I think my DM is out to get me....

Bryon_Soulweaver

First Post
This is just a rough draft, but I'd like to get everyones opinion. Total level of the group is 17, except one dude with a level 19 character (he's the only character to live through the entire campaign, the bastard), but I'll be starting with an ELC of 16.

[sblock]Pyrrha
Female Nymph

Size/Type: Medium Fey
Hit Dice: 6d6+18 (fae) plus 1d4+3 (wiz) plus 1d6+3 (spellthief) (51 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 22 (+4 Dex, +8 deflection), touch 22, flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Dagger +6 melee (1d4/19-20)
Full Attack: Dagger +6 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, sneak attack +1d6, spells, spell-like abilities, steal spell 0-1st, stunning glance
Special Qualities: Damage reduction 10/cold iron, low-light vision, trapfinding, unearthly grace, wild empathy
Saves: Fort +12, Ref +16, Will +21
Abilities: Str 13, Dex 18, Con 16, Int 17, Wis 21, Cha 26
Skills: Concentration +15, Diplomacy +9, Escape Artist +14, Handle Animal +16, Heal +14, Hide +14, Knowlegde (arcane) +4, Knowlegde (nature) +4, Knowlegde (history) +4, Listen +15, Move Silently +14, Ride +7, Sense Motive +15, Spellcraft +4, Spot +15, Swim +10, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Dodge, Weapon Finesse
Alignment: Neutral Evil



Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.

The save DC is Charisma-based.
Spell-Like Abilities

1/day—dimension door. Caster level 7th.
Spells

A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 17 + spell level)
0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animals, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp.

Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills

A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. [/sblock]
I plan on advancing in wizard to fourth level, then take a sorcerer level at 12 and take the Master Spellthief feat at the same time. At level 13, I plan on advancing in Ultimate Magus.

Any suggestions?
 

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You're thinking of playing a LA +7 race? You simply won't survive. You also need one more class level. Your colleagues are throwing around Wishes and Miracles and the like and you're using only 4th level spells? And only 51 HP?
 

Quartz said:
You're thinking of playing a LA +7 race? You simply won't survive. You also need one more class level. Your colleagues are throwing around Wishes and Miracles and the like and you're using only 4th level spells? And only 51 HP?

Well, the only person capable of throwing around Wish is the 19th level guy. As for Miracle, no-one is capable of that. Raise Dead, yes, but not Miracle. For some odd reason, we like to multi-class a lot. And yes, there is a possibility that I won't survive. But I might survive, too, because a ring of regeneration will keep me stable if I go below 0 HP (if I don't die) and a cloak of charisma would boost my saving throws and armor.

And I'm not using just using 4th-level Druid spells, but 1st-level Wizard spells, too.

What would you suggest as the third class? Another level in spellthief or wizard? Or another class altogether? And I was thinking about picking the Craft Wondrous Item feat for the 9th level, but I could have some advice on such matters.
 

If the DM is out to get you, play a 17th level Human Cleric or 17th level Human Druid.

A Dwarf is fine, too.

Power + survivability + awesome.

Cheers, -- N
 

Nifft said:
If the DM is out to get you, play a 17th level Human Cleric or 17th level Human Druid.

A Dwarf is fine, too.

Power + survivability + awesome.

Cheers, -- N
The DM isn't really out to get me. I was making a joke about it. But he does like to kill off the characters that kill the most monsters that he throws as us, cause, you know, famous monster slayers make a lot of enemies that are monsters. And the last person that played a dwarf sank to the bottom of the ocean, so no thank you.

But thanks; I'll make the third class cleric so I can have my new character control and make undead. :)

PS: The world is five-sevenths ocean with thousands of small isles and three manor islands.

[sblock]Pyrrha
Female Nymph

Size/Type: Medium Fey
Hit Dice: 6d6+18 (fae) plus 1d4+3 (wiz) plus 1d6+3 (spellthief) plus 1d8+3 (clr) (57 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 22 (+4 Dex, +8 deflection), touch 22, flat-footed 18
Base Attack/Grapple: +4/+4
Attack: Dagger +6 melee (1d4/19-20)
Full Attack: Dagger +6 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, rebuke/command undead, sneak attack +1d6, spells, spell-like abilities, steal spell 0-1st, stunning glance
Special Qualities: Damage reduction 10/cold iron, low-light vision, trapfinding, unearthly grace, wild empathy
Saves: Fort +14, Ref +16, Will +23
Abilities: Str 13, Dex 18, Con 16, Int 17, Wis 21, Cha 26
Skills: Concentration +15, Diplomacy +11, Escape Artist +14, Handle Animal +17, Heal +15, Hide +14, Knowlegde (arcane) +5, Knowlegde (history) +5, Knowlegde (nature) +4, Knowledge (religion) +4, Knowledge (the planes) +4, Listen +15, Move Silently +14, Ride +7, Sense Motive +15, Spellcraft +5, Spot +15, Swim +10, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Dodge, Rapid Swimming, Scribe Scroll, Weapon Finesse
Alignment: Neutral Evil



Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.

The save DC is Charisma-based.
Spell-Like Abilities

1/day—dimension door. Caster level 7th.
Spells

Pyrrha casts divine spells as a 1st-level cleric.
Typical Cleric Spells Prepared (3/3+1, save DC 15 + spell level)
0—create water, cure minor wounds, inflict minor wounds; 1st—bane, cause fear*, curse water, protection from good.
Domains: Death & Plant.

Pyrrha casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/6/4/3/2, save DC 15 + spell level)
0—detect magic, detect poison, know direction, mending, read magic, resistance; 1st—calm animals, charm animals, detect animals or plants, faerie fire, obscuring mist, speak with animals; 2nd—animal trance, flaming sphere, gust of wind, resist energy; 3rd—call lightning, dominate animal, water breathing; 4th—cure serious wounds, rusting grasp.

Pyrrha casts divine spells as a 1st-level wizard.
Typical Wizard Spells Prepared (3/2, save DC 13 + spell level)
0—daze, ray of frost, touch of fatigue; 1st—burning hands, shield.

Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills

A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. [/sblock]

How does she look now?
 
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Bryon_Soulweaver said:
How does she look now?
Like a soft target who will die quickly.

If you're committed to Nymph, why are you failing to improve their one good racial feature -- Druidic spellcasting?

-- N
 

Nifft said:
.....why are you failing to improve their one good racial feature -- Druidic spellcasting?

-- N
I don't know. I've never been fond of druids. Sure they got lots of nifty abilities, but I like being able to have my characters do magical experiments on their bodies to make them stronger and faster and smarter.

Plus druids are annoying, turning into animals.
 

What if I take another approach?


[sblock]Size/Type: Medium Magical Beast (Shapechanger)
Hit Dice: 3d10+9 (magical beast) plus 4d6+12 (rog) plus 5d4+15 (sor) (74 hp)
Initiative: +10
Speed: 50 ft. (10 squares), climb 25 ft.
Armor Class: 17 (+6 Dex, +1 natural), touch 16, flat-footed 17
Base Attack/Grapple: +3/+3
Attack: Bite +12 melee (1d6 plus poison) or web +16 ranged
Full Attack: Bite +12/+7 melee (1d6+2 plus poison) or web +16 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +2d6, spells, web.
Special Qualities: Change shape, evasion, darkvision 60 ft., low-light vision, trapfinding, trap sense +1, uncanny dodge.
Saves: Fort +8, Ref +14, Will +10
Abilities: Str 14, Dex 22, Con 16, Int 20, Wis 14, Cha 20
Skills: Appraise +6, Balance +10, Bluff +10, Climb +20, Concentration +14, Craft (alchemy) +10, Craft (poisonmaking) +14, Craft (weaving) +10, Diplomacy +9, Disable Device +9, Escape Artist +12, Gather Information +7, Jump +18, Knowledge (arcane) +10, Knowledge (local) +9, Listen +13, Move Silently +8, Open Lock +8, Search +7, Sense Motive +3, Spellcraft +13, Spot +11, Use Magic Device +9, Use Rope +7.
3Feats: Brew Potion, Energy Supstitution: Cold, Improved Initiative, Iron Will*B, Silent Spell, Weapon Finesse
Alignment: Chaotic Evil

Languages: Abyssal, Common, Dragonic, Infernal, Sylvan.
Possession: [work in progress?]




An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Spells: An aranea casts spells as a 8rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Typical Sorcerer Spells Known (6/8/7/6/4; save DC 15 + spell level)
0—daze, detect magic, ghost sound, light, mage hand, prestidigitation, read magic, resistance; 1st—charm person, mage armor, silent image, sleep, shocking grasp; 2nd—mirror image, resist energy, touch of idiocy; 3rd—lightning bolt, stinking cloud; 4th—animate dead.


Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 14 Escape Artist check or burst the web with a DC 18 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.


Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.


Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
[/sblock] I know that giving it all sorcerer levels would be better for the magic department, but then this spider-thing would burn almost instantly. Any thoughts?
 

Bugs get squished.

None of the character you've presented have any sort of staying power. Given that you want a spellcaster, how about a human Wiz 3 / Cleric 3 / Mystic Theurge 10? Or a plain human Bard 16?
 

Quartz said:
Bugs get squished.

None of the character you've presented have any sort of staying power. Given that you want a spellcaster, how about a human Wizard 3 / Druid 3 / Mystic Theurge 10? Or a plain human Bard 16?
Err, this looks better.

But why a human?
 

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