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

Hopefully our fighter won't get enchanted with my arcanist around to counterspell and dispel. And I can UMD to help with healing (though I only have a CLW wand right now).
 

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I did buy a scroll of Lesser Restoration, and I have a CLW wand as well.

Can also cast heal spells though.

Turns out bards in Pathfinder aren't quite the healers they are in 5th edition, however. Thus, we will be dependent on UMD checks from our arcanist and myself.

Should be interesting to see how it works. And if it doesn't I can work up the shaman idea I was toying with for awhile.
 

Shamans are fun. I play a dwarven Lore shaman elsewhere.

Bards in PF can do a bit of healing, yes. 5e is the first edition where Bards have come out and truly shine. They are mostly a "fifth character" in Pathfinder, something to have when all other roles are filled. Still, I played a gnome bard who was super fun, even if he was plinking away with a bow at a measly 1d4-1, several times only doing 1 non-lethal. But damn, when we fought harpies did he shine!

When my sorcerer faced harpies in a PFS module...not so shiny... But that's a whole other story LOL
 

Well, I can't claim to have powerbuilt or anything, but with just a couple of swift actions and a standard I'm pulling 1d6+20 damage a swing, three swings a round, with a crit threshold of 15-20. I can tack an extra 1d6 on if I can flank with someone, so Neurotic...we must flank a lot. :)

So I shan't be plinking, exactly. But to get that I took an archetype where my performance goodies pretty much just go to me. I can Good Hope us though, and debuff foes, and a few other sundry party buffs I can throw out.
 

Here’s the Dhampir. He doesn’t have a name, yet. Mostly utility powers, with some combat thrown in. His Thrall will be Combat focussed. The Thrall still isn’t set, so if anyone has any suggestions, I haven’t started the work yet. Can we get a run down of what everyone is doing? See what holes need filling? I know I want her combat focussed, but specifics are up for grabs. Except Race. She’ll be an elf.


Name:
Race: Dhampir Daywalker
Class: Psion Telepath 8/Thrallherd 4

HP: 63
AC:
BAB: +6
Fort: +5
Ref: +6
Will: +8

Str: 11
Dex: 17 (+2 Racial)
Con: 16 (-2 Racial, +1 ASI)
Int: 26 (+2 ASI, +6 Headband)
Wis: 10
Cha: 20 (+2 Racial)

Racial features:
•Add +2 to manifested level for charm powers.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.

Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Languages:
Common + any 4


Class features:

Class Skills: 12 on 6 skills
15 Autohypnosis (Wis)
15 Craft (Int)
15 (Psionics ) Knowledge (all) (Int)
15 knowlege (Undead) (Int)
15 Knowledge (??) (Int)
Profession (Wis)
15 Spellcraft (Int)
15 Bluff (Cha)
17 (+2 from Alluring Voice) Diplomacy (Cha)
17 (+2 from Alluring Voice) Sense Motive (Wis).

Feats: Blood Drinker (Elves), Natural Charmer, Master’s Voice, Psicrystal Affinity, Expanded Knowledge (Psychoport), Psicrystal Containment, Inquisitor, improved psicrystal

Detect Psionics at will

Discipline: Telepath


Proficiencies:
club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear

Power Points/Day: 106
Powers known: 22
Maximum Power level: 6th




Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Telepathy (Su)
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter.
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.

Thrallherd (Ex)
A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.
Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.
As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Charisma modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.
As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts).
A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s thrall and believers arrive within 24 hours. Lost thralls are replaced within 24 hours. Believers arrive and are replaced at a rate of the thrallherd’s leadership score per day, with the lowest level believers arriving first. If the thrallherd is in a location where thralls and believers cannot reach, none arrive until she moves to a location where she can be reached. A thrallherd establishes a resonance with his thrall and suffers if the thrall is killed. For 48 hours following the loss of a thrall, a thrallherd suffers one negative level. This negative level may not be healed by any means until 48 hours have passed since the thrall’s death, at which point it fades naturally. Should the thrallherd’s new thrall die while the thrallherd is still suffering a negative level, he acquires an additional negative level, and the duration of any negative levels gained through losing a thrall resets to 48 hours from the time the most recent thrall was lost.
Use the above table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract.


Alluring Voice (Ex)
At 2nd level, the thrallherd gains a +2 bonus to her choice of Bluff, Diplomacy, Intimidate or Sense Motive skill checks. At every 2 levels thereafter, she gains an additional +2 bonus that can either be applied to the same skill, or to another skill on the list. For example, a 6th level thrallherd could have a +6 bonus to just Diplomacy, or a +2 bonus to Bluff, Diplomacy, and Intimidate, or a +2 bonus to Bluff and a +4 bonus to Diplomacy. Once this choice is made, it cannot be changed.

Empathic Connection (Ex)
At 3rd level, a thrallherd adds empathic connection to her powers known. If she already knows empathic connection she can instead add a Telepathy power available to her powers known. Once per day, she can manifest empathic connection at a reduced power point cost. The cost of empathic connection is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level.



Powers Known: (1 6th, 4 5th, 4 4th, 4 3rd, 4 2nd, 5 1st)

6th:
Sustained Flight

5th
Mind Probe
Adapt Body
Psychic Crush
Planar Travel
Psychoport (Feat)


4th
Memory Modification
Schism
Correspond
Fold Space

3rd
Battlesense
Empathetic Transfer, Hostile
Touchsight
Telekinetic Force

2nd
Read Thoughts
Compelling Voice
Cloud Mind
Share Pain

1st
Force Screen
Inertial Armor
Mind Thrust
Slumber
Vigor

From class features:
Empathetic Connection (-4 PP)
Mind Link (Talent)
Conceal Thoughts (self)



Equipment:
108,000 gp

5-PP cognizance crystals (5,000 gp)
Psicrystal Staff, Greater (10,000 gp)
Setting Stone of Invigoration (10,080 gp)
Headband of Vast Intelligence +6 (36,000)


Sent from my iPad using EN World
 
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In fact...let me just put this up here so I can tweak as needed and let the hivemind correct any mistakes I might have made. There were some choices I made that were probably 'suboptimal' in terms of overall power level, but I feel like the character will still do fine in the role I want her to.

Yes, Kahless, the character may be familiar to you, though I changed the mechanics pretty significantly.

Hmm. We're high on socials and mind-magic, light on healing and evocation type magic.

HMMM. Maybe not a bard after all, hehe. Flame Oracle perhaps?

Hahahaha, I've forgotten how much fun making characters in Pathfinder was. :) I'll keep messing around with ideas until I find one that sticks.

[sblock=Bardo!]Name: Sachiko Satsu
Race: Kitsune
Class/Level: Bard (Dervish Dancer) 12
Gender: Female
Exp: 0

Strength (STR) 11 (-2 racial)
Dexterity (DEX) 26 (+2 racial, +2 level, +4 enhancement)
Constitution (CON) 18
Intelligence (INT) 17
Wisdom (WIS) 18 (+1 level)
Charisma (CHA) 28 (+2 racial, +6 enhancement)

Alignment: Chaotic Good
AC: 27 (10 + 8 Dex, +9 armor)
Hit Points: 8+11d8+48
Movement: 30' (50' during battle dance)

Init: +8
Base Attack Bonus: +9
Melee Attack: +9
Ranged Attack: +17
Fort: +11
Reflex: +19
Will: +15

Race Abilities
+2 Dex, + 2 Dex, -2 Str
Low Light Vision
Agile: +2 racial bonus to Acrobatics
Change Shape: Can assume form of singular human or natural vulpine human as std action
9 Tailed Inheritor: Magical Tail as bonus feat; Magical Tail becomes a potential choice for class bonus feats
Superior Shapeshifter: Can turn into a fox as a std action (as beast shape 2)
Favored Class:
- 1-6: Magical Tail
- 7-12: Magical Tail

Class Abilities:
Proficiencies - Simple weapons, longsword, scimitar, sap, shortsword, shortbow, kukri; Light armor and shields
Cantrips
Battle Dance - As Bardic Performances, but only affect the bard; doesn't have to be seen/heard, swift action, 35rnds/day
- Inspire Courage +3 atk/dmg, save vs charm/fear
- Inspire Greatness +2d10+con temp HP, +2 atk, +1 fort saves
Fleet - While using Battle Dance, +20 enhancement to land speed
Versatile Dance - +1/2 lvl (+6) to Perform (Dance); can use Perform (Dance) instead of Acrobatics
Rain of Blows - On full attack gain extra attack as per Haste, gain +3 atk, +3 dodge AC, +3 Reflex saves; does not stack with haste
Razor's Kiss - All attacks with non-natural, non-spell weapons have improved critical range as per Improved Critical feat
Dance of Fury - With full-round action make single move and make single attack at highest BAB against each target in reach at any point during the move, up to level attacks. Movement provokes AoO
Well Versed - +4 save vs bardic performances, sonic, and language-dependent effects
Jack of All Trades - All skills can be rolled, even if they normally require Training

Skills: 108
Bluff +24 (12
*Climb +10 (7
Diplomacy +13 (1
Disguise +24 (12
*Escape Artist +12 (1
Knowledge Arcana +11 (5
Knowledge Geography +11 (5
Knowledge Nobility +11 (5
Linguistics +10 (4
Perception +19 (12
Perform (dance) +30 (12 + 9 + 3 + 6)
Sense Motive +12 (5
*Sleight of Hand +16 (5
Spellcraft +11 (5
*Stealth +20 (9
Use Magic Device +20 (8

*Reduced by ACP

Traits
- Beastkin: Fox (+1 Survival, Speak With Animals (foxes only) at will as SLA)
- Armor Expert (-1 ACP)

Feats
1 Weapon Finesse
B Magical Tail
3 Dervish Dance
5 Arcane Strike
B Magical Tail
7 Magical Tail
9 Precise Strike
11 Expanded Arcana (2 3rd level spells)
B Magical Tail

Languages - Common, Sylvan, Elven, Dwarvish, Orcish, Goblin, Draconic, Celestial

Spellcasting (caster level 12, save DC 19+lvl)
Slots
1- 8/8, 2 - 7/7, 3 - 6/6, 4 - 5/5

Known
0 Dancing Lights, Detect Magic, Ghost Sound, Message, Prestidigitation, Mage Hand
1 Feather Fall, Grease, Cure Light Wounds, Saving Finale, Feather Step, Shadow Trap
2 Cacophonous Call, Glitterdust, Versatile Weapon, Pilfering Hand, Silence
3 Charm Monster, Good Hope, Major Image, Displacement, Terrible Remorse, Slow
4 Dance of 100 Cuts, Freedom of Movement, Dimension Door, Cure Critical Wounds

Four-Tailed Fox (SLA's, 2/day each, CL 12, DC 25)
- Disguise Self
- Charm Person
- Misdirection
- Invisibility

Money - 35gp

Weapons -
Mimetic Scimitar +2, +19 atk, 1d6+10, 15-20/x2; 18,315
- Buffs: Battle Dance (swift) +3atk/dmg; +6 atk on full atk, Arcane Strike (swift), +3 dmg, 1000 cuts (standard) +4 atk/dmg

Armour -
Celestial Armor, +9 AC, +8 maxdex, -1 ACP, Fly 1/day; 22,400

Gear -
Sleeves of Many Garments, 200gp
Potion of Lesser Restoration, 300gp
Wand of Cure Light Wounds (50), 750
Headband of Charisma +6, 36k
Belt of Dexterity +4, 16k
Cloak of Resistance +3, 9k
Sandals of the Lightest Step, 5k



Fox Form
Tiny animal
Init +8; Senses low-light vision, Scent

DEFENSE
AC 21, touch 20, flat-footed 13 (+8 Dex, +2 size, +1 natural)
Hit Points:
Fort +8, Ref +16, Will +12

OFFENSE
Speed 40
Melee: +19 atk, 1d3-1 dmg
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 9, Dex 26, Con 18, Int 17, Wis 18, Cha 22
Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent, +8 size stealth
[/sblock]
 
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Hmmm...if not optimized bard does +20 we can't have fighter doing +13 even if he is a kobold. On the other hand I'm doing twice as many attacks, do +5 on flanking and have intimidaze...
[MENTION=6855545]Archon Basileus[/MENTION], rogues gallery?

I'll stay with high str so we have someone who can bend bard/lift Gates
 
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Neurotic yeah, and +20 requires a couple of rounds to set up, and uses some resources to create and maintain.

I can do mine in magic-dead area all the time :)

here is Almost Done kobold, needs better history

Fintir Kothar (Demon Slayer)
Fighter 10/Monk 2

STR 24 (+7) 24-2(race)+2(belt)
DEX 22 (+6) 17+2(race)+1(@4th) +2(belt)
CON 16 (+3) 15+1(@8th)
INT 15 (+2) 15
WIS 18 (+4) 15+1(@12th)+2(headband)
CHA 15 (+2) 13+2(race)

HP: 131 = 13 + 9x10 + 2x8 +12
AC: 30 = 10 + 8 (armor) +6 (dex) +1 (natural) +1 (trait) +1 (shield) +1 (size) +1 (insight) +1(deflection)
Flat: 24
Touch: 21
Move: 30'

Init: +6 (+6 dex)

Attacks:
to hit: 24 = +11 BAB +7 Str +1 WF +1 size (-1 in bright light) +4 (weapon training)
damage +5 if flanking +2d6 if hits with 2 or more attacks +2d6 vs evil
Standard: bite +24 (1d10+13 +1 acid / x2) Fort DC 25 or nauseated for 1+CON (3) rounds
Full:
- bite (+24 / 1d10+13+1 acid and Fort DC 25 or nauseated for 1+CON (3) rounds)
- claw x 2 (+24 / 1d10+13)
- tail (+19 / 2d8+9 becomes 1d10+9 without pounder)
- wings x2 (+19 / 1d10+9)
Breath weapon: acid 4d6 cone 15' Ref DC 25 for half
Long bow: (+17/+12/+7) / 1d6+7 (110', 20/x3)

Stunning Fist 4/day Fort DC 20

Saves: (+6 vs. sleep/paralysis/stun; +2 vs spells; +3 vs fear; +4 vs visual effects, gazes and sight-based illusions)
Fort: 14 10 + 3 (CON) +1(luck)
Ref: 13 6 + 6 (DEX) +1 (luck)
Will: 16 6 + 4 (WIS) + 1 (luck) +1(trait) +4 (bravery)

CMB 19= 11 (BAB) + 7 (Str) -1 (size) +2 (ioun stone)
CMD 35= 10 + 11 (BAB) + 7 (Str) + 6 (Dex) -1 (size) +2 (ioun stone)

Traits:
Defender of the Society (+1 AC while wearing armor)
Indomitable Faith (+1 Will)

(10 x 4 + 2 x 6 class + 24 background skills)
[table="width: 500, class: grid"]
[TR][TD]Skill[/td][td]Ability[/td][td]Ranks[/td][td]Mod[/td][td]Misc[/td][td]Total[/td][/tr]
[TR][TD]*Acrobatics[/td][td]Dex[/td][td]6[/td][td]6[/td][td][/td][td]15[/td][/tr]
[TR][TD]Bluff[/td][td]Cha[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Climb[/td][td]Str[/td][td]2[/td][td]7[/td][td]/td][td]12[/td][/tr]
[TR][TD]*Craft(traps)[/td][td]Int[/td][td]4[/td][td]2[/td][td][/td][td]9[/td][/tr]
[TR][TD]Diplomacy[/td][td]Cha[/td][td]0[/td][td][/td][td][/td][td]2[/td][/tr]
[TR][TD]Disable Device[/td][td]Dex[/td][td]0[/td][td]6[/td][td][/td][td]6[/td][/tr]
[TR][TD]Disguise[/td][td]Cha[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Escape Artist[/td][td]Dex[/td][td]12[/td][td]6[/td][td][/td][td]21[/td][/tr]
[TR][TD]Fly[/td][td]Dex[/td][td]1[/td][td]6[/td][td]+2+8[/td][td]17[/td][/tr]
[TR][TD]Heal[/td][td]Wis[/td][td]1[/td][td]4[/td][td][/td][td]5[/td][/tr]
[TR][TD]*Intimidate[/td][td]Cha[/td][td]12[/td][td]2[/td][td][/td][td]17[/td][/tr]
[TR][TD]Know(arcana)[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Know(dungeon)[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]Know (local)[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]Know (nature)[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]Know (planes)[/td][td]Int[/td][td]2[/td][td]2[/td][td][/td][td]4[/td][/tr]
[TR][TD]Know (religion)[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Perception[/td][td]Wis[/td][td]10[/td][td]4[/td][td][/td][td]17[/td][/tr]
[TR][TD]*Ride[/td][td]Dex[/td][td]1[/td][td]6[/td][td][/td][td]10[/td][/tr]
[TR][TD]*Sense Motive[/td][td]Wis[/td][td]0[/td][td]4[/td][td][/td][td]10[/td][/tr]
[TR][TD]Spellcraft[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Stealth[/td][td]Dex[/td][td]12[/td][td]6[/td][td]4[/td][td]25[/td][/tr]
[TR][TD]*Survival[/td][td]Wis[/td][td]1[/td][td]4[/td][td][/td][td]5[/td][/tr]
[TR][TD]*Swim[/td][td]Str[/td][td]1[/td][td]7[/td][td]11[/td][/tr]
[TR][TD]UMD[/td][td]Cha [/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]BACKGROUND[/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr]
[TR][TD]Appraise[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Craft(armor)[/td][td]Int[/td][td]10[/td][td]2[/td][td]15[/td][/tr]
[TR][TD]*Handle Animal[/td][td]Cha[/td][td]2[/td][td]2[/td][td]4[/td][/tr]
[TR][TD]Lore(dragons)[/td][td]Int[/td][td]10[/td][td]2[/td][td]/td][td]12[/td][/tr]
[TR][TD]*Know(engineer)[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]Know(geography)[/td][td]Int[/td][td]1[/td][td]2[/td][td][/td][td]3[/td][/tr]
[TR][TD]*Know (history)[/td][td]Int[/td][td]1[/td][td]2[/td][td][/td][td]3[/td][/tr]
[TR][TD]Know (nobility)[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]Linguistics[/td][td]Int[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Perform[/td][td]Cha[/td][td]0[/td][td]2[/td][td][/td][td]2[/td][/tr]
[TR][TD]*Profession[/td][td]Wis[/td][td]0[/td][td]4[/td][td][/td][td]4[/td][/tr]
[TR][TD]Sleight of Hand[/td][td]Dex[/td][td]0[/td][td]6[/td][td][/td][td]6[/td][/tr]
[/table]

* class skill

Languages: Draconic, Common, Abyssal

Feats:
L1: Draconic Aspect (Green)
L1: Fig 1: Tail Terror (fav class bonus +1/2 dmg when flanking)
L1: Fig 2: Weapon Focus (fav class bonus +1 dmg when flanking)
L3: Draconic Breath
L3: Monk 1: Stunning Fist, Improved Unarmed Strike, Boar Style
L4: Monk 2: Toughness, Snapping Turtle Style
L5: Noxious Bite
L5: Fig 3: Armor Training(fav class bonus +3/2 dmg when flanking)
L6: Fig 4: Feral Combat Training (fav class bonus +2 dmg when flanking)
L7: Improved Natural Attack
L8: Fig 6: Boar Ferocity
L9: Fig 7: Skill Focus (Fly), Advanced Weapon Training feat (Armed Bravery)
L11: Fig 9: Draconic Paragon, Advanced Weapon Training (Focused Weapon)
L12: Fig 10: Powerful wings


[sblock=Racial traits]
-2 Str; +2 Dex; +2 Cha
Draconic language
30' movement
small size (+1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks)

Armor -> Dragonmaw (primary bite 1d4)
Crafty -> Gliding Wings
Darkvision
Light Sensitivity

Claws (primary 1d3)
[/sblock]

[sblock=Class Features]
Fighter 10:
- d10 HD
- full BAB
- Fort save
- bonus combat feats
- bravery +3 (+4 due sash)
- armor training x2
- weapon training +2 (+4 total due gloves)


Monk 2
- Bonus Feat
- Flurry of Blows
- both replaced by archetypes
- Stunning Fist (Fort DC 20)
- Improved Unarmed Strike (1d4)
Master of Many Styles
- Bonus Feat (Style) at 1st and 2nd level
- Fuse Style (2 styles active)
Monk of the Iron Mountain
- Toughness
- +1 natural armor bonus

[/sblock]


[sblock="Items"]
MW Noqual Agile Breastplate 8400 gp 6.25 lbs
Gloves of dueling 15 000gp
(increase weapon training by 2)
Daredevil boots 1400gp 0.5lbs
(+5 competence Acrobatics to move through threatened square, grant +2 attack vs enemy TENT)
Griphon mane cloak of the Hedge Magician (Transmutation) 2525gp 0.5lbs
(+2 competence bonus on Fly checks; at will—mage hand; 1/day—enlarge person, expeditious retreat)
Wayfinder 500gp
(+2 circumstance bonus on Survival checks to avoid becoming lost)
Dusty Rose Prism Ioun Stone 5000gp
(+1 insight AC; +4 CMB i CMD within wayfinder)
Bodywrap of mighty strikes +2 (+1 ghost strike) 12000gp
MW Tail attachment cold-iron pounder 302gp 2lbs
Amulet of mighty fists (holy) 16000gp
Ring of protection +1 2000gp
Belt of physical might +2 (STR, DEX) 10000gp
Sash of the war champion 4000gp
(+4 fighter level for armor training and bravery)
Medusa mask 10000gp
(+4 some saves, 1/day petrify Fort DC 15 for 1 minute)
Headband of Fortunes Favor 7700gp
(+1 luck on all saves; all luck effects last 1 extra round)
Golembane scarab 2500gp
(detect golems 60' standard action; ignore all golem DR)
Swarmbane clasp 3000gp
(full damage to swarms; ignore distraction ability)
Shawl of Life-Keeping 1000gp
(insta-heal 10hp if wearer < 0HP; needs HP to fill)
Handy Haversack 2000gp


Longbow (ST 24) 800gp 1.5lbs
Cold-iron arrows 2gp 1.5lbs
Normal arrows 1gp 1.5lbs

Healing potion x3 (150gp)
Potion of Protection from Evil (50gp)
Oil of Blessed Fist x2 (100gp)
Holy water x2 (50gp)
Wand of CLW 750gp

Green dragon scales (1lb)

MW Haversack
Silk Rope (10 gp, 5lbs pe has 4 hit points and can be broken with a DC 24 Strength check.​
Cold iron bear trap 4gp 10lbs​
Honey 1gp 0.5lbs​
Food (10 days) 3gp 5lbs​
Bedroll 2.5 lbs​

Total weight: 32.75
--------------------
Total money spent: 103 095 gp
Remaining: 2805gp

[/sblock]

Carrying capacity:
Light: 174.75lbs. or less
Medium: 175 – 349.5 lbs.
Heavy: 350 – 525 lbs.

[sblock=Wishlist]
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/decanter-of-endless-water
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Boots of the Earth

Ioun stones
Magenta Prism +2 enhancement bonus on any one ability score, can be changed once daily 16,000 gp
cracked — — +2 competence bonus on checks with any one skill you choose, can be changed once per day 800 gp

Pale Ruby Trillian +5 competence bonus on Stealth checks 5,000 gp
cracked — — +1 competence bonus on Stealth checks 200 gp
[/sblock]

Short version: kobold caught as dragon servant when they were in retreat. He was controlled by a soul gem and served as eyes of the dragon that same way. The rest you'll read later :) but he has trouble keeping his tribe alive against demons, drow and other kobolds. Serves Apsu.
 
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Into the Woods

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