or find random pre-made Paizo NPCs with a theme I like of about the same level and use those as starting points to build from.
Of course, when it comes to a PCs spell list, I spend hours pouring over spells and comparing and what not.
The Dragon |
The Dragon wrote:If you succeed on a bull rush attempt, the target dies, however.
Huh. Selecting spells for the ser Boreon the cohort turned out to be the most difficult part of character creation. I huess that's just how it is with spell-casters.
That's why cleric casting is nice. It puts off the problem until actual play, and hopefully you know a little to work with.
Yeah. I do enjoy prepared casting, spontaneous is just too limiting in the long term. It can be a little slow in face-to-face though, when the fighters just want to get rolling, instead of waiting for my 20 minutes of agonizing spell selection.
As a GM, I usually just grab something for fort, something for ref and something for will, and then pick the rest according to theme.
Pekoe the Crafty |
Currently playing a cleric in my pathfinder campaign IRL. Level 17 cleric, its a lot of fun and most of my buddies, call me batman. I have a spell list for every situations and leave 1/4 of my spell slots open, so can fill open slots during the day.
That's the way to do it. I feel so naked going out in the world without all my spells prepped, though...
I thought I wouldn't like cleric until I tried it. It's not as limiting as I originally thought, but I'd hate to have to do a 15pnt buy or less with one.
rorek55 |
Eltacolibre wrote:Currently playing a cleric in my pathfinder campaign IRL. Level 17 cleric, its a lot of fun and most of my buddies, call me batman. I have a spell list for every situations and leave 1/4 of my spell slots open, so can fill open slots during the day.That's the way to do it. I feel so naked going out in the world without all my spells prepped, though...
I thought I wouldn't like cleric until I tried it. It's not as limiting as I originally thought, but I'd hate to have to do a 15pnt buy or less with one.
I played a cleric with an equivalent pt. Buy of 9 (bad rolls)
Made him a summoner, I carried most battles haha.
The Dragon |
Eltacolibre wrote:Currently playing a cleric in my pathfinder campaign IRL. Level 17 cleric, its a lot of fun and most of my buddies, call me batman. I have a spell list for every situations and leave 1/4 of my spell slots open, so can fill open slots during the day.That's the way to do it. I feel so naked going out in the world without all my spells prepped, though...
I thought I wouldn't like cleric until I tried it. It's not as limiting as I originally thought, but I'd hate to have to do a 15pnt buy or less with one.
Mmhm. Although there comes a point where, if you have enough preparation time, you can just let your buffs do the heavy lifting, at least for melee. The difference between a base str of 12 and 16 isn't that bad when you're heaping +14 to hit & damage on top from elsewhere.
A good wisdom and charisma is harder to fake though.
Tania Teg |
Dreaming Warforged here.
Lots of great scoundrels out there, so I've decided to step on less toes and come up with an alternate application.
This is Tania Teg, a cleric evangelist of Gorum with a voice like a fork on porcelain, and the attitude of a drill sergeant. She's no healbot, but she's a cleric.
I really like Baldek, so I'm reluctant to remove him from the roster, but at the same time, I'm also happy to play a mean cleric!
As for Baldek, equipment is to be completed later. I hope this is not an issue. Let me know if you have questions or comments.
Wondering_Monster |
@Tania Teg: Alrigh, no worries.
@Wondering_Monster: Yeah for druids who focuses on wildshape, it oftens end up being a problem. The wild enhancement (+3 bonus) does allow you to at least use armor and shields while wildshaping.
Yea, I took heavy armor prof, and got myself a +3 Wild dragonhide armor (+6 total bonus). Expensive, but wow my AC is going to be up there when wild shaping, and not awful when in normol form.
Omar Greybird |
Wondering Monster here. This is my submission. Everything is done, except buying some scrolls, and picking my spells for the day. I will do those things if I get picked.
I intend for him to be a control/support/blaster whatever the party needs kind of guy.
Menhir Savant Druid 15
Medium Half-Orc
Init +8; Senses Perception +26; +5 bonus to perception to notice invisible creature or object
Dark Vision 60 Feet
==DEFENSE==
AC 26, touch 14, flat-footed 25 (+6 dex, 12 Armor(+1 max dex), +3 Deflection)
Fort +19, Ref +16, Will +22 +2 saves against sonic effects
hp 145
Fire Resist 10
Electricity Resist 20
==OFFENSE==
Spd 20 (30 with No Armor)
MELEE[B]
+1 dagger +17/12/7 1d4+1
+1 Scimitar +17/12/7 1d8+1
[B]Ranged[B]
==STATISTICS==
Str 12, Dex 22, Con 20, Int 12, Wis 26, Cha 8
BAB +11/6/1, CMB +13, CMD +18
[b]Feats
Endurance
Weapon Fineese
Heavy Armor Proficiancy
Natural Spell
Wild Speech
Scribe Scroll
Signature Skill - Survival
Extended Spell (+1)
Dazing Spell (+3)
Traits[b]
Reactionary - +2 Initiative
Highlander - +1 to stealth;becomes class skill; +2 in rocky or hilly areas
[b]Skills
Climb +5 (1 rank, 1 str, 3 class)
Escape Artist +7 (1 rank, 6 dex)
Fly +10 (1 rank, 6 dex, 3 class)
Handle Animal +10 (8 rank, -1 CHA, 3 class)
Heal +11 (1 rank, 8 wis, 3 Class)
Knowledge arcana +4 (3 rank, 1 int)
Knowledge Engineering +2 (1 rank, 1 int)
Knowledge History +6 (5 rank, 1 int)
Knowledge Geography +9 (5 rank, 1 int, 3 class)
Knowledge nature +16 (10 rank, 1 int, 3 class, 2 nature sense)
Knowledge nobility +7 (6 rank, 1 int)
Knowledge religion +2 (1 rank, 1 int)
Knowledge Planes +2 (1 rank, 1 int)
Knowledge Dungeoneering +2 (1 rank, 1 int)
Linguistics +5 (4 rank, 1 int)
Perception +26 (15 rank, 8 wis, 3 Class)
Profession(scribe) +11 (1 rank, 8 wis, 3 Class)
Ride +10 (1 rank, 6 dex, 3 class)
Spellcraft +19 (15 rank, 1 int, 3 class)
Stealth +18 (8 rank, 6 dex, 3 Class, 1 trait)
Survival +28 (15 rank, 8 wis, 3 Class, 2 nature sense)
Swim +5 (1 rank, 1 str, 3 class)
Special Abilities
Darkvision
Orc Blood
Proficient with greataxe and falchions
Orc Ferocity
Shaman's Apprentice - Gain Endurance feat
Favored class bonus - +1/3 level to Nat armor bonus in Wild Shape
Nature Bond - Air,Weather(Seasons Sub domain)
Untouched by the Seasons - Touch a creature, grant endure elements; 15 hours; can use for 11/day
Ligtning Lord - Call down bolts of lightning;15/day
Lightning Arc - range touch;1d6+7; 11/day
Spontaneously cast domain spells
Nature Sense - +2 survival and Knowledge Nature
Wild Empathy -
Stormvoice - Perception check to hear a druid over wind is lowered by druids leve
Eyes of the storm - Can see through 20 feet of fog, mist, etc weather conditons, ignoring concealment
Windlord - Second domain
Storm Lord - Unaffected by wind effects; immune to deafness; +2 save against sonic effects
Wild Shape - 6 per day
Survival Unchained Skill - Reduce all nonlethal damage from heat,cold,starvation, or thirst by 3 points
Track creatures that leave no tracks
1/day spend 1hour, attempt DC 30 Surviavl, Success grants Cold or fire Resistance 5 for 24 hours
Languages
Common
Orc
Druidic
Elven
Fey
Undercommon
Gnome
Sylvan
0-Level
1-Level DOMAIN SPELLS: Goodberry, obscuring mist
2-Level DOMAIN SPELLS: Fog Cloud, Windwall
3-Level DOMAIN SPELLS: Call Lightning, Gaseous Form
4-Level DOMAIN SPELLS: Air walk, Blight
5-Level DOMAIN SPELLS: Control Winds, Sleet Storm
6-Level DOMAIN SPELLS: Chain Lightning, Control Winds
7-Level DOMAIN SPELLS: Control Weather, Elemental Body IV
8-Level DOMAIN SPELLS: Sunburst, Whirlwind
Gold 9200
Bag of Holding 1
+1 Scimitar
+1 dagger
+3 Wild Dragonhide Armor
Headband of Inspired Wisdom +6
Belt of Physical Might +6 (Dex;Con)
Cloak of Resistance +5
Ring of Protection +3 Deflection
Ring of Minor Energy Resistance - Fire Resistance 10
10 X Feather Token - Tree
Ht: 6' 0"
Wt: 175 lbs
Age: 30
Hair: Black
Eyes: Black
Skin: Greenish
[b]Appearance[b] - When in his normal Half-Orc form, Omar Greybird can be found wearing Dragonhide full-plate. He is typically seen carrying around a sword on his side, and a bag of holding strapped to his back. The helmets visor is typically seen up, as the visor annoys him. When you can see his face, He looks like a fairly normal human, only with orc ears, and a scar across his right cheek.
[b]Personality[b] - Omar is powerful and knows it. He can be a bit vane about it. He also believes in natural balance above all else. For example, anytime he kills something, he will plant a tree at the next available chance. Omar also really hates the undead, and will destroy them at every available opportunity.
Omar Greybird is a very powerful druid. Omar is a Half-orc, that was abandened as a baby. He was adobted by forest gnomes and raised to love and respect nature. Omar took this very seriously and believes in a balance in all things. He even took to worshipping Ithreia.
The one thing that Omar does not like is the undead. He believes them to be an unnatural taint on the world. Dangerous to all things good, evil, lawful, or otherwise. Much of his life as been spent traversing Golarion, tracking down the undead in all of the far corners of the world. When he heard of this lich, he knew his expertese would be needed. That is when he joined up with the others to take down that Lich.
TarkXT |
So going through the sheets to give me ideas on how I should spend my gold (I rarely make high level characters) I've noticed a lot of people are really underspending their gold.
Like their are a lot of +1 weapons and Armor around a good 7 levels after you should be seeing at least +2 on these sheets.
I know some of you intentionally left gold unspent until a later date but some are just confusing.
I was honestly expecting mad shenanigans with the funds and crafting feats available. I was half expecting to feel really underpowered as a result.
Gobo Horde |
So I think I know what I am going to be building now.
For the basic of it, he is a Psion (Telepath) 5, Unbound 10 (Prestige class).
One of his main tricks is being "not there" as he is incorporeal and well hidden, then communicating with telepathy and often attacking mentally instead of physically.
However, I am incorporeal, but not invisible... And I cannot seem to find any powers that grant invisibility. Is there a power equivalent to the invisibility spell? Or some other method that I could use to become invisible, at least some of the time and on demand?
Gobo Horde |
So basically Cloud Mind. Instead of getting a blanket invisibility, you are undetectable to a few select people (that you must detect first...)
Apparently Invisibility was too op to be added in with all the other psionic op stuff :/
But I did find Vanishing Strike, not that it will help me much.
Also, I will have to check to make sure that variant multiclassing doesnt mess up my prestige classing too much :( I havnt read it before yet.
Edit: Hp rolls... HP: 14d6 + 6 ⇒ (6, 4, 5, 5, 3, 5, 3, 1, 4, 6, 5, 5, 2, 4) + 6 = 64 (good hp rolls!)
Markavious The Green |
So going through the sheets to give me ideas on how I should spend my gold (I rarely make high level characters) I've noticed a lot of people are really underspending their gold.
Like their are a lot of +1 weapons and Armor around a good 7 levels after you should be seeing at least +2 on these sheets.
I know some of you intentionally left gold unspent until a later date but some are just confusing.
I was honestly expecting mad shenanigans with the funds and crafting feats available. I was half expecting to feel really underpowered as a result.
I have like 15K left, I was going to see if there were any specific party needs and use that that and there are so many choices. I have been pondering about picking up a Staff of the Master
Albion, The Eye |
So going through the sheets to give me ideas on how I should spend my gold (I rarely make high level characters) I've noticed a lot of people are really underspending their gold.
Like their are a lot of +1 weapons and Armor around a good 7 levels after you should be seeing at least +2 on these sheets.
I know some of you intentionally left gold unspent until a later date but some are just confusing.
I was honestly expecting mad shenanigans with the funds and crafting feats available. I was half expecting to feel really underpowered as a result.
I started crunching my Bloodrager (on the fence between him and a Kensai Magus) yesterday, and was actually contemplating a +3 weapon :)
Philo Pharynx |
So going through the sheets to give me ideas on how I should spend my gold (I rarely make high level characters) I've noticed a lot of people are really underspending their gold.
Like their are a lot of +1 weapons and Armor around a good 7 levels after you should be seeing at least +2 on these sheets.
I know some of you intentionally left gold unspent until a later date but some are just confusing.
I was honestly expecting mad shenanigans with the funds and crafting feats available. I was half expecting to feel really underpowered as a result.
Don't forget to check for other benefits. A +1 holy weapon is equivalent to a +3. Sometimes the benefits outweigh the +2 to hit.
The Dragon |
So going through the sheets to give me ideas on how I should spend my gold (I rarely make high level characters) I've noticed a lot of people are really underspending their gold.
Like their are a lot of +1 weapons and Armor around a good 7 levels after you should be seeing at least +2 on these sheets.
I know some of you intentionally left gold unspent until a later date but some are just confusing.
I was honestly expecting mad shenanigans with the funds and crafting feats available. I was half expecting to feel really underpowered as a result.
Well, for one thing, weapons in particular are really expensive. You and me both have bought +4 weapons, but we're martial initiators, so we rely on those a lot. Baldek and Tania aren't done spending money, and I really understand why Nebten are going for swords of sublety - he's effectively getting two +5 weapons for 45000gp. Which is good, dual-wielding is usually overpriced. It seems to me like +3 weapons is the ballpark people are going for here.
As for the armor, personally I tried to spread it out across as many low-cost items as possible. +4 armor, +3 ring, +3 amulet is almost half cost of a suit of +10 armor. I imagine other people might be doing the same thing.
In a broader sense, I think people have stayed clear of magic item creation in general due to the variant rules - I know I avoided it because they're a little fiddly, and creating high-level characters is already a complicated prospect.
Anyway, it's not a bad thing, because as you say, it'd create some wierd imbalance if the wizards(as an example) showed up with 400000gp in wondrous items.
The Dragon |
Btw, I've been reading on reach clerics, and have seen TarkXT's take on them, so I'm keen on modifying Tania to that purpose. It won't change her story, but it will change her feats and stat distribution.
For weapons and armor, Tania will make use of Greater Magic Weapon and Magic Vestment :)
Yeah. Those are fun :)
I'm getting my cohort to GMW my weapon as well.
Huh. Thinking that over, leadership is a ridiculously good feat. It might actually be better than Craft Wondrous Items.
Philo Pharynx |
There's a reason why leadership is often on the list that campaigns ban. I usually run it that you can get a cohort, but you have to buy their equipment out of your money. That's a good balance move. After all, druid need to equip their animal companions out of their money, as do summoners, etc. It still gives you action advantage.
rorek55 |
There's a reason why leadership is often on the list that campaigns ban. I usually run it that you can get a cohort, but you have to buy their equipment out of your money. That's a good balance move. After all, druid need to equip their animal companions out of their money, as do summoners, etc. It still gives you action advantage.
But I believe by the feat, they come with NPC gear for their level, heroic, I believe.
After that of course, you can force the player to equip them, or dole out suddenly there gold as it does with experience.
The biggest issue for the leadership feat is people making characters purely to craft their stuff, free buffs etc. GM has a final say in the cohort build, so its easy to say no.
Lucendar |
Here is my brawler build, working on the story. When is the deadline?
Anton "Wolf" Steele
Male human brawler (mutagenic mauler, shield champion) 15
NG Medium humanoid (human)
Init +4; Senses tremorsense 20 ft.; Perception +26
—————
Defense
—————
AC 32, touch 14, flat-footed 28 (+9 armor, +4 Dex, +9 shield)
hp 199 (15d10+105)
Fort +19, Ref +17, Will +14
Defensive Abilities evasion, fortification 25%
—————
Offense
—————
Speed 30 ft.
Melee +5 called ghost touch impervious heavy shield bash +28/+23/+18 (3d8+18) or
+5 called ghost touch impervious heavy shield bash flurry of blows +26/+26/+21/+21/+16/+16 (3d8+15) or
unarmed strike +21/+16/+11 (2d6+6) or
unarmed strike flurry of blows +19/+19/+14/+14/+9/+9 (2d6+6)
Ranged shield: +22/+17/+12
Flurry: +20/+20/+15/+15/+10/+10
Damage: 3d8+10
Range: 10'
Special Attacks brawler's flurry, close weapon mastery, knockout 2/day (DC 23)
—————
Statistics
—————
Str 22, Dex 19, Con 22, Int 10, Wis 16, Cha 8
Base Atk +15; CMB +21; CMD 35
Feats Greater Shield Focus, Greater Weapon Focus (shield, heavy), Greater Weapon Specialization(shield, heavy), Improved Shield Bash, Improved Unarmed Strike, Improved Vital Strike, Iron Will, Missile Shield, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-weapon Fighting, Vital Strike, Weapon Focus (shield, heavy), Weapon Specialization (shield, heavy)
Traits unstable mutagen, Shield-trained
Skills Acrobatics +20, Climb +15, Intimidate +10, Knowledge (local) +4, Perception +26, Sense Motive +21
Languages Common
SQ brawler's cunning, champion's defense, martial training, mutagen (+6/+4/-2, +4 natural armor, 150 minutes), mutagen damage bonus, mutagen discoveries (greater mutagen, preserve organs), returning
shield, throw shield
Combat Gear mutagen (greater) , wand of enlarge person , acid (3); Other Gear +5 mithral chain shirt , +5 bashing adamantine heavy steel shield , belt of physical perfection +4 , cloak of resistance +4 , eyes of the eagle, golembane scarab , headband of inspired wisdom +4 , ring of evasion , ring of freedom of movement, tremor boots, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, grappling hook, ink, black, inkpen, mess kit, pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 1047 gp.
—————
Special Abilities
—————
Brawler's Flurry +13/+13/+8/+8/+3/+3 (Ex) Can make full attack & gain two-weapon fighting, but only with unarmed strike, close, or monk weapons.
Champion's Defense (1/day) (Ex) When reduced to 0 hp by weapon attack, attempt Fort save to absorb half damage with shield.
Close Weapon Mastery (Ex) Weapons of the close group deal damage as unarmed strike at -4 levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fortification 25% You have a chance to negate critical hits on attacks.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty to two attributes.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Vital Strike - Three times weapon damage.
Knockout (2/day, DC 23) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 150 minutes.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is normal.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
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.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.
Tremorsense (20 feet) Sense things and creatures without seeing them.
Unstable Mutagen (1/day) You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability.
Vital Strike Standard action: x2 weapon damage dice.
TarkXT |
Finally got crunch done.
I think this was one of the hardest characters for me to make in a while. Harbingers have a lot of moving parts.
It didn't help that the Ravenlord kept calling me from its corner whispering how ridiculously overpowered it was.
Have a good idea on the fluff for this guy too. Supernatural powers and all the dark themes make me want to explore the psychopomp lore a bit.
Arkon, Fist of Ending |
So, he was sent to die fighting against a raiding band of warrior coming from the neighboring nation of Lastwall to make war on his people.
They were slaughtered to a man.
Laying there bleeding in that field Kazrekh saw the futility of his life. The worthlessness of it all. What did he accomplish? What, in fact, was the point of it all?
As he pondered these questions bleeding the last of his life on the ground Kazrekh could only register one real emotion.
Rage.
Hate.
When he spotted the black winged figure hovering over him trying to coax his soul from his body and usher him to the Boneyard he lashed out with his fist and nailed it right in the face.
Taken aback with surprise more than pain the psychopomp addressed the flailing half orc.
"You cannot fight death forever. Even in your heart I can hear the voice of futility. Why not leave this life behind?"
Coughing the blood from his throat Kazrekh responded. "I have done nothing. Accomplished nothing. Become nothing. I refuse. I refuse this meaningless life, this pointless death. I reject it."
Intrigued the creature struck a deal. "I will bring you back from the brink. I can allow your fate to be stretched further, at least for a time. But in return you must go and use your sword in the service of the Lady of Graves. Do this, seek out this fate that you desire and I will grant you this second chance."
Kazrekh agreed.
Kazrekh emerged form the battlefield and became a new man. Visited in his dreams by ancient dead warriors and servants of death and fate Kazrekh learned supernatural arts and techniques long since forgotten.
In time his power and his skill grew. As did his anger towards those who wasted their own lives.
As a servant of Pharasma's church Kazrekh struck down its enemies without pity or remorse being a sharp scalpel capable of cutting out the filth that plagued the living and hounded the dead with terrible efficiency.
His efficiency and otherworldly prowess earned him the moniker "the Predator" among undead hunters and assassins alike. Relentless, ruthless and deadly the name was well earned and few could believe that the half orc himself was not a supernatural creature.
Yet, lately Kazrekh has begun to doubt whether or not he is having a meaningful life. To him it does not seem as if he is accomplishing very much. The dead still rise frequently. Astradaemons, devils, and their ilk continued to plague souls. He had earned no kingdom, no real title of his own.
Thus, Kazrekh has begun looking for ways to use his skill and his power to have a lasting impact in this life. Something that will be remembered eternally.
To this end he has been adventuring lately in between missions for the church.
Kazrekh has few relationships that he can call friendly. He has wondered if something about his abilities and his return from the jaws of death have not somehow effected him in some deep emotional manner as he does not seek love, and though there are those who have been attracted to him, he has not felt any in return.
rorek55 |
I believe I will swap characters, my alchemist, although much stronger, is just too much for me to keep track of in my opinion ha-ha.
Dwarf fighter (two handed fighter) alternate racial: craftsman
Traits- Glory of Old, seeker
Ability scores
Str: 22 (26)
Dex: 14 (18)
Con: 16 (20)
Int: 10 (14)
Wis: 16 (20)
Cha: 06
Vitals:
HP: 190
AC: 28 T: 14 FF: 24 (10+14 armor,+ 4 dex,)
Saves:
Fort: +20 (9base+ 5con+ 6resistance+ 5trait) (+25 vs spells, spell like effects or abilities and posion/toxins)
Ref: +15 (+20 vs spells and spell like abilities/effects)
Will: +18 (5 base +5 will +5 trait + 6 resistance +2 feat) (+23 vs all spells, spell like abilities or effects)
BaB: 15/10/5
CMB: + 23 (+28 on bullrush/trip)
CMD: 40 (44 vs trip/bullrush when on ground)
Offense: move 30ft
Mountain Breaker of Moradin: +35/30/25/(+33/28/22) (15 base + 8 strength + 5 magic + 5 weapon training ± 2 weapon focus)
Damage: 2d8+30/46 (16 strength + 5 magic, +5 weapon training +4 weapon specialization)
Feats:
1- weapon focus, Steel soul
2- power attack
3- Iron will
4- weapon specialization
5- Master craftsman
6- Breadth of experience
7- Cleave
8- greater weapon focus
9- Craft magical Arms and Armor
10- Forge rings
11- Blind fight
12- greater weapon specialization
13- Improved Iron will
14- Penetrating strikes
15- leadership
Magical Arms and Armor:
Mountain Breaker of Moradin (+5 adamatium, mighty cleaving, impact Earthbreaker): 65000g
Armor of defience (+5 determined, deathless mithril full plate): 33000g
Magical Gear:
Belt of physical Perfection +4 32000g
Headband of mental superiority +4 Wis/Int 20000g
Cloak of resistance 25k
Gloves of dueling 15000g
Boots of striding and springing- 5000g
Ring of regeneration 45000g
Ring of Freedom of movement 20000g
Permanacy spells: 7500g
See Invisibility
Resistance
230k spent. 10k spent on cohort
Skills: 2+Int (5/level
Perception: 10
Craft arms and armor: 15
Forge Ring: 15
Climb: 5
Swim: 5
Sense motive: 5
Survival: 3
Know. Dungeoneering: 5
Know. History: 5
Diplomacy: 2
Acrobatics: 2
Linguistics: 2
Know. Engineering: 2
Sleight of hand: 1
rorek55 |
Doh, that's a typo. Just made him up today when an idea for a dwarf came to me. Thanks for the catch. Ive never used master craftsman, but it fit the character that made his own armor, also had the idea for the rough, tough, boisterous warrior to have a softer side in his ring forging, I'll probably keep the skill though. I'll have to drop some stuff and shimmy gold around then. Okay, so his stat buy before modifiers is-
17
12
14
12
14
08
After levels and belts, it should be this-
(Made some changes, as I had mis added by 1 point)
24
16
20
16
20
06