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lol!

I have decided on Human Sorcerer with the Celestial Bloodline. She's half done but I'm looking for cool feats and I'm the last person to know every book and thing available. Anyone have suggestions? I feel bad making poor Fenris pour through all the books and pdf things online. Well, he enjoys it so not too bad lol. But there might be something fun we miss..
 

lol!

I have decided on Human Sorcerer with the Celestial Bloodline. She's half done but I'm looking for cool feats and I'm the last person to know every book and thing available. Anyone have suggestions? I feel bad making poor Fenris pour through all the books and pdf things online. Well, he enjoys it so not too bad lol. But there might be something fun we miss..

It is hard to recommend feats without knowing more about the character and what you consider 'cool'. Flashy roleplaying opportunity type feats or more mundane kick the bad guys in the posterior kind of feats? Your Celestial Bloodline power is a ranged touch attack, so the obvious choices are ranged combat feats like point blank shot and precise shot-boring, but effective. Even more so if you plan to use ranged attacks like a crossbow as a backup to your spells or if you are taking other ranged touch attacks. You can also use the power to heal kinda like a cleric's channeling, so something to optimize that or the heal skill you get as a class skill might be good if you plan to be an axillary healer.

If you want something I little less straightforward the cool stuff usually requires a commitment of several levels to get all the feats you need. Intimidate is a class skill and you are going to have a fairly high Charisma bonus so you could start out with something like +8/+9 on intimate without any real effort. You could build toward Dazzling display with ranged touch spells. You have to take weapon focus with a focus on such spells first.

http://www.d20pfsrd.com/feats/combat-feats/dazzling-display-combat

It would seem to fit what I understand about arcanists in this world. You stand there crackling with energy and scare the crap out of foes. You'd have to clear it with the DM as it is right on the edge of the rules as written. How exactly does one wield a spell before it is cast? Add more feats, traits and gear to max out intimidate and you could really have some fun.
 
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Felix Reeve Pathfinder Rogue.

Just need to tweak my background notes a bit and he's ready for action.

Male Human
Rogue 1 0 exp.
Alignment: Neutral Good
Height: 6'1”
Weight: 150 lbs
Hair: Brown
Eyes: Brown
Age: 19
Patron Deity: ?

Str: 12 (+1) [2 points]
Dex: 18 (+4) [10 points, +2 Race]
Con: 12 (+1) [2 points]
Int: 12 (+1) [2 points]
Wis: 12 (+1) [2 points]
Cha: 15 (+2) [7 points]

Hit Dice: 1d8+1 HP: 7
AC: 17 (3 armor, +4 Dex,)
Flat Footed 13,
Touch 14
Init: +5 [+4 Dex, +1 Trait]
Speed: 30ft
Armor Check Penalty: 0 [1base, -1 Trait]
Arcane Spell Failure: 15%

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +6 [+2 base, +4 Dex]
Will +1 [+0 base, +1 Wis.]

BAB: +0
Melee Attack: +1 (or +4 with finessable weapons)
Rapier +4 (+3 two-weapon), 1d6+1 18-20/x2 P
Short Sword +4 (+3 two-weapon), 1d6+1 Dmg, 19-20/x2 P
Dagger +4 (+3), 1d4+1 Dmg. 19-20/x2 P or S
Sap +4 1d6+1 non-lethal B
Club +1 (-1/-1 two-weapon) 1d6+1 Dmg 20/x2 B

Ranged Attack: +4
Dagger Thrown +4 1d4+1 19-20/x2 P or S r 10’
Club Thrown +4 1d6+1 20/x2 B r10’
Sling +4 1d4+1 20/x2 B r50’


Racial Abilities:
•Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Bonus Feat: Humans select one extra feat at 1st level.
•Skills: 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). •Favored Class: Rogue--The rogue gains +1/6 of a new rogue talent as a favored class bonus if desired.

Class Abilities
• Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
• Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

•Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Skills:
Rogue: 8+(+1 Human)(+1 Int.)=10
Acrobatics +8 [1 ranks, +3 CS, +4 Dex.]
Appraise +1 [0 ranks, +1 Int.]
Bluff +6 [1 ranks, +3 CS, +2 Cha.]
Climb +1 [0 ranks, +1 Str.]
Diplomacy +5 [1 rank, +3 CS, +1 Cha.]
Disable Device +8 [1 ranks, +3 CS, +1 Int.+2 item, +1 Trapfinding]
Disguise +2 [0 ranks, +2 Cha.]
Escape Artist +4 [0 ranks, +4 Dex.]
Heal +1 [0 ranks, +1 Wis.]
Intimidate +2 [0 rank, +2 Cha.]
Jump +1 [0 rank, +1 Str.]
Knowledge Dungeoneering +0 [0 ranks, +3 CS, +1 Int.]
Knowledge Local +5 [1 ranks, +3 CS, +1 Int.] Fifth City
Perception +5(+6) [1 ranks, +3 CS, +1 Wis. +1 (trapfinding only)]
Ride +4 [0 ranks, +4 Dex.]
Search +2 [1 ranks, +1 Int]
Sense Motive +6 [1 ranks, +3 CS, +1 Wis.+1 Trait]
Sleight of Hand +8 [1 ranks, +3CS, +4 Dex.]
Stealth +8 [1 rankss, +3 CS, +4 Dex.]
Survival +1 [0 ranks, +1 Wis.]
Swim +1 [0 ranks, +1 Str.]
Use Rope +3 [0 ranks, +3 Dex]

Feats:
Two Weapon Fighting, Weapon Finesse

Traits:
Armor Expert - Reduce your armor check penalty by 1.
Survivor - +1 bonus to initiative and Sense Motive. Sense Motive becomes a class skill.

Languages
Common, Elvish

Gear: 62 gp 8 sp 10 cp
Explorers Outfit 0 gp
Studded Leather Armor 25 gp
Rapier 20 gp
Short Sword 10 gp
Dagger x4 8 gp
Sap 1 gp
Club 0 gp
Sling and 10 stones 1 sp
MW Thieves’ Tools 100 gp
Flint and Steel 1 gp
Backpack 2 gp
Adventurers’ Sash 10 gp


Appearance: [sblock]Felix is lean and wiry. His hair and eyes are brown and he is a good looking lad just reaching manhood. His clothes are clean and well-made and he usually wears leather armor and swords on his hips. He has surprisingly serene aspect for one so young. He slowly scans his surrounding taking in everything then lapsing into periods of deep thought. [/sblock]

Personality: [sblock]Felix is always trying to solve puzzles and mysteries. [/sblock]

Background: [sblock] [/sblock]
 


I wonder if we can twists some of these backgrounds together?

I'm game. Felix has been part of fifth city since the beginning as his father was a builder. He's a lover of puzzles, mysteries and secrets who's got an investigative position. Beyond that I've got lots of room to work in other ideas.
 

I love to have ties to other characters. I haven't done much with my background yet so in pretty open. I'll try to post what I have so far :)
 

The only bit of serious background I have is discussion with the dm about the secretive nature of arcane casters. My creative juices seem to be frozen. will dwell on it this weekend
 


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