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Amber

Oct 23rd, 2018
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  1. Not 100% done. Need to buy some scrolls. But fairly well on the way to done. Familiar is still under construction.
  2.  
  3. Amber Breeze
  4. CG Unicorn (Fay; Ponykind)
  5. Female, 57, 4'1", 176 lbs
  6. Eyes: green
  7. Hair: brown-blonde
  8. Coat: Green-YellowGreen (think healthy crops)
  9. Deity: Luminace
  10. Homeland: Everglow
  11. Occupation: Herbalist/Hedgewitch
  12. Cutie Mark: Pink Waterlilly encased in crystal
  13.  
  14. Str: 10 (incld -2 racial)
  15. Dex: 14
  16. Con: 18 (incld +2 item, +2 racial)
  17. Int: 25 (incld +4 item, +2 racial, +3 level)
  18. Wis: 12
  19. Cha: 10 (highest in party :V)
  20.  
  21. Classes:
  22. Witch: 8 (mistake, should have been 6)
  23. Stargazer: 2 (stacks with witch, so hexes all hit second tier at 8. oops)
  24. Dervish Defender Warder 1: Lol, my AC got stupid. Also, traded proficiencies for martial tradition
  25. Incanter: 1
  26.  
  27.  
  28. Init: +11 (went down 4 this level due to losing hare familiar)
  29. Speed: 70, 50 bipedal, 60 fly (10 minutes day;1 minute increments)
  30.  
  31. HP: 112, We use a fucked up system. D6 is d3+3, but d12 is d4+5
  32.  
  33. Bab: +7
  34. Base Saves: F+6, R+6, W+8
  35.  
  36. Buffed Defenses
  37.  
  38. AC: 43/42(T)/37(FF) = 10 + 7 (Armor; unarmored training) + 1 (shield; mithral buckler) +2 (dex) + 4(dodge; stance) + 4(morale; Defending the Pride) + 7 (int; Two Weapon Defense) + 1 (insight; dusty rose prism) + 3 (luck; +2 robe of luck[1]&fate's favored) + 4 (competence; sustaining vitality)
  39.  
  40. Fort: 25 = 6 + 4(con) + 4 (cloak of resistance) + 3 (luck; crown of fortune+2[2]&fate's favored)  + 4 (competence; sustaining vitality) + 4 (untyped; totem of allegiance&squardon)
  41. Reflex: 23 = 6 + 2(dex) + see above
  42. Will: 27 = 8 + 1(wis) + see above + 3(morale; if near Tyn)
  43.  
  44. Will could be +2(+4 sacred vs compulsion) higher, but I felt bad about joining multiple PoW traditions
  45.  
  46. Non Stacking bonuses, but present
  47. * 10' of Tyn -> +3 moral to AC
  48. * +1 All Saves (competence; cracked pale green prism)
  49.  
  50. Martial Tradition (SoM; Chemist)
  51. * Fast Draw
  52. * Alchemy (formula: improved acid flask)
  53. * Barroom
  54. * Alchemy (formula: improved sneezing powder)
  55.  
  56. SLAs:
  57. * Light, horn only. 3/day
  58. * Unseen Servant, 2/day
  59.  
  60. Traits:
  61. * Fate's Favored
  62. * Chance Survivor
  63.  
  64. Feats:
  65. * Bonus (Warder1): Combat Reflexes, int based
  66. * Bonus (Warder1): Two-weapon-fighting -> Dual Wielding Sphere via associated feat
  67. * Bonus (Witch 1): Cantrips
  68. * Bonus (War Drawback): Squadron Commander
  69. * Bonus (Unicorn): Sphere Focus Destruction
  70. * 1: Ranged Command
  71. * 3: Mass Command
  72. * 5: Counterspell
  73. * 7: Additional Traits (Gift for Magic[Destruction], Practiced Initiator)
  74. * 9: Unarmored Training (Acrobatics option)
  75. * 11: Wanderer's Fortune
  76. * Bonus (Incanter 1): Improved Familiar (only 10 levels of familiar granting class though)
  77.  
  78.  
  79. Hexes:
  80. * Witch 1: Slumber
  81. * Witch 2: Tongues
  82. * Witch 4: Protective Luck
  83. * Witch 6: Flight
  84. * Unicorn FCB 6: Cackle
  85. * Witch 8: Fortune
  86. * Stargazer 1: Water Lung
  87.  
  88. Sidereal Arcana:
  89. * Stargazer 2: Stargazer; +2 init, not flatfooted in surprise rounds
  90.  
  91. Martial Tradition (Path of War)
  92. * Cage Breakers (Elemental Flux)
  93.  
  94. Maneuvers (5/3)
  95. * Eldritch Consumption (EF)
  96. * Reflexive Twist (TD; Trading out soon, it's 1 better than reflex save now)
  97. * Temporal Body Adjustment (RH)
  98. - Eldritch Shield (EF)
  99. - Flickering Defense (RH)
  100.  
  101. Stance:
  102. * Elemental Flux Stance (Air, most days)
  103.  
  104. 1: Robe of Luck - Spheres of Power (Armor Bonus, other; bonus^2 * 2000)
  105. 2: Crown of Fortune - Spheres of Power (Save Bonus, other; bonus^2 * 2000)
  106.  
  107. Spell Points: 11+7+8=26
  108.  
  109. General Drawbacks:
  110.  * somatic 2
  111.  * magical signs
  112.  * verbal
  113.  
  114. Sphere Specific Drawbacks:
  115.  * Destruction: Focused Blast Type (Crystal Blast) - bought off at 4
  116.  * Destruction: Aligned Blast (Good) - bought off at 9
  117.  * Divination: Limited Penetration (Stone and Dirt)
  118.  * Divination: Shaped Divination: Cone
  119.  * Fate: Mythogogy
  120.  * Fate: Neutrality
  121.  * Protection: Absorbing
  122.  * Time: Accelerator (lose slow)
  123.  * War: Personal Conflict
  124.  * War: Squadron Elite
  125.  
  126. 1: War
  127. D: War: Totemic Presence
  128. 1: Patron: Destruction
  129. D: Destruction: Crystal Blast
  130. D: Destruction: Mutable Blast
  131. *: Time (Haste)
  132. D: Time: After Image
  133. *: Divination
  134. D: Divination: Fast Divination
  135. D: Divination: Divine Future
  136. 2: War: Totem of Allegiance
  137. 3: Warp
  138. 3: Patron: Destruction: Greater Blast
  139. 4: buyoff Focused Blast Type
  140. 5: Destruction: Energy Sphere
  141. 5: Patron: Destruction: Electric Blast
  142. 6: War: Revitalize
  143. 7: War: Favorable Momentum
  144. 7: Patron: Destruction: Extended range
  145. 8: Conjuration (see navi)
  146. 9: Fate: The Empress
  147. D: Fate: The Hermit
  148. 9: Patron: Destruction: Buyoff Aligned Blast
  149. 10: War: Safety
  150. 11: Conjuration: Greater Summoning
  151. 11: Protection: Mystic Shell
  152.  
  153. Skills (OH GOD. So we quickly found out that we need to cover EVERY skill in the game)
  154. - 126 ranks: 114 skill ranks +2 fcb +10 from alchemy sphere
  155. * Acrobatics: 17 (12 ranks) includes +2 MW shoes
  156. * Appraise: 17 (10 ranks, not class skill) +2 for weight, sight, and detail
  157. * Craft(Alchemy) 29, includes +2 lab
  158. * Disguise: 10 (8 ranks) includes MW disguise kit
  159. * Fly: 17 (12 ranks)
  160. * Heal: 7 (1 rank) includes MW Healers Kit
  161. * Knowledge Arcana: 21 (11 ranks) + 2 chronicle
  162. * Knowledge Dungeoneering: 11 (1 rank) + 2 chronicle
  163. * Knowledge Geography: 19 (9 ranks) + 2 chronicle
  164. * Knowledge Nature: 19 (9 ranks) + 2 chronicle
  165. * Knowledge Planes: 19 (9 ranks) + 2 chronicle
  166. * Knowledge Religion: 11 (1 rank) + 2 chronicle
  167. * Linguistics: 11 (1 rank)
  168. * Perception: 8 (1 rank)
  169. * Profession(Hedgewitch): 16 (12 ranks)
  170. * Spellcraft: 27 (12 ranks) +2 book for identifying
  171. * Survival: 8 (3 ranks)
  172. * Use Magic Device: 6 (1 rank)
  173. * Knowledge Martial: 11 (1 rank)
  174.  
  175. Generic Bonuses
  176. * The Hermit - Swift action self-aid +5
  177. * The Empress - Up to +2 insight
  178. * Favorable Momentum - +1d6
  179. * Divine Future - +1d4 + 2 insight
  180.  
  181.  
  182. Notable Items:
  183. * Cloak of Resistance +4 (Shoulder)
  184. * Cackling Hag's Blouse (Chest)
  185. * Belt of Mighty Constitution +2 (Belt)
  186. * Bag of Holding 1
  187. * Headband of Intellect +4 (Headband)
  188. * Cracked Pale Green Prism
  189. * Cracked Dusty Rose Prism
  190. * Dusty Rose Prism
  191. * Gloves of Elven Kind (Hand Slot -> turns to anklets on horses)
  192. * Ring of Destruction +3 (ring 1)
  193. * Horseshoes of Speed (Feet)
  194. * Robe of Luck +2 (Body)
  195. * +5 Alchemy Goggles (Only worn when crafting)
  196. * Crown of Good Fortune +2 (Head)
  197. * Fore hoof shoes are crafted as silver and cold iron weapons
  198. * Mithral Buckler - not yet enchanted, for some reason
  199. * Scroll of Remove Curse
  200. * Potion of Restore Senses
  201. * Potion of Logos
  202. * Revitalize Wondrous Item (7 charges)
  203. * Revitalize Wondrous Item (revitalize+4 greater healing: CL 1; 43 charges)
  204. * MW Saddle bags
  205. * Pathfinder Chronicles (1d4 minutes; +2 to knowledge check - all 10 skills)
  206. * Alchemist's Lab
  207. * MW Healer's Kit
  208. * Merchant's Scales
  209. * Magnifying Glass
  210. * Familiar Satchel
  211.  
  212. TACTICS
  213.  
  214. At start of day, craft 4 improved alchemist flasks and 4 improved sneezing powders. Everyone gets 1 flask. Amber keeps powders for volley attacks.
  215.  
  216. Once adventure is underway, Amber uses Ranged and Mass Command to cast the following buffs on the party:
  217.  
  218. 1: Energy Resistance(Fire)
  219. 2: Energy Resistance(Cold)
  220. 3: Energy Resistance(Electricity)
  221. 4: Energy Resistance(Acid)
  222. 5: The Hermit
  223. 6: The Empress
  224. 7: Mystic Shell
  225.  
  226. This consumes 14 SP. She also summons Navi as an 24 hours summon. This leaves her with 9 SP.
  227.  
  228. During combat, Amber likes to use her move action to cast Totem of War each round. This provides +6 damage. She will use her standard to cast mutable blasts or after image. Often, she will then maintain After Image and Totem of War, leaving her with little to do, sadly. Thus is the life of the party's sole caster.
  229.  
  230. If we know about a particularly hard fight, Amber with use protective luck and/or Fortune on the party. She can cackle 2/round, so in theory, she can spend a good 4 hours laughing at people to buff them for a while. In practice, she might buff 10 rounds in the bank before a fight. Very tough fights get totem of allegiance as well.
  231.  
  232. Due to her insane AC and 30' totems, she opts to stay near the front lines. She carries a number of small healing potions and other sundry items that she can dispense if needed. She also draws attacks and kites enemies. Despite having relatively awful attacks, she will threaten other casters on occasion.
  233.  
  234. Amber has historically been the MVP due to mutable crystal blast's crowd control abilities and her 1d4+2/1d6/swift self aid skill buffs. We've had a lot of skill-based challenges that have needed overcoming and were resistant to normal magical bypassing. Because reasons. Improved alchemist flasks have made her the party's anti-swarm solution. Her buffing is not as good as I originally intended. She was to have had a lot more momentum abilities and a lot of debuff abilities by now. Sadly, with no other casters (just one selfish warshifter dip) in the party, she's had to pull all the buffing, healing, and protective duties normally split between a cleric and wizard. I kinda wish I could use time/magic to fully retrain witch into cosmic sage. But we lack downtime. Access to a magic item shop is the only reason she's hanging on. As creature's saves get more and more stupid (I believe a bad-save, hard fight target needs to be DC 27 to be 50/50. And everything is advanced here, so add 2 to saves,) she relies more and more on buffing to contribute to the success of the battle.
  235.  
  236. Protection has saved a lot of heartache. She used to not pre-buff, but several very bad times (two deaths because they didn't retreat when injured severely) caused by lack of Fire Resistance have made her learn to just deal with expending most of her power in the morning. Unfortunately, this caps the adventuring day at 11 hours now.
  237.  
  238. When out of SP, Amber uses Totem of War and single target, After Image.
  239.  
  240. Navi generally hangs back and uses restore to remove conditions or cure to spot-heal (5d8+8). Tippy stays invisible during fights and always tries to remain hidden. If someone goes down
  241.  
  242. - - -
  243.  
  244. Navi (Conjuration Companion)
  245.  
  246. Drawbacks:
  247. * Elongated Summoning
  248. * Figment Companion
  249. * Material Weakness(cold iron)
  250.  
  251. Archetype: Mage
  252. * Magical Companion
  253. * Skillful Companion
  254. * Lingering Companion
  255. * Capable Companion
  256. 21 sp (somatic 2, magical signs, verbal)
  257.  
  258. Talents
  259. 1: Life (CL 8)
  260. 3: Greater Restore
  261. 5: Extra Traits(Gift for Magic, Healer +1d8 thinger)
  262. 7: Restore Senses
  263. 9: Restore Soul
  264. B: Restore Health
  265.  
  266. - - -
  267.  
  268. Tippy (Tidepool Dragon Sage Familiar)
  269. Casts as sor 4
  270. 12 SP (somatic 2)
  271.  
  272. *: life (Drawback: no restore)
  273. D: life saving cure
  274. *: ranged life
  275. 1: Adrenaline Surge
  276. 2: Resuscitate
  277. 3: Illusion (goes well with +27 stealth)
  278. 4: Sustaining Vitality
  279.  
  280. Feats:
  281. 1: extend spell
  282. 3: extra traits (+1 stealth, -1 to meta magic for cure spell)
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