Post by joviwan on Mar 9, 2009 18:18:02 GMT -5
Started making this on a whim/realization. So, in the event of Rouge dying horribly, here's my backup character.
I would like to post it with a question/suggestion: It makes use of the Force Missile mage PrC. However, the class kinda sucks, so I was, at adam's suggestion, going to suggest that the class's "primary" ability of:
+1 magic missile
turn into:
+2 CL on force spells, and +1 missile on all force based missile spells
The PrC is located in the Dragon Compendium, as is the battle dancer. Note that the erratta for FMM says it has d4 HD, not d8.
Also, the Arcane Reabsorptionist sorceror varient is from a dragon issue, and found in Crystal Keep. I'm not married to it, just liked it.
Human Gestalt
Battledancer 5/Spellsensing Rogue 2 // Arcane Reabsorptionist Sorceror 6/Force Missile Mage 1
Str 8 Dex 14 Con 14 Int 12 Wis 10 Cha 19(21)
HP: 48 (5d8+2d6+) [41-7+14]
AC: 19 (10+2dex+5cha+1class+1ring) [+2 dodge when spellcasting]
Touch 19, FF 17
Init: +2
Speed 40
Fort +5(2+2+1)
Ref +10(7+2+1)
Will +8(7+0+1)
BAB +6/+1
Melee +5/+0
Ranged +8/+3
Feats and Flaws:
Flaw: Frail (-1 hp/level)
Bonus: Spellcasting Prodigy (treat casting score as 2 points higher for bonus spells)
Bonus: Combat Casting (+4 concentration when casting defensively)
Human: Arcane Mastery (take 10 on caster-level checks even when stressed)
1st: Spell Penetration (+2 to overcome CL)
2nd: Battle Casting (+2 dodge to AC when I cast spells, until my next turn. Cannot take AoO's)
3rd: Invisible Needle (Standard Action: hurl a needle of force 5 feet/spell level of highest prepared force spell as a ranged attack roll. The needle deals 1d4+spell level damage. It can hit incorporeal creatures. +1 CL on force spells.)
Battle Dancer:
AC Bonus: (+Charisma; +1 dodge/5 levels. Applies against touch attacks and when flat-footed. Unarmored and unencumbered only)
Unarmed Strike (+1d8)
Battle Dancer's Performance:
(Reckless Bravery): (Move Action in an opponent's threatened space, no AoO: All allies within 30 feet of me gain a +4 bonus on saves vs. fear for 5+cha rounds)
(Vexing Snake): (Use tumble to move at normal speed without penalty, and tumble a distance up to her current speed)
Speed +10
Rogue:
Sneak Attack +1d6
Trapfinding
Evasion
Sorceror:
Arcane Reabsorption: (If a spell is countered or fails to overcome SR, and was completely ineffective, make Spellcraft DC 20+(3*spell level) to recover the spell-slot)
Spells
Force Missile Mage:
Bonus Missile: (+1 Magic Missie, even over limit)
Still Missile (ex): (Magic Missile cast as if Still Spell without increase in spell level)
Spells Per Day (as Cha23):
0th: 6
1st: 8
2nd: 7
3rd: 4
Spells Known:
0th: Resistance; Read Magic; Ray of Frost; Mending; Mage Hand; Ghost Sound; Prestidigitation
1st: Magic Missile; Mage Armor; Shield; Persistent Blade
2nd: Blast of Force; Rainbow beam
3rd: Chain Missile
Skills:
Tumble (8bd+2ro+2jump
Jump (8bd+2ro+2tumble
Spellcraft (8bd+2ro+2int
Concentration (8bd+2ro+2con+2item)
Escape Artist (8bd+2ro+2dex
Perform (Dance) (8bd+2ro+5cha
Search (4ro+2int
Disable Device (4ro+2int+2tools
Stuff:
(cloak slot) Of Charisma +2 (4,000)
(head slot) Circlet of Mages (5,000) (+2 concentration; 3 charges/day, expend 1-3 charges to keep spell slot)
Ring of Protection +1 (2,000)
Mw Theives Tools (100)
(Torso Slot) of Resistance +1 (1,000)
6,900 gp
I would like to post it with a question/suggestion: It makes use of the Force Missile mage PrC. However, the class kinda sucks, so I was, at adam's suggestion, going to suggest that the class's "primary" ability of:
+1 magic missile
turn into:
+2 CL on force spells, and +1 missile on all force based missile spells
The PrC is located in the Dragon Compendium, as is the battle dancer. Note that the erratta for FMM says it has d4 HD, not d8.
Also, the Arcane Reabsorptionist sorceror varient is from a dragon issue, and found in Crystal Keep. I'm not married to it, just liked it.
Human Gestalt
Battledancer 5/Spellsensing Rogue 2 // Arcane Reabsorptionist Sorceror 6/Force Missile Mage 1
Str 8 Dex 14 Con 14 Int 12 Wis 10 Cha 19(21)
HP: 48 (5d8+2d6+) [41-7+14]
AC: 19 (10+2dex+5cha+1class+1ring) [+2 dodge when spellcasting]
Touch 19, FF 17
Init: +2
Speed 40
Fort +5(2+2+1)
Ref +10(7+2+1)
Will +8(7+0+1)
BAB +6/+1
Melee +5/+0
Ranged +8/+3
Feats and Flaws:
Flaw: Frail (-1 hp/level)
Bonus: Spellcasting Prodigy (treat casting score as 2 points higher for bonus spells)
Bonus: Combat Casting (+4 concentration when casting defensively)
Human: Arcane Mastery (take 10 on caster-level checks even when stressed)
1st: Spell Penetration (+2 to overcome CL)
2nd: Battle Casting (+2 dodge to AC when I cast spells, until my next turn. Cannot take AoO's)
3rd: Invisible Needle (Standard Action: hurl a needle of force 5 feet/spell level of highest prepared force spell as a ranged attack roll. The needle deals 1d4+spell level damage. It can hit incorporeal creatures. +1 CL on force spells.)
Battle Dancer:
AC Bonus: (+Charisma; +1 dodge/5 levels. Applies against touch attacks and when flat-footed. Unarmored and unencumbered only)
Unarmed Strike (+1d8)
Battle Dancer's Performance:
(Reckless Bravery): (Move Action in an opponent's threatened space, no AoO: All allies within 30 feet of me gain a +4 bonus on saves vs. fear for 5+cha rounds)
(Vexing Snake): (Use tumble to move at normal speed without penalty, and tumble a distance up to her current speed)
Speed +10
Rogue:
Sneak Attack +1d6
Trapfinding
Evasion
Sorceror:
Arcane Reabsorption: (If a spell is countered or fails to overcome SR, and was completely ineffective, make Spellcraft DC 20+(3*spell level) to recover the spell-slot)
Spells
Force Missile Mage:
Bonus Missile: (+1 Magic Missie, even over limit)
Still Missile (ex): (Magic Missile cast as if Still Spell without increase in spell level)
Spells Per Day (as Cha23):
0th: 6
1st: 8
2nd: 7
3rd: 4
Spells Known:
0th: Resistance; Read Magic; Ray of Frost; Mending; Mage Hand; Ghost Sound; Prestidigitation
1st: Magic Missile; Mage Armor; Shield; Persistent Blade
2nd: Blast of Force; Rainbow beam
3rd: Chain Missile
Skills:
Tumble (8bd+2ro+2jump
Jump (8bd+2ro+2tumble
Spellcraft (8bd+2ro+2int
Concentration (8bd+2ro+2con+2item)
Escape Artist (8bd+2ro+2dex
Perform (Dance) (8bd+2ro+5cha
Search (4ro+2int
Disable Device (4ro+2int+2tools
Stuff:
(cloak slot) Of Charisma +2 (4,000)
(head slot) Circlet of Mages (5,000) (+2 concentration; 3 charges/day, expend 1-3 charges to keep spell slot)
Ring of Protection +1 (2,000)
Mw Theives Tools (100)
(Torso Slot) of Resistance +1 (1,000)
6,900 gp