Cadian 9th
2011-01-23, 10:03 PM
So I'll be playing with my own party of 6th level gestalt characters... The adventure is a mix of social/subterfuge/evil above ground and a dungeon crawl, and my DM has said he's challenging me with CR 10.
I've been allowed all resources, with 3.0 on approval, including Dual Progression classes, flaws, traits (2 each), and some homebrew. Level based effects cap at my character level, so no Wizard 6//Archivist 3/Mystic theruge 3 getting Wizard 9 casting. I've tried to keep homebrew to a minimum for my optimizing skill (to use the builds elsewhere if they're really good). Furthermore, I've rolled 5d6b3 7 drop lowest, and I'll post the ability arrays that I rolled. If I didn't like the roll, I can pick a 32 PB.
I've also made a pact insidious with a devil, getting 2 bonus feats at 6th level. Obviously, this is a high powered party, but I want to make sure it's the best it can be.
Without further ado, here are the characters.
Lysander
Using wildshape to counter venerable age, Lysander will be my primary arcanist, so to speak. His companion is insanely good, however, gets better with Companion Spellbond. Originally I had a level of ninja but I went for the extra level of wizard.
He'll mostly camp out in Fleshraker form, being able to talk proper due to Shifter's speech. Wildshape also helps me blend into crowds in the above ground bits, I guess.
Dragonborn Venerable Lesser Aasimar Druid 5/Arcane Hierophant 1//Ranger 1/Wizard 4/Master of Many Forms 1 (Dragonborn, then venerable.)
Flaws: Pathetic Charisma, Vulnerable.
HD: 6d8+6
Ba: +4
AC: 16 (-4 Dex, +8 Wisdom, +2 Natural, +1 Insight, -1 Flaw) FF: 20, Touch 15.
AC: 30 (+4 Dex, +8 Wisdom, +8 Natural, +1 Insight, -1 Flaw) FF: 26, Touch 22. (Fleshraker Form)
Speed: 30ft/50ft
Ini: -4/+4;
Saves: Fort +7, Ref +3, Will +16
Saves: Fort +8, Ref +12, Will +16 (Fleshraker Form)
Ability Scores: Str 2, Dex 1, Con 12, Int 14, Wis 24 (26), Cha 9;
Ability Scores: Str 17, Dex 19, Con 15, Int 14, Wis 24 (26), Cha 9; (Fleshraker Form)
Special Attacks
Spells, Spells, More spells. (Poison, Leaping Pounce)
Special Qualities
AC Bonus (Item), Tracking, Favored Environment (Underground), Wild Empathy +1, Vermin Empathy +5, Wild Shape 5/day (6 hours, Animal, Humanoid, Small, Medium), Shifter's Speech, Companion familiar, Nature Sense, Roofwalker (Dungeon Stride, Resist Aberrant Taint), Trackless Step, Animal Companion (6th, -3+3), Familiar (Hedghog) 5th, Specialized Conjurer, Barred Schools: Necromancy, Enchantment,
Feats
TrackB, Alertness, Endurance, Companion Spellbond, Natural Bond, Natural Spell, Sage MagicianB, Extra Wild ShapeB,
Skills
Concentration 9 +10 (+12), Hide 0 -5 (+12, +14 in forested areas), Knowledge: Arcana 8 +10, Knowledge: Nature 8 +10, Jump 0 -5 (+16), Listen 6 +16, Move Silently 4 -1 (+8), Survival 9 +17 (+19 above ground in a natural setting), Spellcraft 9 +13,
Spellbook
All 0th.
1st: Buzzing Bee, Kelgore's Fire Bolt, Lesser Orb of Sonic, Fists of Stone, Enlarge Person, Reduce Person, Magic Weapon, Shield, Mage Armor, Know Protections, Feather Fall, Skittish Nerves, Disguise Self, Color Spray
2nd: Invisibility, Bear's Endurance, Cat's Grace, Glitterdust, Summon Monster II, Melf's Acid Arrow, Web, Nybor’s Gentle Reminder, Touch of Idiocy, Celerity, Cloud of Bewilderment, Mirror Image
3rd: Dispel Magic, Magic circle, Lesser Shadow Tentacle, Greater Mage Armor, Mestil's Acid Breath, Sepia Snake Sigil, Stinking cloud, Summon Monster III, Leomund’s Tiny Hut, Stars of Arvandor, Displacement, Gaseous Form, Haste, Blink, Keen Edge, Fly
Spells per day (Wisdom for Wizard spell access and bonus spells per day)
Wizard:
0th: 5, 1st: 6, 2nd: 5, 3rd: 4
Druid:
0th: 5, 1st: 5, 2nd: 5, 3rd: 4
Gear:
Periapt of Wisdom +2.
Monk's Belt.
Sariss
My " Striker. " He dipped Factotum for Iajitsu Focus and Cunning Insight, which'll help him get those maneuver effects on the enemy. High dex makes him have a good AC but I want it higher...
Uncanny Dodge has kept the dex investment strong, as does evasion. I will use this guy as a " Rush and Rend " guy, use staggering strike with burning blade and Wolf Fang Strike/Sudden leap to get a number of attacks on a FF enemy. Of course, I may go for Shadow Blade Technique for the two rolls, just to make sure I get Iajitsu focus' benefit and my lovely +7d6+6 sneak attack damage.
Lesser Wispling Swashbuckler 3/Warblade 2/Hit and Run Sneak Attack fighter 1//Swordsage 1/Psionic Rogue 1/Rogue 2/Factotum 1/Swordsage 2nd
Flaws: Poor Reflexes, Shaky
Trait: Quick
HD: 2d12+4d10+12
Ba: +6
AC: 22 (+7 Dex, +2 Leafweave Leather armor, +1 Size, +2 Wisdom) FF: 22, Touch 20.
Speed: 30ft.
Ini: +10;
Saves: Fort +12, Ref +18, Will +7
Ability Scores: Str 13, Dex 23 (25), Con 16, Int 20, Wis 15, Cha 12;
Special Attacks
Cunning Insight +5, Maneuvers, Hit and Run tactics +7 damage, Sneak Attack +7d6+6, Psionics, Iajitsu Focus, Swashbuckler strike +5
Special Qualities
Battle Clarity (+2), Grace +1, Quick to Act +1, Evasion, Uncanny Dodge, Trapfinding, AC Bonus, Discipline Focus, Weapon Aptitude, 2 Inspiration, Cunning Knowledge +1, Cunning Insight +5, Halfling traits, Planetouched Traits, Stances, Disguise self 1/day
Feats
Weapon FinesseB, Weapon FocusB Craven, Quickdraw, Shadow Blade, Daring Outlaw, Staggering Strike, Exotic Weapon Profficiency (Kaorti Drow Scorpion Chain)B, Adaptive StyleB,
Skill Tricks
Nimble Stand, Hidden Blade, Sudden Draw
Skills
Balance 5 +14, Concentration 9 +12, Escape Artist 8 +15; Hide 7 +18, Iajitsu Focus 8 +9, Jump 5 +10, Listen 9 +13, Move Silently 9 +18, Spot 9 +11, Tumble 9 +18, Use Magic Device 2 +3
Powers Known
Force Screen, 2 power points.
Maneuvers Known
Swordsage: Burning Blade, Moment of Perfect Mind, Counter Charge, Wolf Fang Strike, Saphire Nightmare Blade, Shadow Jaunt, Shadow Blade Technique, Readied: 4.
Warblade: Steely Strike, Sudden Leap, Douse the Flames, Tactical Strike, Readied: 3.
Stances Known
Island of Blades, Child of Shadow, Bolstering Voice
Gear:
+1 Kaorti Drow scorpion chain (19-20/x4).
Leafweave Leather Armor
Gloves of Dexterity +2.
Rai
I felt I really needed to take Archivist in order to get those higher level spells I'd need, facing monsters which are expecting us to have defences against their attacks. Hence, the Archivist has a ton of spells to pick...
I took Factotum to keep him a competent assasin as well as a social guy. A lot of the goodies of Archivist include getting enchantment spells early, something I'm happy to take advantage of. Hide in Plain sight will hopefully keep him safe. He's also my main trapfinder.
Lesser Wispling Archivist 6//Dark LA 1/Factotum 4/Halfling Monk 1
Flaws: Vulnerable, Non-combatant
HD: 4d8+2d6+12
Ba: +4
AC: 21 (+5 Dex, +6 Int, +1 Size, -1 Vulnerable) FF: 16, Touch 21.
Speed: 40ft
Ini: +11
Saves: Fort +9, Ref +12, Will +9
Ability Scores: Str 10, Dex 20, Con 15, Int 20 (22), Wis 14, Cha 12;
Special Attacks
Spells, Cunning Insight +6, Cunning Strike +nd6, Arcane Dilettante, Unarmed Attacks, Skirmish +1d6,
Special Qualities
AC Bonus, Fast Movement +10ft, Sleeping Tiger Style, Inspiration (6), Cunning Knowledge +4, Cunning Defence, Cunning Insight +6, Brains Over Brawn, Trapfinding, Still Mind, Lore Mastery (Knowledge: Dungeoneering), Dark Knowledge (Pussiance, Tactics) 5/day, Hide in Plain Sight, Halfling traits, Planetouched Traits, Resistance to Cold 10,
Feats
Scribe ScrollB, Darkstalker, Carmendine Monk, Invisible Spell, Non-Verbal Spell, Font of Inspiration, Font of InspirationB, Tactile TrapsmithB, Weapon FinesseB
Skills
Concentration 6 +8, Disable Device 7 +24, Open Lock 6 +23, Hide 8 +38, Move Silently 9 +28, Knowledge: Dungeoneering 8 +16, Knowledge: The Planes 6 +12, Knowledge: Religion 6 +12, Search 9 +24,
Prayerbook
All 0th cleric
1st: Remove Paralysis, Lesser Restoration, Delay Poison, Resist Energy, Blockade, Charm Animal, Charm Person, Undectable alignment, Magic Weapon, Summon Undead I, Summon Monster I, Faith Healing, Silent Image
2nd: Cure moderate Wounds, Remove Blindness/Deafness, Remove Disease, Body Ward, Soul Ward, Magic Circle Against Evil, Protection from negative/positive energy, Blur, Mirror Image, Minor Image, Misdirection, Torrent of Tears, False Lie, Locate Object, Zone of Truth, Detect Thoughts, Augry, See Invisibility, Tongues, Lesser Celerity, Clariaudience/Clairvoyance, Suggestion, Hold Animal, Hold Person, Ghoul Glyph, Wind Wall, Soften earh/stone, Desecrate, Glitterdust.
3rd: Mass lesser Vigor, Restoration, Neutralize Poison, Death Ward, Delay Death, Storm Shield, Mass Resist Energy, Call Lightning, Lightning Bolt, Clutch of Orcus, energy Vulnerability, bedevil, Dominate Animal, Dominate vermin, Charm Monster, Lesser geas, Dimensional Anchor, Disobedience, Create Fetch, Blindness/Deafness, Invisibility Purge, Suppress Glyph, Haste
Spells per day:
Oth: 4, 1st: 5, 2nd: 5, 3rd: 3
Gear:
Headband of Intellect +2.
Cloak of Shadows (+5 competence hide)
MW Theives tools.
Handbook of Dungeoneering (+4 competence bonus on Open Lock, Disable device and Search)
Spells.
Horus:
The knight defender. I'm worried about his non-buffed AC being so low, and also his HP. Basically he uses Insane Defiance to redirect mental effects back at the caster, and once per round uses Chosen of evil to get a little bonus. Normally this can offset power attack, leaving me with a decent +12 damage. Due to his class features, the area 20ft around him is difficult terrain and at +5 tumble DC, and he grants all allies within 20ft +4 AC, effectively.
Lesser Aasimar Knight 5/Crusader 1//Cloistered Cleric 1/Paladin of Tyranny 2/Binder 1/Ordained Champion 2
Flaws: Shaky, Meager Fortitude
HD: 5d12+1d10+12
Ba: +6
AC: 22 (+1 Dex, +8 MW Full plate) FF: 18, Touch 11.
Speed: 20ft.
Ini: +1;
Saves: Fort +14, Ref +6, Will +13
Ability Scores: Str 16 (18), Dex 12, Con 14, Int 8, Wis 12, Cha 18;
Special Attacks
Smite (OC), Smite Good 1/day, Command, Furious Counterstrike, Fighting Challenge +1, Power Attack, Maneuvers, Chosen of Evil +6,
Special Qualities
Knight's Challenge 6/day, Code of Conduct (Bleh), Shield Block +1, Bulwark of Defence, Vigilant Defender, Test of Mettle, Steely Resolve, Furious Counterstrike, Stances, Turn Undead 7/day, Lore +0, Domains, Smite Good 1/day +4 attack +2 damage, Detect Good, Dark Blessing, Deadly Touch 8/day, Soul Binding (Naberius), Faster Ability Healing, Disguise Self, Naberius' Skills, Command, Silver Tongue, Bonus Domain, War Domain, Spontaneous Casting (war Domain), Continued Advancement, Smite +4 attack +3 damage, Feats,
Feats
DiehardB, Insane DefianceB Willing Deformity, Deformity (Tongue), Deformity (tall), Evil's Blessing, Chosen of Evil, Mounted combatB Exotic Weapon Proficiency (Spiked Chain)B, Combat ReflexesB, Power attackB, Weapon FocusB, Stand StillB,
Skills
Diplomacy 8 +12, Concentration 6 +8, Knowledge: Religion 7 +6, Jump 4 +2, Sense Motive 4 +5,
Maneuvers Known
Crusader: Crusader's Strike, Vanguard Strike, Leading the Attack, Foe Hammer, Shield Block
Stances Known
Iron Guards Glare.
Gear:
Gauntlets of Ogre power
MW Full Plate armor
Lyr, Fleshraker Companion Familiar:
Powerful pouncer, especially when buffed up with Fists of Stone. Also has Fell Conspiracy. Telepathy, 100ft and +10 listen and spot, yes please. It's more funny since Lyr is a dinosaur. Working towards Leap Attack.
Animal Companion Benefits: +4 HD, +4 Natural Armor, +2 Str/Dex adjustment, Link, Share Spells, Evasion, Devotion.
Familiar benefits: +3 Natural Armor, Alertness, Improved Evasion, Empathic Link, Deliver Touch Spells, Speak with master, Int 8, grants +2 Natural armor (Hedgehog)
Medium Magical beast
Hit Dice:8d8+16 (52 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 28 (+5 Dex, +13 natural), touch 15, fl at-footed 23
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d6+4 and poison)
Full Attack: 2 claws +10 melee (1d6+4 plus poison) and bite
+8 melee (1d6+2) and tail +8 melee (1d6+2 plus poison)
Leaping Full Attack: 2 claws +12 melee (1d6+1d4+4 plus poison) and bite
+10 melee (1d6+1d4+2) and tail +10 melee (1d6+1d4+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison, rake 1d6+2
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +11, Will +4
Abilities: Str 19, Dex 21, Con 15, Int 8, Wis 14, Cha 12
Skills: Hide +13*, Jump 3 +21, Knowledge: Religion 8 +7
Feats: Power Attack, Improved Natural Attack (Claw), Shape Soulmeld (Thunderstep boots), Fell ConspiracyB, Multi-attackB
Environment: Temperate forests
Organization: Solitary or pack (3–10)
Challenge Rating: 2
Treasure: None
Alignment: LE
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment: —
Leaping Pounce (Ex): Jumping pounce. Get's to make a free trip attack, then can grapple pin, rending them on the ground.
Poison (Ex): Injury, Fortitude DC 14, initial damage
1d6 Dex, secondary damage 1d6 Dex. The save DC is
Constitution-based.
Rake (Ex): Attack bonus +2 melee, damage 1d6+2.
Skills: +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. *The Hide bonus increases to +10 in forested areas.
I need some more items, and I'm happy to swap out pretty much anything. I'd rather keep the same roles around, however, but apart from that I'd really appreciate some help in this, from tactics, to build choices, to feats and more.
I've been allowed all resources, with 3.0 on approval, including Dual Progression classes, flaws, traits (2 each), and some homebrew. Level based effects cap at my character level, so no Wizard 6//Archivist 3/Mystic theruge 3 getting Wizard 9 casting. I've tried to keep homebrew to a minimum for my optimizing skill (to use the builds elsewhere if they're really good). Furthermore, I've rolled 5d6b3 7 drop lowest, and I'll post the ability arrays that I rolled. If I didn't like the roll, I can pick a 32 PB.
I've also made a pact insidious with a devil, getting 2 bonus feats at 6th level. Obviously, this is a high powered party, but I want to make sure it's the best it can be.
Without further ado, here are the characters.
Lysander
Using wildshape to counter venerable age, Lysander will be my primary arcanist, so to speak. His companion is insanely good, however, gets better with Companion Spellbond. Originally I had a level of ninja but I went for the extra level of wizard.
He'll mostly camp out in Fleshraker form, being able to talk proper due to Shifter's speech. Wildshape also helps me blend into crowds in the above ground bits, I guess.
Dragonborn Venerable Lesser Aasimar Druid 5/Arcane Hierophant 1//Ranger 1/Wizard 4/Master of Many Forms 1 (Dragonborn, then venerable.)
Flaws: Pathetic Charisma, Vulnerable.
HD: 6d8+6
Ba: +4
AC: 16 (-4 Dex, +8 Wisdom, +2 Natural, +1 Insight, -1 Flaw) FF: 20, Touch 15.
AC: 30 (+4 Dex, +8 Wisdom, +8 Natural, +1 Insight, -1 Flaw) FF: 26, Touch 22. (Fleshraker Form)
Speed: 30ft/50ft
Ini: -4/+4;
Saves: Fort +7, Ref +3, Will +16
Saves: Fort +8, Ref +12, Will +16 (Fleshraker Form)
Ability Scores: Str 2, Dex 1, Con 12, Int 14, Wis 24 (26), Cha 9;
Ability Scores: Str 17, Dex 19, Con 15, Int 14, Wis 24 (26), Cha 9; (Fleshraker Form)
Special Attacks
Spells, Spells, More spells. (Poison, Leaping Pounce)
Special Qualities
AC Bonus (Item), Tracking, Favored Environment (Underground), Wild Empathy +1, Vermin Empathy +5, Wild Shape 5/day (6 hours, Animal, Humanoid, Small, Medium), Shifter's Speech, Companion familiar, Nature Sense, Roofwalker (Dungeon Stride, Resist Aberrant Taint), Trackless Step, Animal Companion (6th, -3+3), Familiar (Hedghog) 5th, Specialized Conjurer, Barred Schools: Necromancy, Enchantment,
Feats
TrackB, Alertness, Endurance, Companion Spellbond, Natural Bond, Natural Spell, Sage MagicianB, Extra Wild ShapeB,
Skills
Concentration 9 +10 (+12), Hide 0 -5 (+12, +14 in forested areas), Knowledge: Arcana 8 +10, Knowledge: Nature 8 +10, Jump 0 -5 (+16), Listen 6 +16, Move Silently 4 -1 (+8), Survival 9 +17 (+19 above ground in a natural setting), Spellcraft 9 +13,
Spellbook
All 0th.
1st: Buzzing Bee, Kelgore's Fire Bolt, Lesser Orb of Sonic, Fists of Stone, Enlarge Person, Reduce Person, Magic Weapon, Shield, Mage Armor, Know Protections, Feather Fall, Skittish Nerves, Disguise Self, Color Spray
2nd: Invisibility, Bear's Endurance, Cat's Grace, Glitterdust, Summon Monster II, Melf's Acid Arrow, Web, Nybor’s Gentle Reminder, Touch of Idiocy, Celerity, Cloud of Bewilderment, Mirror Image
3rd: Dispel Magic, Magic circle, Lesser Shadow Tentacle, Greater Mage Armor, Mestil's Acid Breath, Sepia Snake Sigil, Stinking cloud, Summon Monster III, Leomund’s Tiny Hut, Stars of Arvandor, Displacement, Gaseous Form, Haste, Blink, Keen Edge, Fly
Spells per day (Wisdom for Wizard spell access and bonus spells per day)
Wizard:
0th: 5, 1st: 6, 2nd: 5, 3rd: 4
Druid:
0th: 5, 1st: 5, 2nd: 5, 3rd: 4
Gear:
Periapt of Wisdom +2.
Monk's Belt.
Sariss
My " Striker. " He dipped Factotum for Iajitsu Focus and Cunning Insight, which'll help him get those maneuver effects on the enemy. High dex makes him have a good AC but I want it higher...
Uncanny Dodge has kept the dex investment strong, as does evasion. I will use this guy as a " Rush and Rend " guy, use staggering strike with burning blade and Wolf Fang Strike/Sudden leap to get a number of attacks on a FF enemy. Of course, I may go for Shadow Blade Technique for the two rolls, just to make sure I get Iajitsu focus' benefit and my lovely +7d6+6 sneak attack damage.
Lesser Wispling Swashbuckler 3/Warblade 2/Hit and Run Sneak Attack fighter 1//Swordsage 1/Psionic Rogue 1/Rogue 2/Factotum 1/Swordsage 2nd
Flaws: Poor Reflexes, Shaky
Trait: Quick
HD: 2d12+4d10+12
Ba: +6
AC: 22 (+7 Dex, +2 Leafweave Leather armor, +1 Size, +2 Wisdom) FF: 22, Touch 20.
Speed: 30ft.
Ini: +10;
Saves: Fort +12, Ref +18, Will +7
Ability Scores: Str 13, Dex 23 (25), Con 16, Int 20, Wis 15, Cha 12;
Special Attacks
Cunning Insight +5, Maneuvers, Hit and Run tactics +7 damage, Sneak Attack +7d6+6, Psionics, Iajitsu Focus, Swashbuckler strike +5
Special Qualities
Battle Clarity (+2), Grace +1, Quick to Act +1, Evasion, Uncanny Dodge, Trapfinding, AC Bonus, Discipline Focus, Weapon Aptitude, 2 Inspiration, Cunning Knowledge +1, Cunning Insight +5, Halfling traits, Planetouched Traits, Stances, Disguise self 1/day
Feats
Weapon FinesseB, Weapon FocusB Craven, Quickdraw, Shadow Blade, Daring Outlaw, Staggering Strike, Exotic Weapon Profficiency (Kaorti Drow Scorpion Chain)B, Adaptive StyleB,
Skill Tricks
Nimble Stand, Hidden Blade, Sudden Draw
Skills
Balance 5 +14, Concentration 9 +12, Escape Artist 8 +15; Hide 7 +18, Iajitsu Focus 8 +9, Jump 5 +10, Listen 9 +13, Move Silently 9 +18, Spot 9 +11, Tumble 9 +18, Use Magic Device 2 +3
Powers Known
Force Screen, 2 power points.
Maneuvers Known
Swordsage: Burning Blade, Moment of Perfect Mind, Counter Charge, Wolf Fang Strike, Saphire Nightmare Blade, Shadow Jaunt, Shadow Blade Technique, Readied: 4.
Warblade: Steely Strike, Sudden Leap, Douse the Flames, Tactical Strike, Readied: 3.
Stances Known
Island of Blades, Child of Shadow, Bolstering Voice
Gear:
+1 Kaorti Drow scorpion chain (19-20/x4).
Leafweave Leather Armor
Gloves of Dexterity +2.
Rai
I felt I really needed to take Archivist in order to get those higher level spells I'd need, facing monsters which are expecting us to have defences against their attacks. Hence, the Archivist has a ton of spells to pick...
I took Factotum to keep him a competent assasin as well as a social guy. A lot of the goodies of Archivist include getting enchantment spells early, something I'm happy to take advantage of. Hide in Plain sight will hopefully keep him safe. He's also my main trapfinder.
Lesser Wispling Archivist 6//Dark LA 1/Factotum 4/Halfling Monk 1
Flaws: Vulnerable, Non-combatant
HD: 4d8+2d6+12
Ba: +4
AC: 21 (+5 Dex, +6 Int, +1 Size, -1 Vulnerable) FF: 16, Touch 21.
Speed: 40ft
Ini: +11
Saves: Fort +9, Ref +12, Will +9
Ability Scores: Str 10, Dex 20, Con 15, Int 20 (22), Wis 14, Cha 12;
Special Attacks
Spells, Cunning Insight +6, Cunning Strike +nd6, Arcane Dilettante, Unarmed Attacks, Skirmish +1d6,
Special Qualities
AC Bonus, Fast Movement +10ft, Sleeping Tiger Style, Inspiration (6), Cunning Knowledge +4, Cunning Defence, Cunning Insight +6, Brains Over Brawn, Trapfinding, Still Mind, Lore Mastery (Knowledge: Dungeoneering), Dark Knowledge (Pussiance, Tactics) 5/day, Hide in Plain Sight, Halfling traits, Planetouched Traits, Resistance to Cold 10,
Feats
Scribe ScrollB, Darkstalker, Carmendine Monk, Invisible Spell, Non-Verbal Spell, Font of Inspiration, Font of InspirationB, Tactile TrapsmithB, Weapon FinesseB
Skills
Concentration 6 +8, Disable Device 7 +24, Open Lock 6 +23, Hide 8 +38, Move Silently 9 +28, Knowledge: Dungeoneering 8 +16, Knowledge: The Planes 6 +12, Knowledge: Religion 6 +12, Search 9 +24,
Prayerbook
All 0th cleric
1st: Remove Paralysis, Lesser Restoration, Delay Poison, Resist Energy, Blockade, Charm Animal, Charm Person, Undectable alignment, Magic Weapon, Summon Undead I, Summon Monster I, Faith Healing, Silent Image
2nd: Cure moderate Wounds, Remove Blindness/Deafness, Remove Disease, Body Ward, Soul Ward, Magic Circle Against Evil, Protection from negative/positive energy, Blur, Mirror Image, Minor Image, Misdirection, Torrent of Tears, False Lie, Locate Object, Zone of Truth, Detect Thoughts, Augry, See Invisibility, Tongues, Lesser Celerity, Clariaudience/Clairvoyance, Suggestion, Hold Animal, Hold Person, Ghoul Glyph, Wind Wall, Soften earh/stone, Desecrate, Glitterdust.
3rd: Mass lesser Vigor, Restoration, Neutralize Poison, Death Ward, Delay Death, Storm Shield, Mass Resist Energy, Call Lightning, Lightning Bolt, Clutch of Orcus, energy Vulnerability, bedevil, Dominate Animal, Dominate vermin, Charm Monster, Lesser geas, Dimensional Anchor, Disobedience, Create Fetch, Blindness/Deafness, Invisibility Purge, Suppress Glyph, Haste
Spells per day:
Oth: 4, 1st: 5, 2nd: 5, 3rd: 3
Gear:
Headband of Intellect +2.
Cloak of Shadows (+5 competence hide)
MW Theives tools.
Handbook of Dungeoneering (+4 competence bonus on Open Lock, Disable device and Search)
Spells.
Horus:
The knight defender. I'm worried about his non-buffed AC being so low, and also his HP. Basically he uses Insane Defiance to redirect mental effects back at the caster, and once per round uses Chosen of evil to get a little bonus. Normally this can offset power attack, leaving me with a decent +12 damage. Due to his class features, the area 20ft around him is difficult terrain and at +5 tumble DC, and he grants all allies within 20ft +4 AC, effectively.
Lesser Aasimar Knight 5/Crusader 1//Cloistered Cleric 1/Paladin of Tyranny 2/Binder 1/Ordained Champion 2
Flaws: Shaky, Meager Fortitude
HD: 5d12+1d10+12
Ba: +6
AC: 22 (+1 Dex, +8 MW Full plate) FF: 18, Touch 11.
Speed: 20ft.
Ini: +1;
Saves: Fort +14, Ref +6, Will +13
Ability Scores: Str 16 (18), Dex 12, Con 14, Int 8, Wis 12, Cha 18;
Special Attacks
Smite (OC), Smite Good 1/day, Command, Furious Counterstrike, Fighting Challenge +1, Power Attack, Maneuvers, Chosen of Evil +6,
Special Qualities
Knight's Challenge 6/day, Code of Conduct (Bleh), Shield Block +1, Bulwark of Defence, Vigilant Defender, Test of Mettle, Steely Resolve, Furious Counterstrike, Stances, Turn Undead 7/day, Lore +0, Domains, Smite Good 1/day +4 attack +2 damage, Detect Good, Dark Blessing, Deadly Touch 8/day, Soul Binding (Naberius), Faster Ability Healing, Disguise Self, Naberius' Skills, Command, Silver Tongue, Bonus Domain, War Domain, Spontaneous Casting (war Domain), Continued Advancement, Smite +4 attack +3 damage, Feats,
Feats
DiehardB, Insane DefianceB Willing Deformity, Deformity (Tongue), Deformity (tall), Evil's Blessing, Chosen of Evil, Mounted combatB Exotic Weapon Proficiency (Spiked Chain)B, Combat ReflexesB, Power attackB, Weapon FocusB, Stand StillB,
Skills
Diplomacy 8 +12, Concentration 6 +8, Knowledge: Religion 7 +6, Jump 4 +2, Sense Motive 4 +5,
Maneuvers Known
Crusader: Crusader's Strike, Vanguard Strike, Leading the Attack, Foe Hammer, Shield Block
Stances Known
Iron Guards Glare.
Gear:
Gauntlets of Ogre power
MW Full Plate armor
Lyr, Fleshraker Companion Familiar:
Powerful pouncer, especially when buffed up with Fists of Stone. Also has Fell Conspiracy. Telepathy, 100ft and +10 listen and spot, yes please. It's more funny since Lyr is a dinosaur. Working towards Leap Attack.
Animal Companion Benefits: +4 HD, +4 Natural Armor, +2 Str/Dex adjustment, Link, Share Spells, Evasion, Devotion.
Familiar benefits: +3 Natural Armor, Alertness, Improved Evasion, Empathic Link, Deliver Touch Spells, Speak with master, Int 8, grants +2 Natural armor (Hedgehog)
Medium Magical beast
Hit Dice:8d8+16 (52 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 28 (+5 Dex, +13 natural), touch 15, fl at-footed 23
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d6+4 and poison)
Full Attack: 2 claws +10 melee (1d6+4 plus poison) and bite
+8 melee (1d6+2) and tail +8 melee (1d6+2 plus poison)
Leaping Full Attack: 2 claws +12 melee (1d6+1d4+4 plus poison) and bite
+10 melee (1d6+1d4+2) and tail +10 melee (1d6+1d4+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison, rake 1d6+2
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +11, Will +4
Abilities: Str 19, Dex 21, Con 15, Int 8, Wis 14, Cha 12
Skills: Hide +13*, Jump 3 +21, Knowledge: Religion 8 +7
Feats: Power Attack, Improved Natural Attack (Claw), Shape Soulmeld (Thunderstep boots), Fell ConspiracyB, Multi-attackB
Environment: Temperate forests
Organization: Solitary or pack (3–10)
Challenge Rating: 2
Treasure: None
Alignment: LE
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment: —
Leaping Pounce (Ex): Jumping pounce. Get's to make a free trip attack, then can grapple pin, rending them on the ground.
Poison (Ex): Injury, Fortitude DC 14, initial damage
1d6 Dex, secondary damage 1d6 Dex. The save DC is
Constitution-based.
Rake (Ex): Attack bonus +2 melee, damage 1d6+2.
Skills: +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. *The Hide bonus increases to +10 in forested areas.
I need some more items, and I'm happy to swap out pretty much anything. I'd rather keep the same roles around, however, but apart from that I'd really appreciate some help in this, from tactics, to build choices, to feats and more.