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Interest in Red Hand of Doom (Recruiting)
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<blockquote data-quote="Walking Dad" data-source="post: 5343088" data-attributes="member: 59043"><p>Looks nice and balanced, but my summoner isn't really coming along <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p>I had in mind to summon evil outsiders to do evil work for the good cause and having the eidolon for backup... that isn't really possible with the rules how the eidolon and the summon monster ability interact...</p><p></p><p>But I got a great idea for a shady Chelaxian Conjurer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Solos, I'm not very keen to characters building items. In pathfinder it is only a way to save money <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />. Could I use the Pathfinder Society variant and get Spell Focus instead of Scribe scrolls?</p><p></p><p>Here is the crunch (not fully finished), fluff will coming shortly:</p><p></p><p></p><p>[sblock=stats]</p><p>Human (Chelaxian) Wizard (Conjurer/Teleportation) 5</p><p>Lawful Neutral</p><p>Diety: Asmodeus</p><p>Languages: Commen, draconic, infernal, abyssal, celestial</p><p></p><p>Str: 10 (0 Points)</p><p>Dex: 14 (5 points)</p><p>Con: 14 (5 points)</p><p>Int: 18 (10 points) (+2 racial)</p><p>Wis: 12 (2 points)</p><p>Cha: 13 (3 Points)</p><p>Points Spent: 25</p><p></p><p>Base Attack Bonus +2</p><p>Basic Melee Attack +2</p><p>Basic Ranged Attack +4</p><p> </p><p> HP: ? = [5d6 + 5xCON (10) + FC (5)] (Wizard)]</p><p> AC: ? = [10 + DEX (02) + Armor (00) + Shield (00) + Natural (00) + Size (00) + Misc (0)]</p><p> AC Touch: ? = [10 + DEX (02) + Size (00) + Misc (00)]</p><p> AC Flatfooted: ? = [10 + Armor (00) + Shield (02) + Natural (05) + Size (00) + Misc (02)]</p><p> INIT: +8 = [DEX (02) + Familiar (2) + Feat (4)]</p><p> </p><p> Fortitude Save +4 = 1 [base] +2 [Con] +1 [Cloak]</p><p>Reflex Save +4 = 1 [base] +2 [Dex] +1 [Cloak] </p><p>Will Save +6 = 4 [base] +1 [Wis] +1 [Cloak] </p><p>CMB +2 = 2 [BAB] +0 [Str] +0 [size] </p><p>CMD +15 = 2 [BaB] +0 [Str] +2 [Dex] +0 [size] + 1 [Deflection] + 10</p><p>Concentartion +6 = 4 [Int] + 2 [Trait]</p><p></p><p></p><p>Racial Traits:</p><p>+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p> Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.</p><p>Normal Speed: Humans have a base speed of 30 feet.</p><p>Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 bonus on Sense Motive checks.</p><p>In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice.</p><p>Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.</p><p>Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).</p><p></p><p></p><p>Class features:</p><p>Arcane bond (Familiar = Scorpion)</p><p>arcane school (Conjuration/Teleportation)</p><p>cantrips</p><p>bonus feat</p><p></p><p></p><p>Feats:</p><p>W1) Spell Focus (Conjuration)</p><p>2) Acadamae Graduate</p><p>3) Augmented Summoning</p><p>5) Improved Initiative</p><p></p><p></p><p>Traits:</p><p>Duabolical Dabbler (Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.)</p><p>Desperate Focus (+2 bonus to concentration)</p><p></p><p>Skills: </p><p></p><p>Spells in spellbook:</p><p>0 (-) - all, but read magic & Enchantment and Necromancy spells</p><p>1 (9) - magic missile, mage armor, mount, color spray, shield, summon monster 1, stumble gap, alarm, protection from evil</p><p>2 (4) - resist energy, glitterdust, flaming sphere, stone call</p><p>3 (2) - summon monster 3, stinking cloud</p><p></p><p></p><p>Equipment: 10,500 gold</p><p></p><p>Level 1 spell cost = 15</p><p>Level 1 spell cost = 60</p><p>Level 1 spell cost = 135</p><p></p><p>1 - </p><p>2 - </p><p>3 - </p><p></p><p>Possible Items:</p><p>Handy Haversack 2,000</p><p>Headband of Intelligence</p><p>Cloak of resistance +1</p><p>Amulet of nat. Armor +1</p><p>Ring of Protection +1</p><p></p><p></p><p>Metamagic Rod (Extoplasmic, lesser) 3,000</p><p>Wand ... 750</p><p></p><p></p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5343088, member: 59043"] Looks nice and balanced, but my summoner isn't really coming along :( I had in mind to summon evil outsiders to do evil work for the good cause and having the eidolon for backup... that isn't really possible with the rules how the eidolon and the summon monster ability interact... But I got a great idea for a shady Chelaxian Conjurer :D Solos, I'm not very keen to characters building items. In pathfinder it is only a way to save money :(. Could I use the Pathfinder Society variant and get Spell Focus instead of Scribe scrolls? Here is the crunch (not fully finished), fluff will coming shortly: [sblock=stats] Human (Chelaxian) Wizard (Conjurer/Teleportation) 5 Lawful Neutral Diety: Asmodeus Languages: Commen, draconic, infernal, abyssal, celestial Str: 10 (0 Points) Dex: 14 (5 points) Con: 14 (5 points) Int: 18 (10 points) (+2 racial) Wis: 12 (2 points) Cha: 13 (3 Points) Points Spent: 25 Base Attack Bonus +2 Basic Melee Attack +2 Basic Ranged Attack +4 HP: ? = [5d6 + 5xCON (10) + FC (5)] (Wizard)] AC: ? = [10 + DEX (02) + Armor (00) + Shield (00) + Natural (00) + Size (00) + Misc (0)] AC Touch: ? = [10 + DEX (02) + Size (00) + Misc (00)] AC Flatfooted: ? = [10 + Armor (00) + Shield (02) + Natural (05) + Size (00) + Misc (02)] INIT: +8 = [DEX (02) + Familiar (2) + Feat (4)] Fortitude Save +4 = 1 [base] +2 [Con] +1 [Cloak] Reflex Save +4 = 1 [base] +2 [Dex] +1 [Cloak] Will Save +6 = 4 [base] +1 [Wis] +1 [Cloak] CMB +2 = 2 [BAB] +0 [Str] +0 [size] CMD +15 = 2 [BaB] +0 [Str] +2 [Dex] +0 [size] + 1 [Deflection] + 10 Concentartion +6 = 4 [Int] + 2 [Trait] Racial Traits: +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Class features: Arcane bond (Familiar = Scorpion) arcane school (Conjuration/Teleportation) cantrips bonus feat Feats: W1) Spell Focus (Conjuration) 2) Acadamae Graduate 3) Augmented Summoning 5) Improved Initiative Traits: Duabolical Dabbler (Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.) Desperate Focus (+2 bonus to concentration) Skills: Spells in spellbook: 0 (-) - all, but read magic & Enchantment and Necromancy spells 1 (9) - magic missile, mage armor, mount, color spray, shield, summon monster 1, stumble gap, alarm, protection from evil 2 (4) - resist energy, glitterdust, flaming sphere, stone call 3 (2) - summon monster 3, stinking cloud Equipment: 10,500 gold Level 1 spell cost = 15 Level 1 spell cost = 60 Level 1 spell cost = 135 1 - 2 - 3 - Possible Items: Handy Haversack 2,000 Headband of Intelligence Cloak of resistance +1 Amulet of nat. Armor +1 Ring of Protection +1 Metamagic Rod (Extoplasmic, lesser) 3,000 Wand ... 750 [/sblock] [/QUOTE]
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