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Mask- head slot

Can add extra abilities to it at a 1.5 cost multiplier


Medusa mask- 5k (price to create)
Mask of stony demeanor- 250 gp
Headband of aerial agility- 2250 gp
Eyes of the Eagle- 1250 gp
Goggles of elvenkind?- 4250 gp
Goggles of brilliant light- 4400

Traits:
Reactionary- +2 init
Rice Runner- +acrobatics and it becomes a class skil
Priest-blessed (faith): 3/day +1 CL of friendly divine spell on you
Focused mind (faith)/unbreakable hate (race): +2 concentration
Eyes and ears of the city (religion): Perception class and +1

Racial traits:
sacred tattoo- +1 all saves (luck) but lose orc ferocity
shaman's apprentice- Endurance but lose intimidating
skilled- +1 skill/lvl but lose darkvision
spells known: ear-piercing scream, sleep, command, cure light wounds, charm pers
on, enlarge person, mage armor, (mount), (obscuring mist), (unseen servant), (ma
rid's mastery)
LN codes:
"None but my own skin touches the mask." Might require a cleansing ceremony, wi
th no assistance for that person until completed.
"We each keep our own time. I'll not interfere with yours unless asked." Star Tr
ek Prime Directive) No heals unless requested or on someone's behalf.
"The end of another's time is not for me to decide." Do not decide who lives or
dies, let nature take its course. Leave enemies alive when possible.
"From an end must come a beginning." When something dies, something must be born
. (plant a tree/plant).
"Time changes all things. Use them now before they are gone." Redistrubute as n
ature would. Take nothing with you in death. Burial treasure/potions are to be
used.
"Living beyond your end steals time from others. This cannot stand." Destroy ou
t-of-time/beyond natural time creatures wherever possible (undead).
Solve problems efficiently/impartially, not for person gain or for revenge, but
to keep things going.
Simultaneous reward/punishment based on defined laws (Stannis made Davos a knigh
t but cut off his fingers cuz he was a smuggler).
Natural Selection- Harsh but fair
What is expected of you/companions?
All are welcome as long as you don't break the rules.
Hexes:
L1 (extra hex) evil eye
L2 cackle
L4 misfortune

L6 fly
L8 scar
L10 fortune
Good feats:
*Extra Hex
*Magical Epiphany (Nethys- 1/day prep spell as std)
*Combat casting (+4 casting defensively)
*Flyby attack
Luck of heroes (25% chance to not spend hero point)
Defiant Luck (1/day on result of 1 or crit hit, reroll; 1 hero point to reroll c
onfirmed crit on you)
-> Inexplicable Luck (1/day free +8 to any roll pre / +4 post)
-> Bestow Luck (Defiant luck 2/day; Immediate Inexplicable luck to ally)
Additional traits (perception and +1 will perhaps)
Improved Init (+4 init; haven't needed it yet)
Accursed Hex? (retarget if saved vs hex; wait till I get a good offensive hex)
Split Hex (10th lvl- hex two targets)
Ironhide (+1 AC; good for later)
Keen Scent? (Scent; not really neccessary w dogs and without survival)
Deific Obediance?- Irori (+4 all knowledge checks; good for rogue?) / Nethys (+4
concentration checks; haven't need it much yet)
Craft Wondrous Item
Scribe Scroll
-------------------------------------Paladin 1 (Sacred Shield)
Paladin 2
Paladin 3
Blood Rager rest
Aasimar or Suli or maybe half-orc
celestial or elemental (fire) bloodline
berserker of the society, sword scion, +1 will traits
1 cleric (divine strategist)- 2 skills, +2 Fort/Will save, Act in surprise round
, +1 init, Aid another +2 divine CL / concentration, War/Tactics domain (3+wis/d
ay ally rolls 2x for initiative), cleric spells
1 Monk (Sohei)- 4 skills, +2 Fort/Ref/Will save, Wis to AC, Deflect arrows (dex
13), simple/martial weapons/light armor, Act in surprise round, +1 init, flurry
of blows, unarmed strike
***martial artist, removes alignment restriction
1 sorcerer (Seeker/Cross-blooded)- 2 skills, +2 Will save, trapfinding, Serpenti
ne/Undead bloodlines (undead/beasts now affected by mind-affecting spells) -2 wi
ll
Dips:
1 Swashbuckler (panache, deeds, shashbuckler finesse) / 2 charmed life
1 Oracle (lore- lore keeper use cha for knowl, sidestep secret / metal- Armor ma
stery, dance of blades, skill at arms / battle- skill at arms, war sight, weapon

mastry) or other plus extra revelation feat or abundant revelations feat


1 Cleric (domains- magic, restoration, growth, protection, travel, deception, ta
ctics, conversion inq, spellkiller inq, ) normal, separatist, theologian? or cru
sader if melee
3 Fighter (Weapon Master)
1 Ranger (trapper) (freebooter)
1 Magus (Skirner- shield maiden)
1-4 Paladin (Sacred shield)
2 inquisitor (wis to init)
2 rogue (sapper)
1- Wizard (transmutation/wood- +1 to ability score)
+1 to taking a level of Cleric, Oracle, or Wizard
+1 to two levels of Barbarian, Fighter, Alchemist
+1 to taking three levels of Bard, Magus, Rogue, Ranger, Witch
-(crossblooded) sorcerer 1: better blasts (for casties), minor spells, bloodline
abilities if you don't wanna invest feats into eldritch heritage
-oracle 1: level 1 revelations (sidestep secret, get more with the extra revelat
ion feat if you meet the level reqs) and utility spells, pick a fluffy or non-pr
oblematic curse (legalistic, haunted, tongues
-fighter 1-3: proficiencies, bab, feats, basic or AT abilities
-paladin 1-3: proficiencies, bab, smite, lay on hands, cha to saves, immunities
-barbarian 2: speed +10ft, rage, rage power, uncanny dodge
-cleric 1-3: domains/1st power, utility and domain spells (2nd-level at 3rd), ch
annel energy
(((WIS))) Inquisitor for access to their Inquisitions. One of them (heresy I thi
nk?) is 'Use Wisdom instead of Charisma for Intimidate, Bluff, Diplomacy'. You c
an also stack on an archetype which says "Add Wisdom to Intimidate, Bluff, Diplo
macy'. And the ultimate Party Face is born.
Conversion domain: Charm of Wisdom (Ex): You use your Wisdom modifier instead of
your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Infiltrator archetype: Guileful Lore (Ex): At 1st level, the infiltrator s will is
bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and
Diplomacy skill checks in addition to the normal ability score modifiers.
Unbreakables: My favorite archetype of fighters. They are AWESOME and from the u
ltimate combat.
At first level, instead of a bonus feat, they get endurance and diehard; two fea
ts for the price of one. It gets better.
At second level they get their second bonus feat as normal, plus they get 'unfli
nching', which is (and replaces) bravery, except it if for all mind effecting ef
fects.
At third level they get armor training as normal.
After third level they arent so good, because they lose weapon training and armo
r training to meh feats, so it's usually good to stop at third, or at fourth if
you really want that fourth level bonus feat.
These guys make GREAT barbarians, as they give diehard and armor training, meani
ng you you get 40ft. movement in medium armor, plus some bonus feats. They lose
tower shield proficiency, but I doubt that matters to most of you guys.

____________________________________________________________
Kitsune Dex/Cha +2, Str -2
Undine Dex/Wis +2, Str -2
Human +2 Dex, elven curve blade, 1st feat, +1 skill/lvl
*Half-Elf +2 Dex, Elven Curve Blade, 1st feat, +2 perception, 2 favored classes,

low light vision, elven immunities


*Tengu Dex/Wis +2, Con -2, elven curve blade, 1st feat, +2 perception/stealth, G
lide
16, 14, 14, 12, 12, 7
16 (14) Dex, 16 Cha, 14 Wis, 12 Con, 12 Str, 7 Int = racial bonus to Dex 1/2 elf
18 Dex, 16 Cha, 14 Wis, 12 Con, 12 Str, 7 Int = lvl 8
16 (14) Dex, 16 Cha, 16 (14) Wis, 10 (12) Con, 10 Str, 8 Int = racial bonus to D
ex / Wis tengu
18 Dex, 16 Cha, 16 Wis, 10 Con, 10 Str, 8 Int = lvl 8
Feats: *deadly aim, *weapon finesse, extra grit, *power attack, long nose form (
lvl 3), improved init
trait: indomitable faith +1 will (carefully hidden/auspicious tatoo/adopted)(Pur
ity of Faith), armor expert/Sargavan Guard, reactionary +2 init (elven reflexes)
, resilient (forlorn), dangerously curious, highlander, Watching Taldor, Lover o
f the Law, Lessons of Chaldira, Wisdom in the flesh (fly), Defensive Strategist,
extra traits, defensive strategist (not flat footed in surprise round)
Divine hunter/Sacred Shield Paladin 1
d10 HP
2+ Int skills
BAB +1
Fort/Will saves +2
Aura of good, Detect evil, Bastion of Good 1/day
Precise shot feat
Light/medium/simple/martial profs
1st feat- weapon finesse
Musket Master/gun scavenger Gunslinger 1
d10 HP
4+ Int skills
BAB +1
Fort/Ref saves +2
Steady Aim Deed (replace gunslinger's dodge)
Change out Deed (replace quick clear)
Grit Wis
Gunsmith
Rapid Reload Muskets feat
two handed firearms prof
Divine hunter/Sacred Shield Paladin 2
d10 HP
2+ Int skills
BAB +1
Fort/Will saves +1
Divine Grace (Cha to saves)
Lay on hands 1+cha/day for 1d6 heal
3rd feat- deadly aim
Musket Master/gun scavenger Gunslinger 2
d10 HP
4+ Int skills
BAB +1
Fort/Ref saves +1
Arbitrary Aim (replaces nimble)

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