sabato 2 ottobre 2021

Anton, Lucky Bastard (Updated)

I removed the prestige class option from this build, so he can gain some more magic talents.

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Anton der Braas

Human unchained rogue 1 (Lucky Bastard, Treasure Seeker)

N Medium humanoid (human)

Init +3; Senses Perception +5


Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)

hp 10 (1d8+2)

Fort +2, Ref +5, Will +1


Offense

Speed 30 ft.

Melee cutlass +2 (1d6+2, 18-20) or dagger +3 (1d4+2, 19-20)

Ranged dagger +3 (1d4+2, 19-20)

Special Attacks sneak attack +1d6


Magic

Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Prestidigitation (Drawbacks: Verbal Casting, Somatic Casting; Boons: Easy Focus); CAM Int
Spell Points 4

Illusion Sphere - DC 13; Duration Concentration, 1 min/level; Range Close (25 ft); Talents Decoy, Suppression; Drawbacks Personal Illusion

- Illusion (illusionary disguise)

- Trick (minor figments, minor glamers)

- Glamer (decoy, suppression)


Martial
PAM Int

Equipment sphere - DC 13, Talents Pirate Training

- pirate training (proficiency with the boarding axe, boarding gaff, boarding pike, cat-o’-nine-tails, cutlass, duelist sword, grappling hook, pistol, rapier, and sea-knife; +2 competence bonus to Profession (sailor) checks made to sail a ship)


Statistics

Str 15, Dex 17, Con 15, Int 17, Wis 13, Cha 15

Base Atk +0; CMB +0; CMD 13

Traits Ambitious, Reckless

Feats Acrobatic*, Extra Combat Talent, Weapon Finesse*

Skills Acrobatics +10, Bluff +6, Climb +6, Diplomacy +6/+10, Disable Device +7, Escape Artist +7, Fly +9, Intimidate +6, Knowledge (local) +7, Perception +5, Sense Motive +5, Stealth +7

Languages Common, Dwarven, Elven, Halfling

SQ finesse training

Gear dagger (2 gp), leather armor (10 gp), rogue’s kit (50 gp), sabre (22 gp)


Special Abilities


Easy Focus When maintaining a sphere ability through concentration, effects that normally require a standard action to concentrate on only require a move action for you. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Equipment: Pirate Training (discipline) You gain proficiency with the boarding axe, boarding gaff, boarding pike, cat-o’-nine-tails, cutlass, Duelist sword, grappling hook, pistol, rapier, and sea-knife. Additionally, you gain a +2 competence bonus to Profession (sailor) checks made to sail a ship. At +10 base attack bonus, this bonus increases to +4.


Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.


Illusion Sphere You may craft images and impressions of things that are not there.

Illusion sphere abilities have a range of close, and unless stated otherwise, creatures who interact with an Illusion sphere ability may attempt a Will save to disbelieve.

All Illusion sphere effects are either a figment or a glamer.

Figment: Illusions or tricks cast on an area are called figments and are transparent when disbelieved. You may choose to believe or disbelieve your own figments at will, even switching between the two once per round as a non-action, but not both at once. Figments are not subject to spell resistance. A figment may shed as much normal light as a torch and may cast a shadow.

A figment may be created anywhere within your maximum illusion range without the need of line of sight nor line of effect, but requires line of sight to be moved, directed, or have its appearance altered after creation (all of which are done as either a standard action or as part of the action used to maintain via concentration). Figments can be moved at a speed of 20 feet + 5 feet per 5 caster levels per round and must remain within your maximum illusion range.

Glamer: Illusions or tricks cast on a creature or object are called glamers, and change the way the creature or object looks, smells, tastes, or otherwise interacts with the senses of others. The recipient of a glamer can see through the glamer and ignore its effects (for example, an invisible creature can still see itself, and while you could use Illusionary Disguise and Illusionary Touch x2 to make a glamer of someone on fire, that fire would not damage the wearer of the glamer itself). Unwilling targets may attempt a Will save to resist a glamer being placed upon them, and glamers are subject to spell resistance.

Glamers remain on the creature or object they are placed upon regardless of how quickly the target moves or distance between them and the caster. A target can be the subject of multiple glamers at once, but not the same type of glamer multiple times; for example, if a target is wearing an Illusionary Disguise and becomes subject to another Illusionary Disguise, the caster of the second Illusionary Disguise must succeed at a magic skill check against the first glamer to replace it with their own.


Illusion: Illusion As a standard action, you may spend a spell point to create an illusion within close range. This illusion may be a figment or a glamer, and has a duration of concentration, to a maximum of 1 minute per caster level. By default, these illusions are visual only. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size.


Table: Illusion Maximum Size

Caster Level

Illusion Maximum Size

Maximum Size in Cubes

1st

Medium

5-ft. cube

3rd

Large

10-ft.cube

5th

Huge

15-ft. cube

8th

Gargantuan

20-ft. cube

11th

Colossal

30-ft. cube

15th

Colossal+

45-ft. cube

20th

Colossal++

70-ft. cube

25th

Colossal+++

100-ft. cube

30th

Colossal++++

150-ft. cube

40th

Colossal+++++

225-ft. cube

50th

Colossal++++++

340-ft. cube

60th

Colossal+++++++

500-ft. cube


Figments: You may create an illusion that is a figment of anything you may clearly imagine, which behaves according to your desires.

Glamers: You may create an illusion that is a glamer. The maximum size of creature you may apply this glamer to is determined by your illusion maximum size.

When you gain this base sphere, you gain the following type of glamer:


Illusion: Illusionary Disguise You may create a glamer that makes a creature or object appear as something else. This allows you to attempt a Disguise check as part of casting the glamer, even without a disguise kit. This disguise is magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions, and interacting with it allows for a Will save to disbelieve.

You may disguise a target as something larger than itself (up to your maximum illusion size) but can only make something appear to be one size smaller than it actually is.


Illusion: Decoy (glamer) As a trick you may create an illusionary creature in the same square as a real creature, called a decoy. A decoy may perform any of the following actions.

Coaxing Decoy: The decoy immediately moves up to the speed of your figments in any direction unimpeded. The coaxing decoy is immune to damage and vanishes at the end of your turn. If the movement of the coaxing decoy would provoke an attack of opportunity from a creature, that creature must succeed at a Will save or use it on the coaxing decoy.

Defensive Decoy: The decoy follows and occupies the same square as the target. Anyone attempting to attack the target must succeed at a Will save or suffer a 50% miss chance. On a miss caused by this effect the attacker targets the illusionary creature instead, dissipating it. The decoy is unaffected by area attacks. Defensive decoys last 1 round per two caster levels (minimum 1) or until struck with a single target effect.

Additionally, as an illusion you may create a glamer that surrounds a target with a number of defensive decoys equal to 2 +1 per 3 caster levels. As long as one or more defensive decoys remain, the target gains a 50% miss chance.

If you possess the Complex Illusions talent, one or more of the defensive decoys granted by the glamer may act as the coaxing decoy trick. Once per round as a free action you may instruct one or more decoys to move up to 5 feet per 2 caster levels independently of the original target, provoking attacks of opportunity as a coaxing decoy, then disappearing.


Illusion: Suppression (glamer) As an illusion, you may create glamers that suppress and eliminate sensation rather than creating their own. Suppressions cannot be negated or disbelieved through a Will save. You may suppress any sense that you can affect when creating illusions, but each such Suppression is considered a separate glamer.

Note: If you suppress every sense required to fool a complex or exotic sense, that sense cannot automatically detect that creature.

Invisibility: When suppressing vision, you allow the target to attempt Stealth checks to hide even while being observed. This does not grant the invisible condition, but counts as invisibility for effects that interact with it (such as spells that negate it), and therefore does not stack with the invisibility spell or other, similar effects. The target also gains a +1 circumstance bonus to Stealth checks per caster level (maximum 20). Objects cannot attempt Stealth checks, but become difficult to see, requiring a Perception check to find with a DC equal to 10 + their size bonus + your caster level. If you are undetected by a creature, you gain total concealment against it, as well as a +2 bonus to attack rolls against it, and you may ignore its Dexterity bonus to AC.

Silence: When suppressing sound, you cause the creature to become muffled. The target loses its armor check penalty to Stealth and reduces the penalty associated with sniping by 1 per caster level (minimum 0). However, the target also suffers a 5% chance of arcane spell failure per caster level (maximum 100%) when using magic that requires verbal components or is language-based.

Touchless: When suppressing touch, it becomes difficult to detect the target by feel. If the target touches or makes a melee attack against a creature from Stealth, that creature must succeed at a Perception check to even feel that they have been touched or attacked (DC 10 + 1 per caster level, -1 per point of damage dealt). The target also gains a +1 circumstance bonus per caster level (maximum +20) to Sleight of Hand checks made to pick pockets.

Odorless: When suppressing taste and smell, the affected target inflicts other creatures attempting to track it or discover it through smell (such as with the scent special ability) a penalty to their Perception or Survival checks equal to -1 per caster level (maximum 20). This also applies to checks made to detect poison or identify the target via smell or taste. Additionally, if the target attempts to use smell to affect other targets (such as making them sickened or nauseated through the stench ability), targets gain a +1 bonus per caster level (maximum 20) to their saving throws.

Suppressing magical auras is described in the Manipulate Aura talent, and is assumed to be used on all magical auras (including the aura from the Suppression itself) affecting the glamered creature.

You may spend an additional spell point to create a figment that suppresses sensations just like the glamer. All targets inside the figment gain the above benefits and penalties, as if they were under the effects of the glamer. You may choose if this applies only to creatures or to all creatures and objects. Unlike other figments, a Suppression figment cannot move once placed, and has no sensory expression other than the noticeable blurring of sensation inside its area.


Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.


Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.

You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.


Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.


Build

Anton is built with a 4d6 roll, discard lower system and 140 gp starting wealth. Favored Class Bonus is +⅙ of a new rogue talent. 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 Intelligence and Dexterity. Intelligence is your casting statistic and affects the save DCs of all your magic talents and your spell pool; Dexterity makes you a great finesse warrior, increases your initiative, and bolsters AC. Charisma is important too for diplomatic relationships and to intimidate your enemies in combat.


How to Play Anton

Anton is sarcastic, flamboyant, roguish, and has a heart of gold- though he won’t ever admit it. Prone to rocambolesque deeds and boasts, he prides himself to be able to steal any jewel and conquer any heart. He pretends to only be interested in himself and loot, but is fiercely loyal to the ones he loves. Dirty tricks are his specialty and he doesn’t mind using a little magic in order to confuse his opponents. Stealing to the nasty and giving to the nice is his motto, and he always follows “the honored rogue’s code” he himself has written. Luck seems always to assist the scoundrel, maybe because he constantly defies her.


Future Abilities

Magic Talents Destruction sphere, Finesse, Mage Feint, Telekinetic sphere

Martial Talents Whip Fiend

Rogue Talents Arcane Infiltration, Chance Feats x3 (Defy Fate, Lucky Streak, Surge of Fortune), Combat Trick, Cunning, Focused Infiltration, Hedgewitch Secret x2 (Combat Talent, Familiar), Hidden Space

Feats Dervish Dance, Exotic Weapon Proficiency (whip), Greater Two-Weapon Fighting, Improved Dirty Trick, Improved Two-Weapon Fighting, Slashing Grace, Two-Weapon Fighting, Two-Weapon Grace, Weapon Focus (cutlass), Weapon Focus (whip)

Acquire a weasel Pilferer familiar.


New Casting Tradition: Prestidigitation

Prestidigitators make exhibitions in streets and theaters, entrancing the audience with their loud magic words and flamboyant gestures. Often they employ simple tricks, but seldom happens that their magic is real.

Drawbacks: Verbal Casting, Somatic Casting.

Boons: Easy Focus.

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