ExemplarofAvg
2012-09-18, 08:51 AM
I'd first like to start by saying, that this is probably a sub-optimal choice.
I'd like to follow up that first saying with, oh well, it's a flavour based character.
Half-Orc (http://www.d20pfsrd.com/races/core-races/half-orc) Urban (http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/urban-barbarian) Barbarian 1 (http://www.d20pfsrd.com/classes/core-classes/barbarian)/Transmutation (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/transmutation) (Enhancement (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/transmutation/enhancement)) Wizard 5 (http://www.d20pfsrd.com/classes/core-classes/wizard)/ Eldritch Knight n (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight)
Currently only Level 3 (Barbarian 1/Wizard 2)
[Have yet to roll for stats, Campaign starts at third level]Splee
Half-Orc Urban Barbarian 1/Wizard 2
(Urban Barbarian 1/Transmuter 5/Eldritch Knight 1)
Neutral Medium
Init +3, Senses: Darkvision 60ft ; Perception +7
Defense
AC 16, Touch 13, Flat-Footed 13 (+3 Dex, +3 Armour)
Hp 30 (1d12+2d6+6),
Fort +4, Ref +3, Will +4
Defensive Abilities: Squallid
Offence
Speed: 30ft,
Melee: Falchion +6 (2d4+6, 20/x4, Slashing, Two-Handed)
Ranged: Composite Longbow +5 (1d8+4, 20/x3, Piercing 110ft)
Special Attacks:
Power Attack: Melee −1 to hit, +3 Damage
Deadly Aim: Ranged −1 to hit, +2 Damage
Spells
4 Lv 0
2 Lv 1
Statistics
Str 16+2, Dex 17, Con 14, Int 15, Wis 12, Cha 8
Base Attack +2, CMB +7, CMD 19
Feats: Power Attack, Deadly Aim, (B) Extra Rage
Skills: Sleight of Hand +7, Perception +7, Knowledge(Local) +10, Spellcraft +7
Racial Modifiers: Scavenger
Languages: Common, Orc, Draconic
Special Qualities: Scavenger, Squallid, City-Raised, Orc-Blood
Combat Gear: Falchion, Composite Longbow (+4) Haramaki, Armored Kilt, Silken Ceremonial Armour, Spellbook
Special Abilities: Crowd Control, Controlled Rage, Arcane Bond (Familiar), Arcane School (Transmutation, Opposition Schools: Illusion and Enchantment), Spells+Cantrips
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Squalid: Some half-orcs exist in surroundings so filthy and pestilent that even orcs would have difficulty living in them. Halforcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Crowd Control:
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
Controlled Rage:
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Fingers
Raccoon
N Tiny Magical Beast
Init +2; Senses low-light vision, scent; Perception +3
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp ? (3d8)
Fort +2, Ref +4, Will +3
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 11, Int 6, Wis 16, Cha 5
Base Atk +2; CMB +0; CMD 9 (13 vs. trip)
Feats Weapon Finesse,
Skills Climb +7, Sleight of Hand +3
SPECIAL ABILITIES
Familiar
The master of a raccoon familiar gains a +3 bonus on Sleight of Hand checks.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.The Fluff is thus:When Splee was found he was young and angry, living on the streets amongst all manner of filth and vermin, but then, he wasn’t known as Splee then he was only given that name after entering the academy after some Half-Orc hero from ages long past (an old-old character of mine. He was mistrustful of everyone at first, and to be fair all the other first years were a little distrustful of him and his pet or “Fingers (http://www.d20pfsrd.com/bestiary/monster-listings/animals/raccoon)” as he called the Raccoon.
No one was really sure why the Arch-Magi had taken him in, perhaps solely out of pity for him, or perhaps his stealing was starting to annoy the local folk, and there was the one town guard who had beat him that was found dead, cut and slashed to bit with limbs bent at awkward angles.
It took some time before he was allowed to join the regular class of first years and was instead given special private lessons to teach him how to better control his anger. He still has had some difficulty acclimatizing to his new role, being a little less polished than some of the other students at the school, especially the high-born sons. Although, he has made fast friends with the students who came from nothing but were sought out for their talent.So some questions I have
1. It's not as sub-optimal as I imagine it, is it?
2. Is there any need to boost the Familiar further? 5 levels of wizard gets me all the nice abilities, missing out on the scrying and the "speak with others of it's kind" abilities of note, and yes Spell Resistance is missed as well.
3. Weapon? Armour?
I'd like to follow up that first saying with, oh well, it's a flavour based character.
Half-Orc (http://www.d20pfsrd.com/races/core-races/half-orc) Urban (http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/urban-barbarian) Barbarian 1 (http://www.d20pfsrd.com/classes/core-classes/barbarian)/Transmutation (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/transmutation) (Enhancement (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/transmutation/enhancement)) Wizard 5 (http://www.d20pfsrd.com/classes/core-classes/wizard)/ Eldritch Knight n (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight)
Currently only Level 3 (Barbarian 1/Wizard 2)
[Have yet to roll for stats, Campaign starts at third level]Splee
Half-Orc Urban Barbarian 1/Wizard 2
(Urban Barbarian 1/Transmuter 5/Eldritch Knight 1)
Neutral Medium
Init +3, Senses: Darkvision 60ft ; Perception +7
Defense
AC 16, Touch 13, Flat-Footed 13 (+3 Dex, +3 Armour)
Hp 30 (1d12+2d6+6),
Fort +4, Ref +3, Will +4
Defensive Abilities: Squallid
Offence
Speed: 30ft,
Melee: Falchion +6 (2d4+6, 20/x4, Slashing, Two-Handed)
Ranged: Composite Longbow +5 (1d8+4, 20/x3, Piercing 110ft)
Special Attacks:
Power Attack: Melee −1 to hit, +3 Damage
Deadly Aim: Ranged −1 to hit, +2 Damage
Spells
4 Lv 0
2 Lv 1
Statistics
Str 16+2, Dex 17, Con 14, Int 15, Wis 12, Cha 8
Base Attack +2, CMB +7, CMD 19
Feats: Power Attack, Deadly Aim, (B) Extra Rage
Skills: Sleight of Hand +7, Perception +7, Knowledge(Local) +10, Spellcraft +7
Racial Modifiers: Scavenger
Languages: Common, Orc, Draconic
Special Qualities: Scavenger, Squallid, City-Raised, Orc-Blood
Combat Gear: Falchion, Composite Longbow (+4) Haramaki, Armored Kilt, Silken Ceremonial Armour, Spellbook
Special Abilities: Crowd Control, Controlled Rage, Arcane Bond (Familiar), Arcane School (Transmutation, Opposition Schools: Illusion and Enchantment), Spells+Cantrips
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Squalid: Some half-orcs exist in surroundings so filthy and pestilent that even orcs would have difficulty living in them. Halforcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Crowd Control:
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
Controlled Rage:
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Fingers
Raccoon
N Tiny Magical Beast
Init +2; Senses low-light vision, scent; Perception +3
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp ? (3d8)
Fort +2, Ref +4, Will +3
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 11, Int 6, Wis 16, Cha 5
Base Atk +2; CMB +0; CMD 9 (13 vs. trip)
Feats Weapon Finesse,
Skills Climb +7, Sleight of Hand +3
SPECIAL ABILITIES
Familiar
The master of a raccoon familiar gains a +3 bonus on Sleight of Hand checks.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.The Fluff is thus:When Splee was found he was young and angry, living on the streets amongst all manner of filth and vermin, but then, he wasn’t known as Splee then he was only given that name after entering the academy after some Half-Orc hero from ages long past (an old-old character of mine. He was mistrustful of everyone at first, and to be fair all the other first years were a little distrustful of him and his pet or “Fingers (http://www.d20pfsrd.com/bestiary/monster-listings/animals/raccoon)” as he called the Raccoon.
No one was really sure why the Arch-Magi had taken him in, perhaps solely out of pity for him, or perhaps his stealing was starting to annoy the local folk, and there was the one town guard who had beat him that was found dead, cut and slashed to bit with limbs bent at awkward angles.
It took some time before he was allowed to join the regular class of first years and was instead given special private lessons to teach him how to better control his anger. He still has had some difficulty acclimatizing to his new role, being a little less polished than some of the other students at the school, especially the high-born sons. Although, he has made fast friends with the students who came from nothing but were sought out for their talent.So some questions I have
1. It's not as sub-optimal as I imagine it, is it?
2. Is there any need to boost the Familiar further? 5 levels of wizard gets me all the nice abilities, missing out on the scrying and the "speak with others of it's kind" abilities of note, and yes Spell Resistance is missed as well.
3. Weapon? Armour?