Thefurmonger
2010-12-16, 11:09 AM
Hey all.
So in the Pathfinder Eberron campaign I am in I play a Level 5 Beguiler and am having a ball with it.
Anywho, My GM has asked us to make and bring a backup character to be used in the event of our PCs death (This is after a near TPK with a Chuul)
This character is to be made the same level as our main PC and as the main levels up we will level up the back-up in case it is needed.
As I enjoy making characters, this sounds like a a lot of fun.
This is a PATHFINDER character NO 3.5
Anyway here is Korgath of the Wolf Tribe, Neutral Half-orc Alchemist.
The GM lets us either use 15pb OR 15,14,13,12,11,10 before racial mods.
I am planning Korgath as a Somewhat Feral witch doctor type alchemist. He is from a tribe of orcs that venerate the wolf spirit and are fairly barbaric.
Korgath's mother from a raid on a human settlement and his father is the tribe witch doctor.
Eventually the tribe is either attacked by, or learns of (not sure witch) a Werewolf. Korgath is curious of what appears to be a halfbreed of man and wolf and starts to experiment on himself with the blood of wolves. (See Feral Mutation below)
I am planning on flavoring the Bombs as Sculls filled with who knows what (Just basic bombs as far as crunch goes).
Korgath is a potion based melee fighter (see below)
here we go.
Str 18 (15 base, +1 level 4, +2 Racial)
Dex 12
Con 13 (will up to 14 at 8th)
Int 14
Wis 11
Cha 10
Feats
Brew Potion (Bonus)
Throw Anything (Bonus)
Toughness (1st) (He is Melee after all)
Power attack (3rd)
Extra discovery, Enhance Potion (5th)
Discoverys
Feral Mutagen (2nd)
Extend Potion (4th)
Enhance Potion (Feat)
For skills I will have 6 to max out, or max a few and drop 1 in all my class skills. Not sure really.
I plan to max out Craft Alch, and Know Nature or Arcane (what covers wearwolves?)
He will mostly fight with a Falchion but once a day can drink a mutagen and go feral (Claw, Claw, Bite)
Here are the questions.
1. What are 2 good potions to take advantage of Enhance/Extend (Remember they will not be used up due to 2nd level elixer)
2. Is it worth taking the extra bomb damage favored class for half-Orc with this build? Or is 1 more HP/lvl better?
3. What other skills are good to take?
4. What other Ideas do you have for me?
5. What traits would be good? I get 2.
Thanks again for reading, and please remember this is pathfinder NOT 3.5.
So in the Pathfinder Eberron campaign I am in I play a Level 5 Beguiler and am having a ball with it.
Anywho, My GM has asked us to make and bring a backup character to be used in the event of our PCs death (This is after a near TPK with a Chuul)
This character is to be made the same level as our main PC and as the main levels up we will level up the back-up in case it is needed.
As I enjoy making characters, this sounds like a a lot of fun.
This is a PATHFINDER character NO 3.5
Anyway here is Korgath of the Wolf Tribe, Neutral Half-orc Alchemist.
The GM lets us either use 15pb OR 15,14,13,12,11,10 before racial mods.
I am planning Korgath as a Somewhat Feral witch doctor type alchemist. He is from a tribe of orcs that venerate the wolf spirit and are fairly barbaric.
Korgath's mother from a raid on a human settlement and his father is the tribe witch doctor.
Eventually the tribe is either attacked by, or learns of (not sure witch) a Werewolf. Korgath is curious of what appears to be a halfbreed of man and wolf and starts to experiment on himself with the blood of wolves. (See Feral Mutation below)
I am planning on flavoring the Bombs as Sculls filled with who knows what (Just basic bombs as far as crunch goes).
Korgath is a potion based melee fighter (see below)
here we go.
Str 18 (15 base, +1 level 4, +2 Racial)
Dex 12
Con 13 (will up to 14 at 8th)
Int 14
Wis 11
Cha 10
Feats
Brew Potion (Bonus)
Throw Anything (Bonus)
Toughness (1st) (He is Melee after all)
Power attack (3rd)
Extra discovery, Enhance Potion (5th)
Discoverys
Feral Mutagen (2nd)
Extend Potion (4th)
Enhance Potion (Feat)
For skills I will have 6 to max out, or max a few and drop 1 in all my class skills. Not sure really.
I plan to max out Craft Alch, and Know Nature or Arcane (what covers wearwolves?)
He will mostly fight with a Falchion but once a day can drink a mutagen and go feral (Claw, Claw, Bite)
Here are the questions.
1. What are 2 good potions to take advantage of Enhance/Extend (Remember they will not be used up due to 2nd level elixer)
2. Is it worth taking the extra bomb damage favored class for half-Orc with this build? Or is 1 more HP/lvl better?
3. What other skills are good to take?
4. What other Ideas do you have for me?
5. What traits would be good? I get 2.
Thanks again for reading, and please remember this is pathfinder NOT 3.5.