Pathfinder 1E INTEREST/RECRUIT - TIDERULER - THE FALL OF LAHOLT (HIGH-LEVEL CHARS)

Thank you for the suggestion but the bat theme just sort of arose from having a familiar and the fact they I needed an "origin story" that accounted for being drow out of his element and I thought this one was funny. Being a literal knight just makes it better. Just have to figure out how to make use of deeper darkness without messing with the rest of the parties vision too much.
 

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Deeper Darkness lowers the light level by two steps, areas that were dimly lit or dark to begin with will become supernaturally dark. But anywhere with normal light will work just be dark, and areas of bright light will be dimly lit. So the times where the two of us could fight in it might be limited, but it can also be used to strategically blind the enemies backline. To be real bastards one trick might be for me to keep a bullseye lantern and a hooded lantern in my haversack with stones inside rather than an oil mechanism. I cast deeper darkness on the stone and then someone just points the darkness in the right direction and we go to town.
 

Starting to do up a more formal character sheet and kinda wondering why I did not put the 21 in intelligence and the 15 in charisma. Charisma is relevant to precisely zero of my spell-like abilities. Too late to change? I mostly just want the 36 extra skill points, :D .
 

Aliases: The Darkest Knight, Batknight
Race: Drow
Class/Level: Eldritch Guardian Fighter 12
Gender: Male

Strength (STR) 24 (22 +2 enhancement)
Dexterity (DEX) 14 (10 +2 racial, +2 enhancement)
Constitution (CON) 25 (22 -2 racial +3 level, +2 enhancement)
Intelligence (INT) 21
Wisdom (WIS) 16
Charisma (CHA) 17 (15 +2 racial)

Alignment: Chaotic Good
AC: 37 (10 + 2 dex + 2 natural + 15 armor + 5 shield +2 deflection +1 insight)
Hit Points: 183 (10+7 + 11x(7+7) + 12)
Movement: 30'
Spell Resistance: 18
Damage Resistance: 3/-

Init: +6
BAB: +12/+7/+2
Melee Attack: +19
Ranged Attack: +14
Fort: +19
Reflex: +10
Will: +13 (+2 vs enchantment, +3 vs fear and mind affecting)

Race Abilities
+2 Dex, +2 Cha, -2 Con
Drow Immunnities: Immune to magic sleep, +2 vs Enchantment spells and effects
Keen Senses: +2 Perception
Poison Use: Never risk accidentally poisoning themselves
Spell Resistance: 6 + class levels
Spell-like Abilities: (modified by feats)
Dark Vision 120ft.
Light-Blindness
Weapon Familiarity (Hand Crossbow, Rapier, Shortsword)
Favored Class: Fighter
- 1-12 +HP

Spell-like Abilities (CL 12)
Constant: Detect Magic
At-Will: Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate
1/Day: Dispel Magic

Class Abilities:
Proficiencies - all Simple and Martial Weapons, all Armour, all Shields
Familiar: Bat-Bat (12th level)
Steel Will: +3 bonus on Will saves vs fear and mind affecting effects
5 Bonus Combat Feats (4, 6, 8, 10, 12)
Armour Training
- reduce armour check penalties by 1 and increase max Dex by 1
- move at your normal speed in medium and heavy armour
- Armour Specialization (full plate): +3 to armour class
- Armoured Juggernaut: damage resistance while wearing armour (1/- light, 2/- med, 3/- heavy)
Weapon Training
- +2 attack and damage with Heavy Blades
- +1 attack and damage with Close Weapons

Skills: 84
Acrobatics: +0 (1 rank +2 Dex, -3 full plate, -1 if shield)
Bluff: +9 (6 ranks +3 Cha)
Climb: +7 (1 rank +3t, +7 Str, -3 full plate, -1 if shield)
Craft (Armoursmithing): +12 (4 ranks +3t, +5 Int)
Craft (Blacksmithing): +12 (4 ranks +3t, +5 Int)
Craft (Weaponsmithing): +12 (4 ranks +3t, +5 Int)
Diplomacy: +9 (6 ranks +3 Cha)
Handle Animal: +7 (1 rank +3t +3 Cha)
Intimidate: +20 (12 ranks +3t +5 Int)
K (Dungeoneering): +16 (6 ranks +3t, +5 Int, +2 Breadth)
K (Engineering): +14 (4 ranks +3t, +5 Int, +2 Breadth)
K (Nobility): +8 (1 rank +5 Int, +2 Breadth)
Perception: +20 (12 ranks +3t, +2 racial, +3 Wis)
Ride: +0 (1 rank, +2 Dex, -3 full plate, -1 if shield)
Sense Motive: +9 (6 ranks, +3 Wis)
Spellcraft: +20 (12 ranks +3t, +5 Int)
Stealth: +5 (1 rank, +2 Dex, +5 Shadowed, -3 full plate, -1 if shield)
Survival: +7 (1 ranks +3t, +3 Wis)
Swim: +5 (1 ranks, +7 Str, -3 full plate, -1 if shield)
Use Magic Device: +18 (12 ranks +3t, +3 Cha)

Traits
- Bruising Intellect (Int instead of Cha on Intimidate, Intimidate is a class skill)
- Armour Expert (Reduce ACP of any worn armor by 1)

Feats
1 Drow Nobility
3 Improved Drow Nobility
4F Improved Unarmed Strike
5 Greater Drow Nobility
6F Blind-Fight
7 Umbral Scion
8F Improved Initiative
9 Iron Will
10F Improved Blind-Fight
11 Breadth of Experience
12F Blinded Blade Style

Languages - Common, Elven, Undercommon, Drow Sign Language, Abyssal, Aklo, Draconic

Money - 3298gp

Weapons -
+3 Adamantine Longsword, +24 atk, 1d8+12, 19-20/x2, 21008
+1 Hand Crossbow, +15 atk, 1d4+1, 19-20/x2, 30', 2100
- 10 bolts, 1
Mithral Dagger +20 atk, 1d4+7, 19-20/x2, 500

Armour -
+3 Heavy Steel Shield +5 AC (2+3), -1 ACP, 9170
+3 Shadow Full Plate +15 AC (9+3+3), +2 max Dex, -3 ACP, +5 Stealth, 14400

Gear -
Cloak of Resistance +4, 16000
Amulet of Natural Armour +2, 8000
Ring of Protection +2, 8000
Dusty Rose Ioun Stone (+1 Insight AC), 5000
Belt of Physical Perfect +2, 16000
Handy Haversack, 2000
Ring of Sustenance, 2500
Bullseye Lantern, 12
Hooded Lantern, 7
 
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