kaleotter
2012-07-14, 10:23 PM
So, I was talking with a friend who plays pathfinder and has a DM who is very much a textbook bad DM. I've heard reports of one character death every session, and this friend has been trying to work on something a bit more broken to counteract this, and we got to talking. I booted up herolab and started working on a couple of things. This is one of the results: Everyone, Meet Pippin. Pippin is a pixie who was killed after but a short existence. Still practically a child, and full of vengeful feelings towards the evil biengs that ended his life so early, Young Pippin rose the following week as a ghost. Over the following sixty years, Pippin built an unlife for himself training as a rogue.
I think I have most of the build down. It needs to be "appropriate" for a party of 8th level adventurers. I don't want to run this build, or even let it see the light of day unless everyone was doing the same kind of stuff, but I would like to know how I can improve it.
PIPPIN MERRYWEATHER CR 9
Male Pixie Rogue (Sniper) 5
CN Tiny Undead (Augmented Fey, Incorporeal)
Init +13; Senses Darkvision, Low-Light Vision; Perception +21
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DEFENSE
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AC 24, touch 24, flat-footed 22. . (+1 Dex, +2 size, +5 deflection, +1 dodge)
hp 80 (5d8+4d6+45)
Fort +7, Ref +17, Will +7
Defensive Abilities Channel Resistance +4, Evasion, Incorporeal, Invisibility, Rejuvenation, Uncanny Dodge; DR 10/cold iron; Immune critical hits, precision damage, Undead Traits; SR 15
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OFFENSE
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Spd 0 ft., Flight (60 feet, Perfect)
Melee Unarmed Strike +16 (1+9/20/x2)
Ranged +2 Longbow +18 (1d4+2/20/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Accuracy, Bleeding Attack +3, Corrupting Touch 9d6 (DC 19), Deadly Range (40'), Malevolence (DC 19), Sneak Attack +3d6, Special Arrows (21/day) (DC 19), Telekinesis
Spell-Like Abilities Confusion, Lesser (1/day), Dancing Lights (1/day), Detect Chaos (Constant), Detect Evil (Constant), Detect Good (Constant), Detect Law (Constant), Detect Thoughts (1/day), Dispel Magic (1/day), Entangle (1/day), Permanent Image (visual and auditory elements only, Shield (1/day)
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STATISTICS
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Str -, Dex 27/29, Con -, Int 16, Wis 15, Cha 21
Base Atk +5; CMB +12; CMD 34
Feats Dodge, Improved Initiative, Point Blank Shot, Precise Shot, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +13, Appraise +8, Bluff +12, Climb +3, Craft (Alchemy) +10, Diplomacy +11, Escape Artist +14, Fly +34, Knowledge (Nature) +10, Linguistics +14, Perception +21, Perform (Dance) +13, Ride +3, Sense Motive +13, Sleight of Hand +11, Stealth +31, Swim +3, Use Magic Device +16
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Gnome, Orc, Sylvan, Terran, Thassilonian
SQ Fast Getaway (Ex)
Combat Gear +2 Longbow; Other Gear Belt of Incredible Dexterity, +2, Wand of Scorching Ray (CL 7)
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SPECIAL ABILITIES
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Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage per round.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Touch 9d6 (DC 19) (Su) 9d6 damage from Touch attack.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Range (40') (Ex) Ranged sneak attacks may be made within 40'
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
Flight (60 feet, Perfect) You can fly!
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Invisibility (Su) A pixie remains invisible even when it attacks.
This ability is constant, but the pixie can suppress or resume it as a free action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Malevolence (DC 19) (Su) Magic Jar a creature on the material plane.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rejuvenation (Su) Ghosts can return after a few days.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Special Arrows (21/day) (DC 19) (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow.
A pixie can generate a number of
Spell Resistance (15) You have Spell Resistance.
Telekinesis (Su) Use Telekinesis every 1d4 rounds.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
I think I have most of the build down. It needs to be "appropriate" for a party of 8th level adventurers. I don't want to run this build, or even let it see the light of day unless everyone was doing the same kind of stuff, but I would like to know how I can improve it.
PIPPIN MERRYWEATHER CR 9
Male Pixie Rogue (Sniper) 5
CN Tiny Undead (Augmented Fey, Incorporeal)
Init +13; Senses Darkvision, Low-Light Vision; Perception +21
--------------------
DEFENSE
--------------------
AC 24, touch 24, flat-footed 22. . (+1 Dex, +2 size, +5 deflection, +1 dodge)
hp 80 (5d8+4d6+45)
Fort +7, Ref +17, Will +7
Defensive Abilities Channel Resistance +4, Evasion, Incorporeal, Invisibility, Rejuvenation, Uncanny Dodge; DR 10/cold iron; Immune critical hits, precision damage, Undead Traits; SR 15
--------------------
OFFENSE
--------------------
Spd 0 ft., Flight (60 feet, Perfect)
Melee Unarmed Strike +16 (1+9/20/x2)
Ranged +2 Longbow +18 (1d4+2/20/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Accuracy, Bleeding Attack +3, Corrupting Touch 9d6 (DC 19), Deadly Range (40'), Malevolence (DC 19), Sneak Attack +3d6, Special Arrows (21/day) (DC 19), Telekinesis
Spell-Like Abilities Confusion, Lesser (1/day), Dancing Lights (1/day), Detect Chaos (Constant), Detect Evil (Constant), Detect Good (Constant), Detect Law (Constant), Detect Thoughts (1/day), Dispel Magic (1/day), Entangle (1/day), Permanent Image (visual and auditory elements only, Shield (1/day)
--------------------
STATISTICS
--------------------
Str -, Dex 27/29, Con -, Int 16, Wis 15, Cha 21
Base Atk +5; CMB +12; CMD 34
Feats Dodge, Improved Initiative, Point Blank Shot, Precise Shot, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +13, Appraise +8, Bluff +12, Climb +3, Craft (Alchemy) +10, Diplomacy +11, Escape Artist +14, Fly +34, Knowledge (Nature) +10, Linguistics +14, Perception +21, Perform (Dance) +13, Ride +3, Sense Motive +13, Sleight of Hand +11, Stealth +31, Swim +3, Use Magic Device +16
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Gnome, Orc, Sylvan, Terran, Thassilonian
SQ Fast Getaway (Ex)
Combat Gear +2 Longbow; Other Gear Belt of Incredible Dexterity, +2, Wand of Scorching Ray (CL 7)
--------------------
SPECIAL ABILITIES
--------------------
Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage per round.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Touch 9d6 (DC 19) (Su) 9d6 damage from Touch attack.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Range (40') (Ex) Ranged sneak attacks may be made within 40'
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
Flight (60 feet, Perfect) You can fly!
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Invisibility (Su) A pixie remains invisible even when it attacks.
This ability is constant, but the pixie can suppress or resume it as a free action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Malevolence (DC 19) (Su) Magic Jar a creature on the material plane.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rejuvenation (Su) Ghosts can return after a few days.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Special Arrows (21/day) (DC 19) (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow.
A pixie can generate a number of
Spell Resistance (15) You have Spell Resistance.
Telekinesis (Su) Use Telekinesis every 1d4 rounds.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.