mregecko
2013-10-08, 01:28 PM
So, some friends and have had life happen and are separated by many timezones (and continents). We miss gaming, so we decided to come up with a challenge in the system we mostly use: Pathfinder.
The challenge was, using only the PRD and no campaign-specific books (like Inner Sea World Guide), make a 12th level character to fight in an arena match using only 1-level dips in whatever classes/PrC's you like and can qualify for.
I thought I'd share my crazy build, a Fetchling that focuses on stealth and whose kill condition is either unwillingly Shadow Walking opponents to the Plane of Shadow (hoping they have no way back), stealing their equipment (via Pilfering Hand), or pinging them to death from Stealth wands of magic missile.
I won't include ALL of the special abilities (there are a ton), but just the ones that are pertinent to my goals:
Here is Forsythe:
Forsythe
Female Fetchling Barbarian (Urban Barbarian) 1/Bard (Archaeologist) 1/Cleric 1/Eldritch Knight 1/Fighter 1/Monk (Martial Artist) 1/Ranger (Guide) 1/Rogue (Cutpurse) 1/Wizard 1/Oracle (Dual-Cursed) 1/Shadowdancer 1/Summoner (Synthesist) 1
N Medium Outsider (native)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +26
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Defense
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AC 24, touch 22, flat-footed 14 (+9 Dex, +2 natural, +1 dodge)
hp 103 (1d12+3d10+7d8+1d6+36)
Fort +17, Ref +14, Will +17
Defensive Abilities shadow blending; Immune fatigue; Resist cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee Bite (Bite) +7 (1d6+3/x2) and
Unarmed strike +7 (1d6+2/x2)
Special Attacks agile feet (5/day), cleric channel positive energy 1d6 (12/day) (dc 19, flurry of blows -1/-1, rage (7 rounds/day), ranger's focus +2 (1/day), sneak attack +1d6
Spell-Like Abilities
12/day—Summon Monster I (12/day)
2/day—shadow walk (DC 28)
1/day—disguise self
Bard (Archaeologist) Spells Known (CL 1):
1 (4/day) Vanish, Animate Rope
0 (at will) Haunted Fey Aspect, Know Direction, Daze (DC 19), Summon Instrument
Oracle (Dual-Cursed Oracle) Spells Known (CL 1):
1 (6/day) Obscuring Mist, Cure Light Wounds, Burning Disarm (DC 20)
0 (at will) Create Water, Bleed (DC 19), Read Magic, Detect Poison
Summoner (Synthesist) Spells Known (CL 1):
1 (4/day) Grease (DC 20), Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Open/Close (DC 19), Detect Magic, Mage Hand
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Bane (DC 13), Protection from Evil
0 (at will) Create Water, Purify Food and Drink (DC 12), Scrivener's Chant
Ranger (Guide) Spells Prepared (CL 0):
Wizard Spells Prepared (CL 1):
1 (2/day) Silent Image (DC 16), Silent Image (DC 16), True Strike
0 (at will) Ray of Frost, Mage Hand, Prestidigitation (DC 13)
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Statistics
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Str 14, Dex 14, Con 17, Int 16, Wis 14, Cha 29
Base Atk +5; CMB +7; CMD 29 (can't be Tripped)
Feats Combat Reflexes, Dodge, Extra Evolution, Greater Spell Focus (Illusion), Improved Initiative, Improved Unarmed Strike, Mobility, Scribe Scroll, Shadow Ghost, Skill Focus (Stealth), Spell Focus (Illusion), Stunning Fist (3/day) (DC 18)
Traits Desperate Focus, Reactionary
Skills Acrobatics +12 (+20 jump), Bluff +15, Escape Artist +10, Intimidate +24, Perception +26, Perform (dance) +14, Sense Motive +4, Sleight of Hand +17, Spellcraft +14, Stealth +33, Survival +2 (+3 to track), Use Magic Device +24
Languages Abyssal, Aquan, Celestial, Common, Draconic
SQ +4 bonus on initiative checks, ac bonus +2, arcane bonds (arcane familiar, scorpion, greensting), archaeologist's luck +1 (13 rounds/day), aura, bardic knowledge, controlled rage, crowd control, domains (curse, travel), eidolon link, forewarned +1, fused eidolon, fused link, hide in plain sight, malign eye (5/day), mysteries (nature), opposition schools (enchantment, necromancy), oracle's curses (lame, tongues [abyssal]), prescience (6/day), revelations (nature's whispers), shadow blend, shadow form, share spells with eidolon, share spells with familiar, specialized schools (foresight), spontaneous casting, stunning fist (stun), track, unarmed strike (1d6), variant channeling (trickery variant channeling [±1 sacred]), wild empathy
Combat Gear Scroll of Deeper Darkness x2, Scroll of Faerie Fire x4, Scroll of Fly x2, Scroll of Forcecage, Scroll of Heal, Scroll of See Invisibility x2, Wand of Cure Light Wounds, Wand of darkness, Wand of magic missile (x2), Wand of Pilfering Hand;
Other Gear Belt of mighty constitution +4, Boots of speed (10 rounds/day), Candle of invocation (lawful good), Cloak of resistance +3, Elixir of darksight, Eyes of the Eagle, Handy haversack (empty), Headband of alluring charisma +6, Ring of chameleon power, 695 GP
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Special Abilities
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+4 bonus on initiative checks & you gain the Alertness feat while your familiar is within arm's reach.
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
**Archaeologist's Luck +1 (13 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Cleric Domain (Curse) Associated Domain: Luck
**Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
**Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
**Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
**Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
**Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level you are immune to fatigue
**Malign Eye (5/day) (Su) Target suffers -2 to saves vs. your spells until they hit you with an attack. Standard action.
**Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
**Prescience (6/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
**Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
**Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
**Shadow Blend (Su) Outside of bright light, gain 20% concealment. With Shadow Form increase to 50%.
**Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
**Shadow Form (Su) Constant 20% concealment, melee atks have ghost touch, half dam vs. corp foes.
**Trickery Variant Channeling (±1 Sacred) Bluff, Disguise, Sleight of Hand,Stealth bonus/Perception penalty
Items
Scroll of Deeper Darkness x2
Scroll of Faerie Fire x4
Scroll of Fly x2
Scroll of Forcecage x1
Scroll of Heal
Scroll of See Invisibility x2
Wand of Cure Light Wounds
Wand of Pilfering Hand
Wand of Magic Missile x2
Wand of Darkness
In combat, I have a +34 to stealth (including bard buff) along with HiPS. Shadow Form & Shadow Blend from my fused Eidolon give me permanent Total Concealment outside of bright light. If encountered with bright light, I have many means of creating darkness & deeper darkness.
Wand of Pilfering Hand is to sleight of hand steal my opponent's gear.
And I have a DC28 Will save vs my Shadow Walk racial SLA (which I have 2/day).
Very random character, but I had a lot of fun with it. What would you guys and gals make?
The challenge was, using only the PRD and no campaign-specific books (like Inner Sea World Guide), make a 12th level character to fight in an arena match using only 1-level dips in whatever classes/PrC's you like and can qualify for.
I thought I'd share my crazy build, a Fetchling that focuses on stealth and whose kill condition is either unwillingly Shadow Walking opponents to the Plane of Shadow (hoping they have no way back), stealing their equipment (via Pilfering Hand), or pinging them to death from Stealth wands of magic missile.
I won't include ALL of the special abilities (there are a ton), but just the ones that are pertinent to my goals:
Here is Forsythe:
Forsythe
Female Fetchling Barbarian (Urban Barbarian) 1/Bard (Archaeologist) 1/Cleric 1/Eldritch Knight 1/Fighter 1/Monk (Martial Artist) 1/Ranger (Guide) 1/Rogue (Cutpurse) 1/Wizard 1/Oracle (Dual-Cursed) 1/Shadowdancer 1/Summoner (Synthesist) 1
N Medium Outsider (native)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +26
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Defense
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AC 24, touch 22, flat-footed 14 (+9 Dex, +2 natural, +1 dodge)
hp 103 (1d12+3d10+7d8+1d6+36)
Fort +17, Ref +14, Will +17
Defensive Abilities shadow blending; Immune fatigue; Resist cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee Bite (Bite) +7 (1d6+3/x2) and
Unarmed strike +7 (1d6+2/x2)
Special Attacks agile feet (5/day), cleric channel positive energy 1d6 (12/day) (dc 19, flurry of blows -1/-1, rage (7 rounds/day), ranger's focus +2 (1/day), sneak attack +1d6
Spell-Like Abilities
12/day—Summon Monster I (12/day)
2/day—shadow walk (DC 28)
1/day—disguise self
Bard (Archaeologist) Spells Known (CL 1):
1 (4/day) Vanish, Animate Rope
0 (at will) Haunted Fey Aspect, Know Direction, Daze (DC 19), Summon Instrument
Oracle (Dual-Cursed Oracle) Spells Known (CL 1):
1 (6/day) Obscuring Mist, Cure Light Wounds, Burning Disarm (DC 20)
0 (at will) Create Water, Bleed (DC 19), Read Magic, Detect Poison
Summoner (Synthesist) Spells Known (CL 1):
1 (4/day) Grease (DC 20), Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Open/Close (DC 19), Detect Magic, Mage Hand
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Bane (DC 13), Protection from Evil
0 (at will) Create Water, Purify Food and Drink (DC 12), Scrivener's Chant
Ranger (Guide) Spells Prepared (CL 0):
Wizard Spells Prepared (CL 1):
1 (2/day) Silent Image (DC 16), Silent Image (DC 16), True Strike
0 (at will) Ray of Frost, Mage Hand, Prestidigitation (DC 13)
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Statistics
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Str 14, Dex 14, Con 17, Int 16, Wis 14, Cha 29
Base Atk +5; CMB +7; CMD 29 (can't be Tripped)
Feats Combat Reflexes, Dodge, Extra Evolution, Greater Spell Focus (Illusion), Improved Initiative, Improved Unarmed Strike, Mobility, Scribe Scroll, Shadow Ghost, Skill Focus (Stealth), Spell Focus (Illusion), Stunning Fist (3/day) (DC 18)
Traits Desperate Focus, Reactionary
Skills Acrobatics +12 (+20 jump), Bluff +15, Escape Artist +10, Intimidate +24, Perception +26, Perform (dance) +14, Sense Motive +4, Sleight of Hand +17, Spellcraft +14, Stealth +33, Survival +2 (+3 to track), Use Magic Device +24
Languages Abyssal, Aquan, Celestial, Common, Draconic
SQ +4 bonus on initiative checks, ac bonus +2, arcane bonds (arcane familiar, scorpion, greensting), archaeologist's luck +1 (13 rounds/day), aura, bardic knowledge, controlled rage, crowd control, domains (curse, travel), eidolon link, forewarned +1, fused eidolon, fused link, hide in plain sight, malign eye (5/day), mysteries (nature), opposition schools (enchantment, necromancy), oracle's curses (lame, tongues [abyssal]), prescience (6/day), revelations (nature's whispers), shadow blend, shadow form, share spells with eidolon, share spells with familiar, specialized schools (foresight), spontaneous casting, stunning fist (stun), track, unarmed strike (1d6), variant channeling (trickery variant channeling [±1 sacred]), wild empathy
Combat Gear Scroll of Deeper Darkness x2, Scroll of Faerie Fire x4, Scroll of Fly x2, Scroll of Forcecage, Scroll of Heal, Scroll of See Invisibility x2, Wand of Cure Light Wounds, Wand of darkness, Wand of magic missile (x2), Wand of Pilfering Hand;
Other Gear Belt of mighty constitution +4, Boots of speed (10 rounds/day), Candle of invocation (lawful good), Cloak of resistance +3, Elixir of darksight, Eyes of the Eagle, Handy haversack (empty), Headband of alluring charisma +6, Ring of chameleon power, 695 GP
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Special Abilities
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+4 bonus on initiative checks & you gain the Alertness feat while your familiar is within arm's reach.
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
**Archaeologist's Luck +1 (13 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Cleric Domain (Curse) Associated Domain: Luck
**Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
**Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
**Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
**Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
**Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level you are immune to fatigue
**Malign Eye (5/day) (Su) Target suffers -2 to saves vs. your spells until they hit you with an attack. Standard action.
**Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
**Prescience (6/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
**Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
**Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
**Shadow Blend (Su) Outside of bright light, gain 20% concealment. With Shadow Form increase to 50%.
**Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
**Shadow Form (Su) Constant 20% concealment, melee atks have ghost touch, half dam vs. corp foes.
**Trickery Variant Channeling (±1 Sacred) Bluff, Disguise, Sleight of Hand,Stealth bonus/Perception penalty
Items
Scroll of Deeper Darkness x2
Scroll of Faerie Fire x4
Scroll of Fly x2
Scroll of Forcecage x1
Scroll of Heal
Scroll of See Invisibility x2
Wand of Cure Light Wounds
Wand of Pilfering Hand
Wand of Magic Missile x2
Wand of Darkness
In combat, I have a +34 to stealth (including bard buff) along with HiPS. Shadow Form & Shadow Blend from my fused Eidolon give me permanent Total Concealment outside of bright light. If encountered with bright light, I have many means of creating darkness & deeper darkness.
Wand of Pilfering Hand is to sleight of hand steal my opponent's gear.
And I have a DC28 Will save vs my Shadow Walk racial SLA (which I have 2/day).
Very random character, but I had a lot of fun with it. What would you guys and gals make?