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- Not 100% done. Need to buy some scrolls. But fairly well on the way to done. Familiar is still under construction.
- Amber Breeze
- CG Unicorn (Fay; Ponykind)
- Female, 57, 4'1", 176 lbs
- Eyes: green
- Hair: brown-blonde
- Coat: Green-YellowGreen (think healthy crops)
- Deity: Luminace
- Homeland: Everglow
- Occupation: Herbalist/Hedgewitch
- Cutie Mark: Pink Waterlilly encased in crystal
- Str: 10 (incld -2 racial)
- Dex: 14
- Con: 18 (incld +2 item, +2 racial)
- Int: 25 (incld +4 item, +2 racial, +3 level)
- Wis: 12
- Cha: 10 (highest in party :V)
- Classes:
- Witch: 8 (mistake, should have been 6)
- Stargazer: 2 (stacks with witch, so hexes all hit second tier at 8. oops)
- Dervish Defender Warder 1: Lol, my AC got stupid. Also, traded proficiencies for martial tradition
- Incanter: 1
- Init: +11 (went down 4 this level due to losing hare familiar)
- Speed: 70, 50 bipedal, 60 fly (10 minutes day;1 minute increments)
- HP: 112, We use a fucked up system. D6 is d3+3, but d12 is d4+5
- Bab: +7
- Base Saves: F+6, R+6, W+8
- Buffed Defenses
- 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)
- 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)
- Reflex: 23 = 6 + 2(dex) + see above
- Will: 27 = 8 + 1(wis) + see above + 3(morale; if near Tyn)
- Will could be +2(+4 sacred vs compulsion) higher, but I felt bad about joining multiple PoW traditions
- Non Stacking bonuses, but present
- * 10' of Tyn -> +3 moral to AC
- * +1 All Saves (competence; cracked pale green prism)
- Martial Tradition (SoM; Chemist)
- * Fast Draw
- * Alchemy (formula: improved acid flask)
- * Barroom
- * Alchemy (formula: improved sneezing powder)
- SLAs:
- * Light, horn only. 3/day
- * Unseen Servant, 2/day
- Traits:
- * Fate's Favored
- * Chance Survivor
- Feats:
- * Bonus (Warder1): Combat Reflexes, int based
- * Bonus (Warder1): Two-weapon-fighting -> Dual Wielding Sphere via associated feat
- * Bonus (Witch 1): Cantrips
- * Bonus (War Drawback): Squadron Commander
- * Bonus (Unicorn): Sphere Focus Destruction
- * 1: Ranged Command
- * 3: Mass Command
- * 5: Counterspell
- * 7: Additional Traits (Gift for Magic[Destruction], Practiced Initiator)
- * 9: Unarmored Training (Acrobatics option)
- * 11: Wanderer's Fortune
- * Bonus (Incanter 1): Improved Familiar (only 10 levels of familiar granting class though)
- Hexes:
- * Witch 1: Slumber
- * Witch 2: Tongues
- * Witch 4: Protective Luck
- * Witch 6: Flight
- * Unicorn FCB 6: Cackle
- * Witch 8: Fortune
- * Stargazer 1: Water Lung
- Sidereal Arcana:
- * Stargazer 2: Stargazer; +2 init, not flatfooted in surprise rounds
- Martial Tradition (Path of War)
- * Cage Breakers (Elemental Flux)
- Maneuvers (5/3)
- * Eldritch Consumption (EF)
- * Reflexive Twist (TD; Trading out soon, it's 1 better than reflex save now)
- * Temporal Body Adjustment (RH)
- - Eldritch Shield (EF)
- - Flickering Defense (RH)
- Stance:
- * Elemental Flux Stance (Air, most days)
- 1: Robe of Luck - Spheres of Power (Armor Bonus, other; bonus^2 * 2000)
- 2: Crown of Fortune - Spheres of Power (Save Bonus, other; bonus^2 * 2000)
- Spell Points: 11+7+8=26
- General Drawbacks:
- * somatic 2
- * magical signs
- * verbal
- Sphere Specific Drawbacks:
- * Destruction: Focused Blast Type (Crystal Blast) - bought off at 4
- * Destruction: Aligned Blast (Good) - bought off at 9
- * Divination: Limited Penetration (Stone and Dirt)
- * Divination: Shaped Divination: Cone
- * Fate: Mythogogy
- * Fate: Neutrality
- * Protection: Absorbing
- * Time: Accelerator (lose slow)
- * War: Personal Conflict
- * War: Squadron Elite
- 1: War
- D: War: Totemic Presence
- 1: Patron: Destruction
- D: Destruction: Crystal Blast
- D: Destruction: Mutable Blast
- *: Time (Haste)
- D: Time: After Image
- *: Divination
- D: Divination: Fast Divination
- D: Divination: Divine Future
- 2: War: Totem of Allegiance
- 3: Warp
- 3: Patron: Destruction: Greater Blast
- 4: buyoff Focused Blast Type
- 5: Destruction: Energy Sphere
- 5: Patron: Destruction: Electric Blast
- 6: War: Revitalize
- 7: War: Favorable Momentum
- 7: Patron: Destruction: Extended range
- 8: Conjuration (see navi)
- 9: Fate: The Empress
- D: Fate: The Hermit
- 9: Patron: Destruction: Buyoff Aligned Blast
- 10: War: Safety
- 11: Conjuration: Greater Summoning
- 11: Protection: Mystic Shell
- Skills (OH GOD. So we quickly found out that we need to cover EVERY skill in the game)
- - 126 ranks: 114 skill ranks +2 fcb +10 from alchemy sphere
- * Acrobatics: 17 (12 ranks) includes +2 MW shoes
- * Appraise: 17 (10 ranks, not class skill) +2 for weight, sight, and detail
- * Craft(Alchemy) 29, includes +2 lab
- * Disguise: 10 (8 ranks) includes MW disguise kit
- * Fly: 17 (12 ranks)
- * Heal: 7 (1 rank) includes MW Healers Kit
- * Knowledge Arcana: 21 (11 ranks) + 2 chronicle
- * Knowledge Dungeoneering: 11 (1 rank) + 2 chronicle
- * Knowledge Geography: 19 (9 ranks) + 2 chronicle
- * Knowledge Nature: 19 (9 ranks) + 2 chronicle
- * Knowledge Planes: 19 (9 ranks) + 2 chronicle
- * Knowledge Religion: 11 (1 rank) + 2 chronicle
- * Linguistics: 11 (1 rank)
- * Perception: 8 (1 rank)
- * Profession(Hedgewitch): 16 (12 ranks)
- * Spellcraft: 27 (12 ranks) +2 book for identifying
- * Survival: 8 (3 ranks)
- * Use Magic Device: 6 (1 rank)
- * Knowledge Martial: 11 (1 rank)
- Generic Bonuses
- * The Hermit - Swift action self-aid +5
- * The Empress - Up to +2 insight
- * Favorable Momentum - +1d6
- * Divine Future - +1d4 + 2 insight
- Notable Items:
- * Cloak of Resistance +4 (Shoulder)
- * Cackling Hag's Blouse (Chest)
- * Belt of Mighty Constitution +2 (Belt)
- * Bag of Holding 1
- * Headband of Intellect +4 (Headband)
- * Cracked Pale Green Prism
- * Cracked Dusty Rose Prism
- * Dusty Rose Prism
- * Gloves of Elven Kind (Hand Slot -> turns to anklets on horses)
- * Ring of Destruction +3 (ring 1)
- * Horseshoes of Speed (Feet)
- * Robe of Luck +2 (Body)
- * +5 Alchemy Goggles (Only worn when crafting)
- * Crown of Good Fortune +2 (Head)
- * Fore hoof shoes are crafted as silver and cold iron weapons
- * Mithral Buckler - not yet enchanted, for some reason
- * Scroll of Remove Curse
- * Potion of Restore Senses
- * Potion of Logos
- * Revitalize Wondrous Item (7 charges)
- * Revitalize Wondrous Item (revitalize+4 greater healing: CL 1; 43 charges)
- * MW Saddle bags
- * Pathfinder Chronicles (1d4 minutes; +2 to knowledge check - all 10 skills)
- * Alchemist's Lab
- * MW Healer's Kit
- * Merchant's Scales
- * Magnifying Glass
- * Familiar Satchel
- TACTICS
- At start of day, craft 4 improved alchemist flasks and 4 improved sneezing powders. Everyone gets 1 flask. Amber keeps powders for volley attacks.
- Once adventure is underway, Amber uses Ranged and Mass Command to cast the following buffs on the party:
- 1: Energy Resistance(Fire)
- 2: Energy Resistance(Cold)
- 3: Energy Resistance(Electricity)
- 4: Energy Resistance(Acid)
- 5: The Hermit
- 6: The Empress
- 7: Mystic Shell
- This consumes 14 SP. She also summons Navi as an 24 hours summon. This leaves her with 9 SP.
- 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.
- 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.
- 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.
- 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.
- 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.
- When out of SP, Amber uses Totem of War and single target, After Image.
- 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
- - - -
- Navi (Conjuration Companion)
- Drawbacks:
- * Elongated Summoning
- * Figment Companion
- * Material Weakness(cold iron)
- Archetype: Mage
- * Magical Companion
- * Skillful Companion
- * Lingering Companion
- * Capable Companion
- 21 sp (somatic 2, magical signs, verbal)
- Talents
- 1: Life (CL 8)
- 3: Greater Restore
- 5: Extra Traits(Gift for Magic, Healer +1d8 thinger)
- 7: Restore Senses
- 9: Restore Soul
- B: Restore Health
- - - -
- Tippy (Tidepool Dragon Sage Familiar)
- Casts as sor 4
- 12 SP (somatic 2)
- *: life (Drawback: no restore)
- D: life saving cure
- *: ranged life
- 1: Adrenaline Surge
- 2: Resuscitate
- 3: Illusion (goes well with +27 stealth)
- 4: Sustaining Vitality
- Feats:
- 1: extend spell
- 3: extra traits (+1 stealth, -1 to meta magic for cure spell)
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