Pathfinder level 20

Well, here's what I got so far for roguey mcroguesalot.

Not sure how I feel about it, but I think it'll work. Optimized for hit and run attacks using spring attack, vital strike, and stealth.

The Pathfinder rules are a little vague on the summoned shadow's traits. It says, for example, that the shadow uses my BAB and save bonuses, and half my hit points...but it doesn't say if the shadow counts as being more HD (and thus gets more feats, skills, etc). Still, between its Str damage and my Crippling Strike, we could whittle a badguy's damage potential down pretty fast if need be...

[sblock=Thorn]Thorn
Female Half elf Rogue 10 / Shadowdancer 10
Alignment: Neutral
Age: 18
Languages: Common, ?, ?

Appearance:

Statistics
Str: 10 (+0) 0
Dex: 34 (+12) 13 (17 + 2 racial + 5 level + 4 inherent + 6 item)
Con: 18 (+4) 2 (12 + 6 item)
Int: 14 (+2) 5
Wis: 16 (+3) 0 (10 + 6 item)
Cha: 20 (+5) 5 (14 + 6 item)

Hit Points:240
Armor Class: 42 (10 + 1 dodge + 12 dex + 8 armor + 5 deflection +5 natural + 1 insight)
Initiative: +12
BAB: +14
CMB: +14
CMD: 36
Speed: 30'

Saves
Fort: +16 (+6 class, +4 con, + 5 resistance, + 1 competence)
Reflex: +28 (+10 class, +12 Dex, +5 resistance, +1 competence)
Will: +15

Melee: Madness Deceiver, +32, 1d6+17, 15-20x2, (+2d6 if only one attack made in rnd, +5d6 sneak attack)
Ranged:

Feats
b Skill Focus: Stealth
1 Dodge
3 Martial Weapon Prof: Scimitar
5 Dervish Dance
7 Mobility
9 Combat Reflexes
11 Conceal Scent
13 Spring Attack
15 Vital Strike
17 Improved Vital Strike
19 Shadow Strike

Racial Abilities
+2 Dex
Medium, normal speed
Low Light Vision
Adaptability (Skill Focus as bonus feat)
Elf Blood, Immunities (immune to magic sleep, +2 save vs enchantment)
Keen Senses (+2 Perception)

Class Abilities
Rogue
Sneak Attack 5d6
Trapfinding (+5 Perception/Disable vs Traps)
Improved Evasion
Trap Sense +3 (saves/AC vs traps)
Improved Uncanny Dodge
Rogue Talents
- Finesse Rogue (Weapon Finesse)
- Trap Spotter (Get chance to notice traps automatically within 10')
- Fast Stealth (No penalty to stealth for movement)
- Resiliency (gain temp HP once/day)
Adv Rogue Talents
- Crippling Strike (2 Str damage on sneak attack)

Shadowdancer
Hide in Plain Sight
Darkvision 60'
Shadow Illusion (Simple Illusion) 5/day, DC16
Summon Shadow
Shadow Call (Greater Shadow Conjuration, 4/day, DC 22)
Shadow Jump 320'/day
Defensive Roll
Slippery Mind
Shadow Power (Shadow Evocation, 2/day, DC 20)
Shadow Master (DR 10, +2 luck all saves, blind 1d6rnds on crit, only in dim light)
Rogue Talents (Adv)
- Opportunist
- Combat Trick: Combat Expertise
- Feat: Hellcat Stealth (Hide under observation in bright or normal light, at -10 stealth)

Skills 110r + 80sd
Acrobatics +33 (18 ranks + 12 dex + 2 + 3 class)
Appraise +15 (10 ranks + 2 int + 3 class)
Bluff +23 (15 ranks + 5 cha + 3 class)
Climb +13 (10 ranks + 0 str + 3 class)
Disable Device +34 (20 ranks + 12 dex + 3 class) +5 vs traps
Escape Artist +25 (10 ranks + 12 dex + 3 class)
Knowledge (Dungeoneering) +14 (9 ranks + 2 Int + 3 class)
Knowledge (Local) +14 (9 ranks + 2 Int + 3 class)
Perception +31 (20 ranks + 3 Wis + 3 class + 5 competence) +5 vs traps
Perform (dance) +17 (9 ranks + 5 Cha + 3 class)
Sleight of Hand +20 (5 ranks + 12 dex + 3 class)
Steath +48 (20 ranks + 12 Dex + 3 feat + 3 class +10 item)
Survival +4 (1 ccrank + 3 Wis)
Use Magic Device +24 (16 ranks + 5 cha + 3 class)

Weapons
Madness Deceiver - +5 Keen Mithril Scimitar, 2lbs, 74,025

Armor
Bracers of Armor +8, 64k

Equipment
Amulet of Natural Armor +5, 50k
Belt of Physical Might (Con/Dex) +6, 90k
Headband of Mental Prowess (Wis/Cha) +6, 90k
Eyes of the Eagle, 2.5k
Cloak of Ethereal Resistance +5, 92.5k
* Etherealness, 55k
* Resistance +5, 25k+50%=37.5k
Ring of Sympathetic Reflection, 120k
* Spell Turning, 100k
* Chameleon Power 12700+50% (rounded up to 20k)
Ring of Protection +5, 50k

Handy Haversack, 2k
Pale Green Prism Ioun Stone, 30k
Dusty Rose Prism Ioun Stone, 5k
Gem of Seeing, 75k
5'x5' Flying Carpet, 20k
Dust of Tracelessness

Wand of Darkness (50/50), 4500
Manual of Quickness of Action +4, 110,000 (used)

Money 250

Background

[/sblock]

[sblock=Shadow Companion]Shadow
Medium Incorporeal Undead
Hit Dice: Special, 120hp
Initiative: +2
Speed: fly 40'(good)
Armor Class: 15
Base Attack +14
Attack: Incorporeal touch +14, 1d6Str
Special Attacks: None
Special Qualities: +4 Will vs positive energy, cannot be turned/commanded, undead traits, incorporeal
Saves: Fort +6, Ref +12, Will +7
Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15
Skills: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright)

Feats: Dodge, Skill Focus: Perception
Languages: Common[/sblock]
 
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It does not sound like it is supposed to Shayuri, the text says that it has half your hp and uses your base save bonuses, but that otherwise it is identical to the one in the Bestiary - it would not be identical if it had extra feats, etc.
 

and i use greater vital strike, pinpoint targeting and far shot, I can do some really nasty long shots.

that means i can do 4d8+19 damage, +(2d8+18) crit damage+2d10 fire on a confirmed crit

and only -5 for the pinpoint targeting and -5 for ranges between 880 ft to 1100 feet.

Did I do good? Oh, and then there is the giant bane thingy.

edit: Rats, i forgot to add the 1d6 flaming that flaming burst provides. so about 111 points damage if all went crit, confirmed and rolled max on all dice.
 
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Hmm, good question. My response is "sure, but I'll just make the playing field bigger. Is that what you truly want?" :p


More info needed: What part of the Golarion setting are you lot? ie: kings of a single country; under-lords to a young king you're teaching; hidden sages; retired heroes who run a tavern in Absalom, etc.

Who are you, and what are you doing right now?

What have you been doing since reaching level 20?

Who do you already know; does everyone belong to the same group; and what adventures have you had together?
 

I say we were an adventuring party, we split the levels into our number and roll to see who gets what. Say there are 5 of us and I get levels 8-12 I'm responsible for giving a brief account of our adventures through those levels. the drow can have joined on his go, etc.

Thadeius has probably been researching various magics in his tower and debating with other learned men, etc.
 

I like the idea of letting people account for different parts of our careers. Furthermore, I think it would fit if we were all time of the same group at one point or another, Malacarus coming in later of course.

When they split, Gerhard was tired of slaughter and destruction and settled down as a swordsmith in some remote little town. Now he's the guy heroes travel to visit when they need a weapon to kill some great threat to humanity.
 

I was thinking that I had been tracking a paticular baddie and just finished him off with say an arrow: something bane/bleeding that I had made Just for him. It might be possible that he spoke his last words sayng something that is the hook to the adventure.

I return back from the outlands (outer planes) to track down the party and gather them to gether.
 

After helping the party take down threat X, Y, and subduing Malacarus, and crafting a Jailer's Ring (its in APG, but I forgot what it does. PFSRD did not have anything) or similar item to bind Malacarus, Lune would have set up a church, and had ministered the greatness of Iomedae.

While he would normally just be doing priestly duties, he also was gifted with a magical sword from Iomedae, which functions as a +5 Brilliant Energy weapon which requires Holy Sword cast upon it to activate it. Otherwise it is a boring hilt that does nothing.
 

What if Malacarus was the original campaign's Gargamel? Or Skeletor, the Monarch, etc. Basically he's your age-old foe, the group has him enslaved (for the good of the universe), and the paladin is trying to turn him good? The whole time he'd occasionally show up at just the right moment when another baddie is kicking your butts, so he can "finish you myself, in my own time! Hahahahahaaa!", and hasn't gotten around to it yet. still. eventually!
 

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