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View Full Version : Making a creepy Half-Farspawn



Bad Wolf
2014-11-27, 07:51 PM
I'm creating a level 20 half-farspawn human bard as an antagonist. Originally I had him planned as a Bard 10/ Alienist 10, but I found that boring. For his feats, he has Obtain Familiar, Improved Familiar, Aberrant Blood, Scavenging Gullet, Starspawn, and maybe Waterspawn as well. The rest are up for grabs. I might give him a couple of flaws, if his build comes up feat-starved.

atemu1234
2014-11-27, 07:55 PM
Alienist is meh. Go with a sorcerer, get the cerebrotic feat, get draconic heritage (gold), and become a fleshwarper.

Bad Wolf
2014-11-27, 08:32 PM
Alienist is meh. Go with a sorcerer, get the cerebrotic feat, get draconic heritage (gold), and become a fleshwarper.

You mean Cerebrosis? I guess nine extra spells would be useful. I'm sorta attached to the idea of of the bard, though I guess I can fit being a Sorcerer in his story. What does Gold Dragon Heritage do?

Thanks for the Fleshwarper suggestion. I guess grafting can be useful sometimes, as there's no limit on grafts.

atemu1234
2014-11-27, 08:36 PM
You mean Cerebrosis? I guess nine extra spells would be useful. I'm sorta attached to the idea of of the bard, though I guess I can fit being a Sorcerer in his story. What does Gold Dragon Heritage do?

Thanks for the Fleshwarper suggestion. I guess grafting can be useful sometimes, as there's no limit on grafts.

Heal as a class skill is useful for the fleshwarper.

Bad Wolf
2014-11-27, 09:01 PM
Heal as a class skill is useful for the fleshwarper.

Ah. Okay then. Can I apply fiendish grafts to my familiar if it's a fiend, or apply grafts to it in general?

atemu1234
2014-11-27, 09:11 PM
Ah. Okay then. Can I apply fiendish grafts to my familiar if it's a fiend, or apply grafts to it in general?

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