Before creating the Guileful Thaumaturge archetype, I attempted this build for one of my characters after the Spheres of Guile rules. (I like the other build more).
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Killit Aurabuca
Halfling Thaumaturge (Genius) 1
CG Small humanoid (halfling)
Init +3; Senses Perception +5
Defense
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +4; +2 racial vs. fear
Offense
Speed 20 ft.
Melee dagger +4 (1d3) or shortsword +4 (1d4, 19-20)
Ranged dagger +4 (1d3) or sling +4 (1d3)
Special Attacks fatal thrust +1d6, eureka +2
Guile
Skill Leverage 1; Trade Tradition Thief; OAM Cha (+3)
Infiltration Sphere - Skills Disable Device 1 rank, Stealth 1 rank; Talents none; Utility Talents Skilled Sneak
Subterfuge Sphere - Skills Sleight of Hand 1 rank; Drawbacks Deft; Talents none; Utility Talents Effortless Theft
Vocation Sphere - Utility Talents Burglar, Con Artist, Dungeon Delver, Pirate
Martial
Tradition Thief (Equipment sphere: Dagger Bravo, Rogue Weapon Training; Fencing Sphere; Scoundrel sphere); PAM Cha
Equipment sphere - DC 13, Talents Dagger Bravo, Rogue Weapon Training
-dagger bravo (increase critical threat and range of a dagger sized for you)
-rogue weapon training (proficient with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip; +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person).
Fencing Sphere- DC 13, Talents none, Drawbacks none
- fatal thrust (+1d6 precision damage vs. a target within 30 ft. that you are flanking, is flat-footed, or has lost its Dexterity bonus to AC).
Scoundrel sphere - DC 13, Talents none, Drawbacks none
- swift hands (use your Dexterity with dirty trick or steal maneuvers and use your ranks in Sleight of Hand as your base attack bonus for dirty trick or steal maneuvers; apply any enhancement bonuses to your unarmed strikes to dirty trick and steal combat maneuvers)
- marked target (batter a creature as a swift action and inflict a -1 penalty on Perception checks for 1 round; apply trick talents to steal or dirty trick combat maneuvers or Sleight of Hand checks)
Statistics
Str 10, Dex 16, Con 13, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0 (+8 with dirty trick and steal); CMD 12
Traits Helpful, Inspiring
Feats Weapon Finesse
Skills Acrobatics +9, Appraise +5, Bluff +7, Climb +6, Diplomacy +7, Disable Device +7, Escape Artist +7, Knowledge (dungeoneering, local) +7, Perception +5, Sleight of Hand +8/+10, Stealth +11, Use Magic Device +7
Languages Common, Elven, Halfling
SQ flexible combat training, invocations 3/day (meditation, skill mimicry, talent shift; DC 13)
Gear dagger (2 gp), leather armor (10 gp), rogue’s kit (50 gp), shortsword (10 gp), sling with 10 bullets (1sp), smoke pellet (25 gp), 7 gp, 9 sp
Special Abilities
Equipment: Dagger Bravo Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)
Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.
Eureka (Ex): At 1st level, as part of attempting a skill check, crafting an item (such as an Herbalism sphere concoction or Alchemy sphere formula), or using an ability whose effects could be altered based on the number of skill ranks the user possesses (such as a Bluster sphere quip or a Warleader Sphere shout), the genius may increase his effective skill ranks in a single skill by 2 for the purpose of the skill check or item. This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.
Every time the genius uses eureka, there is a 15% chance the genius will suffer backlash; for the purpose of the skill check, item, or other ability, the genius is considered to have 0 ranks in the chosen skill. In addition, the genius suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective ranks in all skills (minimum 0), which lasts until he rests for 8 hours. This penalty is cumulative; every time the genius suffers backlash in a day, these penalties increase by 1.
This replaces forbidden lore.
Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.
When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust.
Flexible Combat Training (Ex): A genius may combine combat spheres and talents to create powerful martial techniques. Geniuses are considered Proficient combatants and may choose to gain a skill talent whenever they would gain a combat talent from their class levels. When he gains his first level in the genius archetype, a genius may choose either Charisma, Intelligence or Wisdom as their practitioner modifier. Whenever the genius rests for 8 hours (or the equivalent), he may change any and all non-utility combat and skill talents gained from genius levels, choosing new spheres and new talents.
Combat and skill talents gained as part of levels taken in other classes, as part of a martial or trade tradition, or talents gained from taking the Extra Combat Talent or Extra Skill Talent feat are not eligible to be changed in this fashion.
This replaces magic talents, spell pool, and casting.
Invocations: Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.
A thaumaturge may use invocations a number of times per day equal to his casting ability modifier +½ his class level, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + ½ his thaumaturge’s level + his thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it is not the thaumaturge’s turn, but the thaumaturge cannot use multiple invocations as part of the same saving throw, check, or use of forbidden lore.
A genius’ invocations are extraordinary rather than supernatural abilities. Rather than their casting ability modifier, the genius instead uses their practitioner modifier for all effects related to invocations. In addition, several of the genius’ invocations are altered or replaced from the normal invocations.
Meditation: At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.
Skill Mimicry: At 1st level, when the savant sees a creature attempt a Wisdom or Charisma-based skill check, he may spend a use of insight to use that creature’s modifier on checks attempted for that skill for a number of minutes equal to his practitioner modifier. This bonus includes ability score, class, feat, trait, and class skill bonuses but not other bonuses, such as circumstance, competence, insight, sacred, nor any bonus granted by a spell or magic item.
This replaces lingering blessing.
Talent Shift: At 1st level, the genius may spend a use of insight to swap one talent gained from flexible combat training for another talent. Any prerequisites of the talent must still be met. He keeps this talent for a number of rounds equal to his practitioner modifier; afterwards the talent is lost. The original talent is regained after a 10 minute rest.
This replaces lingering pain.
Infiltration Sphere Operatives of the Infiltration sphere train to avoid scrutiny, move stealthily, and outsmart traps that stand in their way. They are silent and unobtrusive when they need to be, blending into shadows and moving where no eyes will see.
Associated Skill: Disable Device.
You gain the following benefits when you gain the Infiltration sphere.
When you gain the Infiltration sphere, you gain 5 ranks in Disable Device, plus 5 ranks per additional talent spent in the Infiltration sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disable Device, you may immediately retrain them.
Skill Leverage: When you gain the Infiltration sphere, you unlock skill leverage with Disable Device and Stealth.
You also acquire the Fast Sabotage and Light Step abilities.
Infiltration: Fast Sabotage (Ex) You can attempt Disable Device on any item that would normally require up to 2d4 rounds in a single standard action (without a penalty for working quickly). You can perform disastrous sabotage (new skill use) in 1d4 rounds (without a penalty for working quickly). If the sabotage allows a saving throw, it is against your sphere DC if that is higher than the usual DC. If the sabotage allows a skill check, the DC is 15 + 150% your ranks in Disable Device + your operative ability modifier. Instead of a common Disable Device sabotage effect, you can apply the effect of a suitable (sabotage) talent to the device, but you cannot apply a talent faster by accepting a Disable Device penalty (as you can with disastrous sabotage).
You can apply the sabotage effect immediately or choose for it to take effect when triggered. Typical triggers are when it is used a certain number of times (for items like weapons) or after a certain total number of minutes of use (for items like tools or vehicles). You can also make the trigger contingent on specific, physically distinct modes of use. For example, you might make sabotage to armor trigger when the wearer attempts two skill checks to move or sabotage to a lock trigger upon becoming specifically locked or specifically unlocked. When sabotage is triggered by an action or the use of the item, it takes effect during the triggering use (which might penalize or waste that action). If a (sabotage) talent’s effect goes unused for more than 1 day, it triggers.
Until it becomes relevant, the sabotage can generally only be noticed with an active Perception check opposed to your Disable Device result. (Sabotage that has not been triggered yet is never relevant.) Most sabotage that has not yet triggered can be removed without triggering it with a successful opposed Craft check using a suitable skill for the item or with an opposed Disable Device check at a –5 penalty. If a creature attempts to remove sabotage that has not triggered yet and fails by 5 or more, the sabotage triggers immediately.
Each sabotage indicates how it can be ended; if it requires an opposed skill check to end, use either Disable Device at a penalty or Craft unless noted otherwise.
The standard action allowed by this ability is fast enough to sabotage an item held or carried by a creature with a successful dirty trick combat maneuver check (a new Disable Device skill use on page 44). Sabotaging an item a creature wears or carries is not a hostile action for magical effects like invisibility if you give the sabotage a trigger (rather than applying the effect immediately).
Infiltration: Light Step [approach] (Ex) You adopt this approach as a swift action while you are using Stealth. You reduce by 5 the penalty to Stealth for moving up to your full speed, for skulking in the open (page 72), as part of creating a diversion to hide, or for relying on positional concealment (page 15). The penalty is reduced by the number of ranks in Stealth you possess instead if that is higher. You abandon the approach when you break Stealth.
Infiltration: Skilled Sneak [utility] You gain Stealth as an additional associated skill for this sphere (gaining ranks normally).
Scoundrel Sphere Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scoundrel sphere gain the following abilities:
Scoundrel: Swift Hands You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.
Scoundrel: Marked Target You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.
Subterfuge Sphere Operatives of the Subterfuge sphere train to avoid scrutiny and act unsuspected. They are unobtrusive when they need to be, moving with crowds and moving so subtly that their actions are unnoticed even when they are plainly seen. Even when noticed, Subterfuge masters can seem like they belong almost anywhere, drawing no attention even under an enemy’s nose.
Associated Skill: Disguise.
You gain the following benefits when you gain the Subterfuge sphere.
When you gain the Subterfuge sphere, you gain 5 ranks in Disguise, plus 5 ranks per additional talent spent in the Subterfuge sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disguise, you may immediately retrain them.
Skill Leverage: When you gain the Subterfuge sphere, you unlock skill leverage with the Disguise and Sleight of Hand skills.
You also acquire the Baffling Revelation, Confident Subtlety, and Fast Disguise abilities.
Subterfuge: Baffling Revelation (Ex) You can outwit any creature as long as they are fooled by your current disguise, you possess an item they believed they possessed, or you know a secret they consider important and well-kept. To outwit them using this ability, you must brandish the item they thought they had, you must reveal the secret, or you must reveal yourself to not be who you appear to be. Revealing a secret or your disguised nature can be verbal or visual, as appropriate. Creatures must generally be within 30 feet for you to outwit them verbally, but they can be up to 60 feet away if you reveal your ruse visually. Anyone who discovers you are disguised this way does not necessarily discover who you are. Once an item or secret is used to outwit a creature, that item or secret cannot be used by anyone to outwit that creature again.
Subterfuge: Confident Subtlety [approach] (Ex) Adopting this approach is a swift action. While you maintain this approach, you reduce the penalty to Sleight of Hand checks for attempting to take an action subtly without taking longer by 6 (reducing it to -4).
Deft [alternate start] [utility start] You use Sleight of Hand (instead of Disguise) as the associated skill for this sphere. You lose the fast disguise ability and cannot gain (disguise) talents; you gain the Effortless Theft talent instead.
Subterfuge: Effortless Theft [utility] You can stow up to two held objects, each with a different hand, as a swift action. You can attempt one Sleight of Hand check either to lift an object or hide an object on your person as part of a move, standard, or full-round action to move, or as part of a standard or longer action to attempt a Bluff, Diplomacy, or Intimidate check.
Vocation: Burglar (trade) [utility] You gain Climb, Disable Device, Sleight of Hand, and Stealth as class skills. You take no penalty to Stealth due to your speed while climbing.
Vocation: Con Artist (trade) [utility] You gain Bluff, Disguise, Knowledge (local), and Linguistics as class skills. You may use the better of your Charisma or Intelligence modifier when attempting either Bluff or Knowledge (local) checks, chosen when you select this talent.
Vocation: Dungeon Delver (trade) [utility] You gain Acrobatics, Disable Device, Knowledge (dungeoneering), and Use Magic Device as class skills. You are only considered to have failed by 5 or more on any of these skill checks if you fail by 7 or more.
Vocation: Pirate (trade) [utility] You gain Appraise, Climb, Intimidate, and Swim as class skills. You may use your Climb or Swim modifier in place of Acrobatics to balance.
Build
Killit is built with a 4d6 roll, discard lower system and 105 gp starting wealth. Favored Class Bonus is +¼ of a daily use of invocations. If using a lower point buy, you can lower Strength and Wisdom. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Dexterity. Charisma is your casting statistic and affects the save DCs of all your magic talents and your spell pool, other than increasing your diplomatic abilities; Dexterity makes you a great finesse warrior, increases your initiative, and bolsters AC. A good Intelligence is desirable too, to have more skills and versatility.
How to Play Killit
Killit is young and optimistic. She sees the thief’s way as a game more than a job, and is always ready to learn new things and give a chance to anyone she meets. Deep down she doesn't think there is something as a really evil creature, but is more than capable to defend herself and her friends when it’s needed. Killit is a regular ray of hope in the lives of those she loves, and many times she has found a way out of unbearable odds when wiser and smarter sages weren’t able to.
Future Abilities
Martial Talents Dagger Dancer, Improved Grifting, Lethal Precision, Master Thief, Sniper sphere, Throwing Mastery; Utility: Discern Tells*, Identify Structural Hazards, Scout Sphere (People Watcher), Tactile Shot, Trap Finder*, Trap Sphere (Dismantler)
Skill Talents Busy Hands, Close Sleight, Confident Sniper, False Sense of Security, Pull One Over; Utility: Case the Joint, Light Touch
Feats Agile Maneuvers, Blinding Flash, Cloak and Dagger Style, Cloak and Dagger Subterfuge, Cloak and Dagger Tactics, Combat Expertise, Courageous Resolve, Extra Combat Talent (x4), Lucky Halfling, Throw Anything, Vital Strike
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