PlotWelcome to The Rock! Here you will be pitted against your former comrades as well as unspeakably awful horrors for the benefit of Pay Per View. The first person to claw his way to ECL 20 shall be named the victor.
Competition is mandatory. Have a nice day!
IntroQuestionable spots are in maroon.I'm in a PvEvP tournament against my former allies. Each person makes 3 ECL5 characters. I must outlast, outwit, and outplay my 3 to 5 tablemates using nearly every legality in the books.
Oh yeah. No (nearly) infinite loops. That just looks bad.
Source Material and House Rules-
Pathfinder SRD (d20PFSRD.com)-
Pathfinder 25 Point Buy. It's closer to 4E's than 3.5.
-Pathfinder rules take precedence. No 3.5
Dungeon Master's Guide,
Player's Handbook, or
Player's Handbook II material. Other 3.5 sources are A-OK.
-Expect conservative rulings on open options.
Shadow conjuration and the like still require material components.
-Metamagic feats get 1 free daily use and these freebies don't increase cast time. A Wizard1 with the proper feats could Persist
shield, for example.
-Straight damage bouses (STR, Weapon Specialization...) and damage dice bonuses (Sneak Attack, Shocking Weapons...) aren't multiplied on a crit. Weapon damage dice are.
-Normally, each day has only 1 scheduled fight.
-Starting with the second round it's in effect,
haste grants 1 extra standard action per turn to its targets.
-The only thing I know about the arena's physical dimensions: They're largely made of stone. The vaccuum of space is on the other side.
-We may fight underwater some time. Yeah.
-Unless I get a
true resurrection or
revivify, death costs a level. Sucks, I know.
-We start with nonmagical gear only. Price is of little concern. We can deck ourselves out with often-neglected items like a Gloryborn Mithril Dastana.
-No blatant modern or futuristic 'nonmagical' items. My power suit will just have to wait.
-Magic item creation feats probably won't be usable.
-No wondrous locations.
-Each victory yields the victor arena points. A typical win nets 100 arena points * the victor's ECL. Each arena point is worth 1 gold.
-Magic items are bought with arena points. Only Pathfinder Core items are available, plus items the DM likes and includes.
-The DM often plays loose with the rules, especially for expediency's sake. There's no guarantee something clearly stated by the rules will work.
-Each player controls 1 of his characters at a time.
Leadership is an exception, allowing a secondary character as a cohort 2 levels lower. We can chain cohorts, allowing my primary to Leadership my secondary to Leadership my tertiary.
-All characters have an AC cap of their ECL * 4. (The cap is always at least 20 AC.) Misc. bonuses like luck bonuses and fully nonmagical bonuses such as from races, classes, maneuvers, or feats breach the cap.
-Each character may have 4 flaws. Limit 1 flaw of each name per character.
-We don't use alignments. Too many arguments.
-We use partial BAB.
-Pathfinder skills have a max rank of your hit dice. Class skills get a one-time +3 bonus if I'm trained. For compatibility purposes, my DM ruled most skill rank requirements are 3 less. Skill tricks cost 1 point but require the same # of ranks.
-Pathfinder feats come at every odd level, not L1 and every third.
-Pathfinder has no Concentration skill. My DM ruled Concentration checks are d20 + my HD + my primary casting modifier. I still may be able to get items to boost my Concentration.
-In Pathfinder, Wizards can prepare from opposed schools but doing so requires 2 spell slots. Spontaneous casters laugh at this restriction as they enter Incantatrix.
-Favored Class in Pathfinder means 1 extra HP or skill point every level. I chose the extra HP.
House Ruled Feats[spoiler]-
Augment Mending [Healing] When you successfully use the Heal skill on someone or you restore hit points to a creature or an object, you heal an extra 4 HP. If you restore HP via a spell, power, or similar effect, you instead restore 5 extra HP per spell level of the effect. Level 0 spells and effects restore an extra 4 HP. Living constructs and targets that normally get healed less or more from healing instead get exactly this amount of HP granted by this feat.
Items you use don't benefit from this feat.
For example, if you successfully use the Heal skill to stabilize a dying creature, that creature is stabilized and gains 4 HP. If you use
cure minor wounds on a typical human or
inflict minor wounds on a typical undead, that creature is healed 5 HP instead of 1. If you use
repair light damage at caster level 1 on a construct, that construct is healed d8+5 HP instead of d8+1. If instead you used a wand of
cure light wounds at caster level 1 against a typical human, you'd heal d8+1 instead of d8+5.
Even Martial Adepts can benefit from this feat. With Augment Mending, if you used Strike of Righteous Vitality (Devoted Spirit9) in Martial Spirit stance (Devoted Spirit1), you would heal the target 186 HP from the level 9 strike and 6 HP from the level 1 stance, even though Strike of Righteous Vitality mimics a
heal, which is normally not a level 9 spell. Anyone who was healed by Aura of Triumph (Devoted Spirit6) would heal 28 HP instead of 4 each time an you or ally in range hit a foe.
If you use an ability that heals HP over time, the extra HP granted by this feat are healed immediately but healing over time is done as normal. If you cast
mass lesser vigor, each target is healed 13 HP the first round and 1 HP each round thereafter.
This feat replaces the granted power of the Healing Domain.
-
Especially Swift [Fighter] Each round, you may take 1 additional swift or immediate action. You may take 1 more swift or immediate action per round for every 8 HD you have.
-
Improved Practiced Spellcaster Requires: Practiced Spellcaster
Each time you take this feat, pick a class for which you have taken the Practiced Spellcaster feat. You need not have taken this class, but you'll only benefit after you've taken this class. Your caster level in this class increases by 4, not to exceed your HD. This caster level bonus only applies to caster level dependent effects, such as spell duration.
You get +1 more to your caster level in your chosen class, not to exceed your HD. This caster level bonus also applies to spells known and spells per day.
For example, a Crusader4/Cleric1/Ruby Knight Vindicator1 with this feat has a Cleric caster level of 7 (1 Cleric + 6 feats) and is able to cast spells as a Cleric2 (Cleric1 + this feat).
For example, a Wizard5 wouldn't immediately benefit from this feat since his Wizard caster level equals his hit dice. If he went Wizard5/Warblade1, he would have a caster level of 6 (5 Cleric + 1 feat) and would have spells known and per day as a Wizard6 (Wizard5 + this feat).
-
Martial Stance [Fighter] You gain 1 stance for which you meet all prerequisites, including initiator level.
When you take this feat, you may also swap one stance you know for another. You must meet all prerequisites of the new stance.
-
Melee Training [Fighter] Pick an ability score (STR, DEX, CON, INT, WIS, or CHA). For the purpose of determining melee accuracy, you may use this ability score instead of your normal ability, usually STR.
You may take this feat more than once. If you do so, pick an additional ability score for each category. You may use any of these scores to determine your melee accuracy, melee damage, and melee touch accuracy.
Melee Training counts as Weapon Finesse for the purpose of meeting prerequisites, regardless of the ability scores used.
-
Mobility [Fighter]Requires: Dodge, 13 DEX
If unarmored, you gain a Dodge bonus to AC equal to your HD. If armored, this bonus is instead 1 AC per 3 HD you possess.[/spoiler]
Contestant #1
Kelz the Dragonwrought Sorcerer
[spoiler]
GoalOne-shot everything. Death from HP damage is viable if blasts are lethal.
Enervation or stacking ability damage are spiffy.
Magic-Blooded Venerable Dragonwrought Loredrake Slight Build White Dragonspawn White Air Kobold Arcane Bloodline Sorcerer4/Mindbender1/Incantatrix10/Taking Suggestions5Build NotesSome would call me a cheesewrought kobold. Being 2 Sorcerer levels ahead of my ECL is handy, but it's hardly earth-shattering. Sorcerers get a puny number of spells known, and their spells per day are on par with a specialist Wizard; y'know, the typical optimal Wizard.
I wasn't sure if I got the extra HP, skills, and saves from being ahead of the curve. I went conservatively and assumed not.
Class-wise, I'm considering Witch Hunter1 or 2
Oriental Adventures 54. Level 1 doesn't progress casting but gives CHA to all saves. Level 2 progresses casting.
Archmage is a possibility, but it requires 3 meh feats and specifically arranging my spell selection.
No metamagic specialist ACF. It's
Player's Handbook II material.
Stats
07 STR (13 base - 6 race) [3 points]
14 DEX (8 base + 6 race) [-2 POINTS!]
14 CON (14 base - 2 race + 2 template) [5 points]
14 INT (11 base + 3 age) [1 point]
12 WIS (11 base - 2 race + 3 age) [1 point]
25 CHA (18 base + 1 levels + 3 race + 3 age) [17 points]
Base HP
19 + 4x CON (Modest level 4 interpretation)
28 + 7x CON (Potent level 7 interpretation)
Favored Class
Sorcerer
Feats, Class Features, Flaws, and Traits (*Bloodline Bonus)
Race: 60' Darkvision, 30' walk, 60' fly (average), immune to paralysis and magic sleep
1: {Aggressive}, {Murky-Eyed], {Noncombatant}, {Vulnerable}, {Weak Will}
1: Arcane Mastery, [Bloodline: Arcane], Dragonwrought, Improved Initiative, [Familiar: Hummingbird], Maximize Spell, Twin Spell
3: Draconic Resevoir, [Searching for the Dragon: get charm person as SLA]
4: [*Iron Will]
5: [Telepathy: 100'], Iron Will OR #FEAT#
6: [Opposed School: Enchantment], @METAMAGIC FEAT@
7: [Cooperative Metamagic], LEADERSHIP!
8: [METAMAGIC EFFECT!]
9: @METAMAGIC FEAT@, #FEAT#
10: [Metamagic Spell Trigger]
11: [Seize Concentration], #FEAT#
12: [Instant Metamagic 1/day], @METAGIC FEAT@
13: [Snatch Spell], #FEAT#
14: [Instant Metamagic 1/day]
15: @METAMAGIC FEAT@, #FEAT#
16:
17: #FEAT#
18:
19: #FEAT#
20:
#FEAT# Pool
-Arcane Mastery
-Especially Swift
-Heroic Surge
-Iron Will
-Spell Focus
-Travel Devotion
-Versatile Spellcaster (Races of the Dragon 101)
@METAMAGIC FEAT@ Pool
-Chain Spell
-Easy Metamagic
-Empower Spell
-Extend Spell
-Fell Drain
-Invisible Spell
-Ocular Spell
-Practical Metamagic
-Quicken Spell
-Sculpt Spell
Sorcerer Spells (*Bloodline Bonus)
Level 0: 7 Known
-Acid Splash
-Amanuensis (Spell Compendium 9)
-Caltrops (Spell Compendium 42)
-Detect Magic
-Ghost Sound
-No Light (Book of Vile Darkness 100)
-Resistance
Level 1: 5 Known
-Grease
*Identify
-Nerveskitter (Spell Compendium 146)
-Protection from Type (Protection from Evil for specified creature (sub)type)
-Shield
-Wall of Smoke (Spell Compendium 235)
-WISH LIST-
Lesser Shivering Touch (Frostburn 104)
Magic Missile
Summon Monster I
Level 2: 3 Known
*Invisibility
-Glitterdust
-Mirror Image
-Scorching Ray
-WISH LIST-
Alter Self
Heroics (Spell Compendium 113)
Ray of Stupidity (Spell Compendium 167)
Spectral Hand - For Shivering Touch
Wings of Cover (Races of the Dragon 119)
Level 3: 2 Known
*Dispel Magic
-Haste
-Scintillating Sphere AKA Shockball (Magic of Faerun 115)
-WISH LIST-
Heart of Water (Complete Mage 107)
Shivering Touch (Frostburn 104)
Slow
Stinking Cloud
Summon Monster III
Unluck (Spell Compendium 227)
Class Skills @ECL5 (^From Monstrous Humanoid Type, *From Dragon Type)
-Athletics*
-Appraise*
-Bluff
-Craft
-Diplomacy*
-Fly (+2 from Small size)
-Heal*
-Intimidate
-Knowledge: All*
-Knowlege: Arcana
-Knowledge: Nature
-Linguistics*
-Perception*
-Profession
-Ride^
-Sense Motive*
-Spellcraft
-Stealth*
-Survival*
-Use Magic Device
Skills to Max
-Acrobatics 1 (+3?)
-Knowlege: Arcana 4 (+3?)
-Perception 1 (+3?)
-Spellcraft 4 (+3?)
Secondary Skills
-Bluff 1
-Diplomacy 1
-Fly 1
-Intimidate 1
-Knowledge: Nature 1
-Sense Motive 1
Inconvenient Prerequisites
Mindbender
-Bluff1
-Diplomacy1
-Intimidate1
-Sense Motive1
Languages Known @5
Celestial
Common
DraconicGear from Ear to Ear
17.145/17.25LB (7 STR)
[-] Carved Into Palms (Spare Holy Symbols)
[-] Slung On Back (Feycraft Darkwood Light Crossbow, 10 Feycraft Darkwood Bolts Coated in Alchemist's Fire) 0.9+0.225lb
[-] Held in Left Hand (Feycraft Gloryborn MW Thinaun Dagger) 0.45lb
[-] Held in Right Hand (X)
[-] Worn over Left Hand (Mithril Stress Glove of Concentration) 0.5lb
[-] Worn over Right Hand (X)
[-] Head (X)
[-] Face (Mithril Scout's Lens) 1lb
[-] Armor (Feycraft Githcraft Mithril Chain Shirt) 5.62lb
[-] Worn under Armor (X)
[-] Worn over Armor (Feycraft Githcraft Mithril Chahar-aina) 2.25lb
[-] Worn over over Armor (Ninja Suit with Winged Collar) 2lb
[-] Ring (Feycraft Githcraft Mithril Band of Arcana) 0.9lb
[-] Ring (Feycraft Githcraft Mithril Nature's Loop) 0.9lb
[-] Neck (Masterwork Holy Symbol of +1 Transmutation/Luck Domain CL)
[-] Footgear (Darkwood Clogs of Acrobatics) 0.9lb
[-] Belt (X)
[-] Arms (Fireshaped Mithril Dastana) 1.25lb
[-] Over Arms (Fireshaped Feycraft Githcraft Tessen) 0.25lb
-Chalk Sack x20
-Flint & Steel
-9999999G worth of each precious material, including but not limited to gems, jewels, spices, perfumes, metals, stones, rocks, liquids, solids, gasses, plasmas, and spirits.[/spoiler]
Contestant #2
Telsarahd the Master of Shrouds
[spoiler]
GoalSummon incorporeal minions and harass the opposition into frustration. Outlast my opponents. Prevent the dead ones from reviving.
(How?)Necropolitan Raptoran Cloistered Cleric2/Arcane Unarmed Swordsage1/Master of Shrouds7/Contemplative1/Master of Shrouds+3/Contemplative+5/X1Build NotesMy backup-backup character, meant to be used as a cohort or last resort. She summons minions and buffs the party. She makes permanent pets of her vanquished via
desecrate and
animate dead.
As soon as she enters, she can summon 6(!) shadows per day. That'll kill most non-undead non-construct foes in two rounds from STR damage. Ghosts don't need to breathe in space.
Paired with Kelz, she can uberize his Spellcraft checks for Metamagic Effect via
guidance of the avatar and Shared
divine insight (
Spell Compendium 70).
If prudent, she'll use
greater stone shape (
Underdark 62) to open the walls and expose the vacuum outside.
Stats
08 STR (7 base) [-4 POINTS]
15 DEX (14 base) [7 points]
-- CON (7 base) [-4 POINTS!]
14 INT (14 base) [5 point]
19 WIS (16 base + 2 race + 1 levels) [10 points]
16 CHA (14 base) [10 points]
Base HP @5
22 + 5x CHA
Favored Class
Cloistered Cleric
Feats, Class Features, Flaws, and Traits (*Bloodline Bonus)
Race: 60' Darkvision, Low-Light Vision, 30' walk, 40' fly (average), can glide 20' forward for every 5' down, +2 Athletics/Perception, +10 Acrobatics
Immune to physical stat damage/drain, stunning, mind-affecting effects, most Fort saves, +2 channel resistance
1: {Aggressive}, {Murky-Eyed], {Shaky}, {Spellgifted: Conjuration}, {Vulnerable}, {Weak Will}
1: Augment Summoning, [Channel Negative Energy 3+CHA/day], Extend Spell, Improved Practiced Spellcaster, [Lore: "Bardic Knowledge", +1 all Knowledges, can use untrained], Practiced Spellcaster: Cleric, Spell Focus: Conjuration, [Time Domain: Improved Initiative], [Travel Devotion], [Travel Domain (Traded for Knowledge Domain)]
3: [+1 Initiative], [Improved Unarmed Strike], Persistent Spell, [Weapon Focus: Desert Wind (Spear)]
4: [Extra Rebuking: +4/day Channel Energy], [Rebuke Undead: Master of Shrouds levels stack with Cleric for Channel Energy]
5: [SUMMON SHADOW! 3+CHA/day], #FEAT#
6:
7: [Summon Wraith], Leadership OR #FEAT#
8: [Improved Summoning]
9: [Summon Spectre], #FEAT#
10:
11: [Divine Health: Disease Immunity], [Travel Domain], #FEAT#
12: [Summon Greater Shadow]
13: #FEAT#
14: [Summon Dread Wraith]
15: [Slippery Mind: Reroll failed Will saves 1 round later], #FEAT#
16: [Divine Wholeness: Heal 4x Contemplative level HP per day]
17: #FEAT#
18: [Divine Body: Poison immunity]
19: [%BONUS DOMAIN%], #FEAT#
20:
#FEAT# Pool
-Augment Mending
-http://www.wizards.com/default.asp?x=dnd/ex/20040911a&page=2]Beckon the Frozen
-Chain Spell
-Corpsecrafter
-Especially Swift
-Leadership
-Heroic Surge
-Melee Training
-Ocular Spell
-Quicken Spell
-Rashemi Elemental Summoning
-Share Personal Spell
-Summon Elemental
-Undead Leadership
%BONUS DOMAIN% Pool
-Deathbound
-Luck
-Magic
-Protection
-Spell
-Summoning
-Undeath
Typical Cleric Spell Preps (*Domain Spell)
Level 0 (4)
-Amanuensis (Spell Compendium 9)
-Create Water
-Resistance
-Stabilize
Level 1 (4+1)
-Bless 1
-Command 1
-Entropic Shield 1
-Ice Slick (Frostburn 100) 1
{Inflict Light Wounds}
-Protection from Type 1
*True Strike *
Level 2 (3+1)
*Gentle Repose *
{Inflict Moderate Wounds}
-Silence 1
-Spiritual Weapon 2
-Substitute Domain
-Summon Monster II
Arcane Swordsage Spells
Level 1
-Expeditious Retreat (+1 CL from holy symbol)
-Shield
Stances
S01/L02 Island of Blades (SH)
Maneuvers
S01/L02 Burning Blade (DW)
Distracting Ember (DW)
Moment of Perfect Mind (DM)
Shadow Blade Technique (SH)
Class Skills @ECL5 (~From Undead Type, !From Domain Substitution)
-Acrobatics
-Appraise
-Athletics
-Bluff!
-Craft
-Diplomacy
-Disguise!
-Fly
-Heal
-Intimidate
-Knowledge: All
-Linguistics
-Martial Lore
-Perception
-Profession
-Ride
-Sense Motive
-Spellcraft
-Stealth
Skills to Max
-Acrobatics 4
-Knowledge: Religion 5
-Perception 5
-Spellcraft 4
Secondary Skills
-Knowledge: Arcana 3
-Knowledge: Nature 3
-Knowledge: Planes 3
-Stealth 3
Collector of Stories 1
Swift Concentration 1
Languages Known @5
Auran
Common
Draconic
Raptoran
TerranGear from Ear to Ear
22.62/23LB (7 STR)
[-] Carved Into Palms (Spare Holy Symbols)
[-] Slung On Back (Darkwood Light Crossbow, 10 Darkwood Bolts Coated in Alchemist's Fire) 2+0.5lb
[-] Held in Left Hand (Gloryborn Darkwood Spear) 0.5lb
[-] Held in Right Hand (X)
[-] Worn over Left Hand (Stress Glove of Concentration) 1lb
[-] Worn over Right Hand (Gloryborn Mithril Spiked Gauntlet) 0.5lb
[-] Head (X)
[-] Face (Scout's Lens) 1lb
[-] Armor (Feycraft Githcraft Mithril Chain Shirt) 5.62lb
[-] Worn under Armor (Shirt of Sensing) 1lb
[-] Worn over Armor (Mithril Fireshaped Chahar-aina) 2.5lb
[-] Worn over over Armor (Ninja Suit with Winged Collar) 2lb
[-] Ring (Band of Arcana) 1lb
[-] Ring (Nature's Loop) 1lb
[-] Neck (Masterwork Holy Symbol of +1 Transmutation/Luck Domain CL)
[-] Footgear (Boots of Acrobatics) 1lb
[-] Belt (X)
[-] Arms (Fireshaped Mithril Dastana) 2.5lb
[-] Over Arms (Fireshaped Feycraft Githcraft Tessen) 0.5lb
9999 vials of unholy water[/spoiler]
[spoiler]
GoalOne-shot everything. Death from HP damage is viable if I inflict death from massive stabbage.
Dragonborn Water Nezumi (Orc Subtype) Warblade5/WhirlPounce Barbarian1/Cleric1/Conjurer1/Ruby Knight VindicatorX/ContemplativeX/Unarmed Arcane Swordsage1 or 2/Warblade+XBuild NotesThe build is uncertain because Orion has the most important aspects already. No need to waste 4 feats on some wacko PrC when he can do double or more damage with every hit, given proper positioning. If I kept my BAB, saves, and skills up I could take random classes and do mostly OK.
My goal is to deal damage. Lots and lots of damage. Mobility is prime.
Orion has undergone the Ritual of Assocation (
Savage Species 148) to gain the orc subtype to qualify him for Headlong Rush. Without 3.5's Power Attack, I need some way to boost his damage into the reliable one-shot range.
I lack an exact build because I have the basics. Leaping Dragon Stance. Combat Reflexes. Thicket of Blades. Battle Jump. Save swap maneuvers.
Leap of the Heavens is out because it's in banned material. Sigh.
Stats
15 STR (14 base + 1 levels) [5 points]
14 DEX (14 base + 2 race - 2 template) [5 points]
20 CON (14 base + 4 race + 2 template) [5 points]
14 INT (14 base) [5 points]
14 WIS (14 base) [5 points]
08 CHA (10 base - 2 race)
Base HP @5
41 + 5x (CON-1)
Favored Class
Fighter (Dragonborn) AND Warblade
Feats, Class Features, Flaws, and Traits
Race: Glide 20' laterally for every 5' descent, immune to dragons' frightful presence, 50' swim speed, can run/charge in water, +8 Athletics to move in water, can always take 10 to swim
1: {Aggressive: +2 Init/-1 AC}, {Meager Fortitude}, {Murky-Eyed}, {Quick: +10' land speed/-1 HP per level}, {Shaky}, {Vulnerable}
1: [Battle Clarity: INT bonus to Reflex saves], Battle Jump, Improved Initiative, Travel Devotion, Up the Walls, Wild Talent
2: [Uncanny Dodge]
3: [Battle Ardor: INT bonus to confirm crits], Martial Study: Crusader's Strike
4:
5: [Combat Reflexes], Martial Stance: Thicket of Blades
6: [Pounce], [Whirling Frenzy for 4 + CON mod rounds/day]
7: [Channel Positive Energy], Heroic Surge, [Time Domain: Improved Initiative], [Travel Domain]
8: [Abrupt Jaunt], [*FIGHTER FEAT*]
9: #FEAT#
10: [Divine Recovery: Refresh maneuver as swift action]
11: #FEAT#
12:
13: #FEAT#
14:
15: #FEAT#
16:
17: #FEAT#
18:
19: #FEAT#
20:
#FEAT# Pool
*Dodge*
-Especially Swift
*Headlong Rush*
*Martial Stance*
*Martial Study*
*Mobility*
-Quicken Spell
*Power Attack
*Power Lunge*
-Practiced Spellcaster
*Toughness*
*Fighter Bonus Feat*
Stances
W01/L01 Punishing Stance (IH)
W04/L04 Blood in the Water (TC)
W05/L05 Leaping Dragon Stance (TC88)
Thicket of Blades (DS) [Feat]
SWAP Blood in the Water for Martial Spirit (DS) [Feat]
Maneuvers
W01/L01 Moment of Perfect Mind (DM)
Steel Wind (IH)
Wolf Fang Strike (TC)
W02/L02 Sudden Leap (TC)
W03/L03 Crusader's Strike (DS) [Feat]
Wall of Blades (IH)
W04/L04 Emerald Razor (DM)
SWAP Wolf Fang Strike for Action Before Thought (DM)
W05/L05 Mind Over Body (DM)
Class Skills @ECL5
-Athletics
-Acrobatics
-Craft
-Diplomacy
-Intimidate
-Knowledge: History
-Knowlege: Local
-Martial Lore
Skills to Max
-Acrobatics 5
-Athletics 5
-Fly 5
-Knowledge: Religion 5
-Perception 5
Max as Convenient
-Knowledge: Arcana 1
(Other knowledges)
-Intimidate 1
-Sense Motive
-Spellcraft (if Wizard) 1
-Stealth 1
-Collector of Stories 1
Inconvenient Prerequisites
Contemplative
Knowledge: Religion5
Ruby Knight Vindicator
Intimidate1
Knowledge: Religion5
Stealth1
Languages Known @5
Auran
Common
Draconic
Nezumi
Rokugani Gear from Ear to Ear
57.35/66LB (15 STR)
[-] Held in Left Hand (Gloryborn Adamantine Halberd)
[-] Held in Right Hand (Gloryborn Mithril Spiked Gauntlet)
[-] Worn over Left Hand (Athlete's Glove)
[-] Worn over Right Hand (Gloryborn Mithril Spiked Gauntlet)
[-] Head (Miner's Helm)
[-] Face (Scout's Lens)
[-] Armor (Feycraft Githcraft Mithril Chain Shirt)
[-] Worn under Armor (Shirt of Sensing)
[-] Worn over Armor (Ninja Suit)
[-] Ring (Diplomat's Ring)
[-] Ring (Mood Ring)
[-] Neck (Sage's Necklace)
[-] Footgear (Boots of Acrobatics)
[-] Belt (X)
[-] Arms (Feycraft Githcraft Mithril Dastana)
Backpack 2lb
-Gloryborn Adamantine Morningstar 6lb
-Chalk Sack x20
-Torch x3 3lb
-Flint & Steel
Weapons & Armor
Gloryborn Darkwood Halberd 6 lb
-"Masterwork"
-+1 damage when charging (multiplied)
Gloryborn Mithril Spiked Gauntlet 0.5 lb
-"Masterwork"
-+1 damage when charging (multiplied)
This gauntlet also has a holy symbol
crafted into the palm's exterior.
He also has a holy symbol carved
into the flesh of each palm.
Darkwood Composite Longbow (14 STR) 1.5 lb
Darkwood Arrow x80 6 lb
Feycraft Githcraft Mithril Chain Shirt 11.25 lb
-"Masterwork"
-No arcane spell failure
-+1 Bluff when talking
Gloryborn Mithril Armor Spikes 5 lb
Attached to the chain shirt
-"Masterwork"
-+1 damage when charging (multiplied)
Gloryborn Mithril Dastana 2.5 lb
-"Masterwork"
-+1 AC when charging
Gloryborn Mithril Chahar-aina 5 lb
-"Masterwork"
-+1 AC when charging
Robes, Shirts, and Cloaks
Ninja Suit 1 lb
-MW Stealth
Shirt of Sensing 1 lb
-MW Sense Motive
Runic Cloak 1 lb
-MW Spellcraft
Rings
Diplomat's Ring 1 lb
-MW Diplomacy
Mood Ring 1 lb
-MW Concentration
Amulets, Neckalces, Brooches, and Charms
MW Holy Symbol
-+1 CL on Transmutation &
Luck Domain spells
Sage's Necklace 5 lb
-MW tool for all Knowledges
Belts, Boots, and Gloves
Boots of Acrobatics 1 lb
-MW Acrobatics
Athlete's Glove 1 lb
-MW Athletics
This gauntlet also has a holy symbol
crafted into the palm's exterior.
He also has a holy symbol carved
into the flesh of each palm.
Headgear & Facegear
Miner's Helm
-Has liquid sunlight placed at front
to "shed light as a torch" (20' bright,
40' dim).
Dark metal shutter to show/block light.
Squeeze palm to toggle shutter.
Scout's Lens 1 lb
-MW Perception[/spoiler]
Contestant #4
Kusara the Warforged Thrallherd
[spoiler]
Pathfinder Psionic RulesPrerelease Rules - We use these as the primary source.
GoalI am the leader. I lay down the smack with
energy missile and bring in my other party members via Thrallherd. When not blasting, I stay alive long enough to ensure my allies win.
Dragonborn Water Warforged Psion (Telepath)5/Thrallherd10/Mindbender1/Psion+4Build NotesGoing Thrallherd lets me have my second character out a level before other characters get Leadership. (Pathfinder requires L7 for Leadership but feats instead come every odd level.)
My first goal is to survive long enough to bring out my thrall. My second goal is to contribute to my team's longevity by buffing and supporting them.
I use Warforged adapted for Pathfinder: +2 CON, +2 INT, -2 CHA.
Stats (25 Point Buy)
07 STR (7 base) [-4 POINTS!]
12 DEX (14 base - 2 template) [5 points]
20 CON (14 base + 4 race + 2 template) [5 points]
20 INT (17 base + 1 levels + 2 race) [13 points]
14 WIS (14 base) [5 points]
11 CHA (13 base - 2 race) [2 points]
Base HP
23 + 5x CON (+ 25 vigor
Base PP
25 + 12 (INT)
Favored Class
Psion
Feats, Class Features, Flaws, and Traits (*[Psionic] Feat)
Race: 30' walk, glide 5' down for every 20' across, immunity to frightful presence of dragons, +10 Acrobatics
Immunity to sleep, paralysis, poison, disease, nausea, fatigue, exhaustion, sickened, and energy drain
1: {Aggressive}, {Murky-Eyed], {Noncombatant}, {Vulnerable}, {Weak Will}
1: Blooded, Heroic Surge: Extra Standard Action 1/day, Improved Initiative, [Overchannel*], Psionic Mastery* (should really be [Psionic]), Wonder Twin Power- (I mean Twin Power)
2: [Mental Intrusion: +1 DC to any Mind-Affecting Power while Focused]
3: Inquisitor*
5: [Expanded Knowledge: ENERGY MISSILE!*], Practiced Manifester (should really be [Psionic])
6: [THRALLHERD!]
7: [Alluring Voice: +2 on Bluff, Diplomacy, or Intimidate], Talented*
8: [Psionic Charm: Learn psionic charm and its cost is reduced by my Thrallherd level to a minimum of 1 PP]
9: [Alluring Voice: +2 on Bluff, Diplomacy, or Intimidate], #FEAT#
10: [Psionic Dominate: Learn psionic charm and its cost is reduced by my Thrallherd level to a minimum of 1 PP]
11: [Alluring Voice: +2 on Bluff, Diplomacy, or Intimidate], #FEAT#
12: [Greater Dominate: Ignore PP markup for animals, fey, giants, magical beasts, and monstrous humanoids]
13: [Alluring Voice: +2 on Bluff, Diplomacy, or Intimidate], #FEAT#
14: [Superior Dominate: Ignore PP markup for aberrations, dragons, elementals, and outsiders]
15: [TWOFOLD MASTER!], #FEAT#
16: [Telepathy: 100']
17: #FEAT#
18:
19: #FEAT#
20:
#FEAT# Pool (*[Psionic] Feat)
-Boost Construct
-Expanded Knowledge*: Astral Construct AND I'm taking suggestions!
-Martial Study: Especially save swaps
-Psionic Body*: 2 HP per [Psionic] feat
-Psionic Meditation*: Shoot off two metapsionic powers/round w/Quicken
-Talented*: Take no Overchannel damage from level 1-3 power
-Travel Devotion: I be nimble, I be swift!
Psion Powers (^Mind-Affecting, *Discipline Bonus: Free but not Augmentable)
Level 1: 5 Known
-Force Screen
-Grease, Psionic
*Mindlink AKA Mind Link
*Mind Thrust
^Psionic Charm
-Synchronicity [Complete Psionic 103]
-Vigor
Level 2: 4 Known
^Ego Whip
-Energy Missile (Expanded Knowledge)
-Levitate, Psionic
^Mental Disruption
-Resist Energy ("Energy Adapatation, Specified")
Level 3: 2 Known
-Mental Barrier
^Psionic Blast
Class Skills @ECL5
-Autohypnosis
-Bluff
-Craft
-Diplomacy
-Fly
-Knowledge: All
-Profession
-Sense Motive*
-Spellcraft
Skills to Max
-Acrobatics 5
-Knowledge: Psionics 5
-Perception 5
-Spellcraft 5
Secondary Skills
-Diplomacy 4
-Fly 2
-Knowledge: Arcana 1
-Knowledge: Dungeon 1
-Knowledge: Nature 1
-Knowledge: Planes 1
-Knowledge: Religion 1
-Collector of Stories 1
Inconvenient Prerequisites
Thrallherd
-Diplomacy4
Mindbender
-Bluff1
-Diplomacy1
-Intimidate1
-Sense Motive1
Languages Known @5
Celestial
Common
Draconic
Ignan
Terran
UndercommonGear from Ear to Ear
22.62/23LB (7 STR)
[-] Carved Into Palms (Spare Holy Symbols)
[-] Slung On Back (Darkwood Light Crossbow, 10 Darkwood Bolts Coated in Alchemist's Fire) 2+0.5lb
[-] Held in Left Hand (Gloryborn Darkwood Spear) 0.5lb
[-] Held in Right Hand (X)
[-] Worn over Left Hand (Stress Glove of Concentration) 1lb
[-] Worn over Right Hand (Gloryborn Mithril Spiked Gauntlet) 0.5lb
[-] Head (X)
[-] Face (Scout's Lens) 1lb
[-] Armor (Feycraft Githcraft Mithril Chain Shirt) 5.62lb
[-] Worn under Armor (Shirt of Sensing) 1lb
[-] Worn over Armor (Mithril Fireshaped Chahar-aina) 2.5lb
[-] Worn over over Armor (Ninja Suit with Winged Collar) 2lb
[-] Ring (Band of Arcana) 1lb
[-] Ring (Nature's Loop) 1lb
[-] Neck (Masterwork Holy Symbol of +1 Mind-Affecting ML)
[-] Footgear (Boots of Acrobatics) 1lb
[-] Belt (X)
[-] Arms (Fireshaped Mithril Dastana) 2.5lb
[-] Over Arms (Fireshaped Feycraft Githcraft Tessen) 0.5lb
-Chalk Sack x20
-Flint & Steel
-9999999G worth of each precious material, including but not limited to gems, jewels, spices, perfumes, metals, stones, rocks, liquids, solids, gasses, plasmas, and spirits.[/spoiler]
Questions
-What Sorcerer spells do you advise at this level?
-Where can I improve in general?
-Overall, what do you think?