Wolf Lair 3e (Pathfinder Rogue, Sorcerer, Wizard)

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Caniswolfman
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Re: Wolf Lair 3e (Pathfinder Bard, Cleric, Druid)

Postby Caniswolfman » Sun Apr 20, 2014 2:15 pm

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Ranger
The Ranger is a hunter, skilled at tracking and bringing down foes. The traditional ranger is usually skilled at archery or two weapon fighting, allowing them to be deadly at ranged or melee combat. They usually fight alongside an animal companion. This companion can be nearly any animal so they won’t be statted here.

The Ranger focuses on having Favored Foes and Environments. Some of their abilities, such as Quarry, trigger against their favored foes. They are skilled trackers, so should be able to find and bring down any prey.

Signature Advantages
• Accurate Attack
• Favored Environment
• Favored Foe
• Improved Aim
• Precise Attack
• Tracking

Features
• Favored Enemy: Favored Foe, Favored Environment (Fighting Favored Foe) ∙ 2 points
• Track: Tracking ∙ 1 point
• Wild Empathy: Animal Empathy ∙ 1 point
• Combat Style Feat: Advantages
• Endurance: Great Endurance ∙ 1 point
• Favored Terrain: Favored Environment ∙ 1 point
• Hunter’s Bond (companion): Sidekick ∙ 1 point per rank
• Hunter’s Bond (Allies): Enhanced Trait (Favored Foe), Burst Area, Affects Others only, Selective ∙ 3 points per rank
• Spells: Under construction
• Woodland Stride: Movement (Sure-footed) ∙ 2 points per rank
• Swift Tracker: Senses 2 (Tracking) ∙ 2 points
• Evasion: Evasion ∙ 1 point
• Quarry: Skill Mastery (Perception), Improved Critical, limited to favored foe ∙ 1 point for skill mastery, 1 point per 2 ranks of improved critical
• Camouflage: Concealment (Vision), Limited to Favored Environment ∙ 2 points
• Improved Evasion: Evasion 2 ∙ 2 points
• Hide in Plain Sight: Hide in Plain Sight ∙ 1 point
• Improved Quarry: Skill Mastery (Expertise: Survival) ∙ 1 point
• Master Hunter: Reaction Affliction (When striking favored foe)(Impaired, Disabled, Incapacitated), Limited: Target can only be affected once per 24 hours ∙ 3 points per rank
• Master Hunter: Affliction (Impaired, Disabled, Incapacitated), Limited to Favored Foe only ∙1 point per 2 ranks.

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Re: Wolf Lair 3e (Pathfinder Fighter, Monk, Paladin, Ranger)

Postby JoshuaDunlow » Sun Apr 20, 2014 7:06 pm

Nice to see you picked this back up again. Excellent work.

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Caniswolfman
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Re: Wolf Lair 3e (Pathfinder Fighter, Monk, Paladin, Ranger)

Postby Caniswolfman » Sun Apr 20, 2014 7:14 pm

JoshuaDunlow wrote:Nice to see you picked this back up again. Excellent work.


Thank you! I just found the file on my computer and had the inspiration to keep working on it.

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Re: Wolf Lair 3e (Pathfinder Fighter, Monk, Paladin, Ranger)

Postby JoshuaDunlow » Sun Apr 20, 2014 7:47 pm

Im more curious about the Magic-Using classes personally :)

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Re: Wolf Lair 3e (Pathfinder Fighter, Monk, Paladin, Ranger)

Postby Caniswolfman » Wed Apr 23, 2014 3:35 pm

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Pathfinder Rogue
The rogue is the stealthy party member, sneaking past foes or disabling traps in their way. Traditionally, the main source of damage for the rogue was their sneak attack ability, which increased in damage as they gained levels. If you were flanking, or the opponent had a condition, damage was increased. With the power level limit, this doesn’t transfer exactly. There are a couple ways to build it; one is just a favored environment for increased accuracy, and the other is a damage attack that only works against vulnerable foes. To make it more deadly, add Improved Crit and penetrating.

Some of the rogue’s abilities key off of the sneak attack. These can be linked abilities in an array if there are multiple, or just reactions. Another set of rogue abilities are their trapfinding talents, which allow them to find, disable, and avoid injury from traps. If the game won’t feature traps, or you don’t like the idea of a trapfinder, these can be dropped.

Signature Advantages
• Agile Feint
• Connected
• Evasion
• Hide in Plain Sight
• Improved Initiative
• Improvised Tools
• Move-by Action
• Skill Mastery

Class Features
Sneak Attack (1): Favored Environment (While Hidden) ∙ 1 point
Sneak Attack (2): Damage, Limited to vulnerable or defenseless targets ∙ 1 point per 2 ranks
Trapfinding: Detect Traps 2 ∙ 2 points
Evasion: Evasion ∙ 1 point
Rogue Talents:
o Bleeding Attack (1): Secondary Effect on Sneak Attack ∙ +1 point per rank of sneak attack
o Bleeding Attack (2): Continuous Damage on Sneak Attack (can be countered) ∙ +2 points per rank of sneak attack
o Combat Trick: Advantages ∙ 1 point per advantage
o Fast Stealth: Feature (ignore -5 penalty for moving at full speed while using stealth) ∙ 1 point
o Finesse Rogue: Alternate Save (Dodge) on attacks ∙ 0 points
o Ledge Walker: Movement (Sure Footed) ∙ 2 points per rank
o Major magic: Spell Array
o Minor Magic: Spell Array
o Quick Disable: Quickness, Limited to Physical Actions, Limited to Disabling Devices ∙ 1 point per 3 ranks
o Resiliency (1): Reaction Healing (when incapacitated), Limited to Self Only, Unreliable (roll) ∙ 3 points per rank
o Resiliency (1): Triggered Healing (when incapacitated), Limited to self only ∙ 2 points +1 point per rank
o Rogue Crawl: Movement (Slither) ∙ 2 points
o Slow reactions: Linked Affliction (Impaired, Disabled) with Sneak Attack ∙ 1 point per 2 ranks
o Stand up: Instant up ∙ 1 point
o Surprise Attack: Favored Environment (surprise round) ∙ 1 point
o Trap Spotter: Senses (Precognition), limited to finding traps ∙ 2 points
o Weapon Training: Advantages

Trap Sense: Immunity (Traps), Limited to Half Effects ∙ 5 points or 10 points, depending on frequency
Uncanny Dodge: Uncanny Dodge ∙ 1 point
Improved Uncanny Dodge: Senses (Danger Sense) ∙ 1 point
Advanced talents
o Crippling Strike: Weaken Strength, linked to Sneak Attack ∙ 1 point per rank
o Defensive Roll: Enhanced Trait (Luck), limited to toughness rolls ∙ 1 point per 2 ranks
o Dispelling Attack: Nullify Magic, Broad, Linked to Sneak Attack ∙ 2 points per rank
o Improved Evasion: Evasion 2 ∙ 2 points
o Opportunist: Reaction Damage (when adjacent target is hit), Attack Check Required ∙ 3 points per rank
o Skill Mastery: Skill Mastery ∙ 1 point per rank
o Slippery Mind: Second Chance (Mind Control) ∙ 1 point

Master Strike: Affliction (Daze, Stun, Incapacitated), Linked to Sneak Attack ∙ 1 point per rank

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Re: Wolf Lair 3e (Pathfinder Fighter, Monk, Paladin, Ranger)

Postby Caniswolfman » Wed Apr 23, 2014 4:00 pm

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Sorcerer
The Sorcerer is a spellcaster, although not a versatile as the Wizard. They have fewer options than the wizard, but don’t have to pick their spells at the beginning of each day, and can use more per day than the wizard. They cast spells through force of will instead of intelligence, meaning they usually have high Presence or Endurance.

Pathfinder introduced bloodlines to the Sorcerer, which is basically the source of their power. This bloodline gives them certain abilities and spells as they gain levels, showing a growing influence from the bloodline.

Sorcerer spells are best built as an array. They are also the most likely to act like an actual superhero, build wise, because of their bloodlines. If you want to put limitations on their spellcasting, a check required (Fortitude) or similar flaws may work.

Signature Advantages

• Extraordinary Effort
• Attractive
• Power Attack

Class Features

• Spells: Array
• Bloodline
Aberrant
o Acidic Ray: Ranged Damage ∙ 2 points per rank
o Long Limbs: Elongation ∙ 1 point per rank
o Unusual anatomy: Immunity (critical hits) ∙ 2 points
o Alien Resistance: Immunity (magic), Limited to Half Effect ∙ 5 points
o Aberrant Form: Immunity (critical hits); Senses (Accurate, Acute, Counters all Concealment on Mental); Impervious Toughness ∙ 10 + 1 point per impervious rank

Abyssal

o Claws: Damage, Mighty ∙ 1 point per rank
o Demon resistances: Immunity (electricity, poison), Limited to Half Effect ∙ 6 points
o Strength of the Abyss: Enhanced Strength ∙ 2 points per rank
o Added Summonings: Summon, Multiple Minions, Horde ∙ 5 points per rank
o Demonic Might: Immunity (Electricity, Poison); Immunity (Acid, Cold, Fire) Limited to Half Effect; Communication 1, Comprehend 3 ∙ 31 points

Arcane

o Arcane Bond (Familiar): Sidekick or Minion ∙ 1 point per rank
o Arcane Bond (Item): Device
o Metamagic Adept: Extras on spell array
o New Arcana: New Spells
o School Power: Extra points on spell array
o Arcane Apotheosis: not used

Celestial

o Heavenly Fire: Ranged Damage, AE Ranged Healing, Affects Others Only ∙ 2 points per rank
o Celestial resistances: Immunity (Acid, Cold), Limited to Half Effect ∙ 10 points
o Wings of Heaven: Flight, wings ∙ 1 point per rank
o Conviction: Luck ∙ 1 point per rank
o Ascension: Immunity (Acid, Cold, Petrification); Immunity (Electricity, Fire, Poison), Limited to Half Effect; Comprehend 3 ∙ 39 points

Destined

o Touch of Destiny: Luck Control 2 (bestow on others, spend on others) ∙ 6 points
o Fated: Senses (Danger Sense) ∙ 1 point
o It Was Meant To Be: Luck ∙ 1 point per rank
o Within Reach: Immortality ∙ 2 points per rank
o Destiny realized: Immunity (Critical Hits), Improved Critical (spell array), Ultimate Effort (Magic attacks) ∙ 4 points +1 point of additional Improved Critical

Draconic

o Claws: Damage, mighty ∙ 1 point per rank
o Dragon resistances: Immunity (common descriptor), Limited to Half Effect; Protection ∙ 10 points for immunity +1 point per protection rank
o Breath Weapon: Line or Code area Damage ∙ 2 points per rank
o Wings: Flight, wings ∙ 1 point per rank
o Power of Wyrms: Immunity (Paralysis, Sleep, common descriptor energy type); Senses (Accurate, Acute, Counters all Concealment on Mental) ∙ 21 points

Elemental

o Elemental Ray: Ranged Damage ∙ 2 points per rank
o Elemental Resistance: Immunity (common descriptor), Limited to Half Effect ∙ 5 points
o Elemental Blast: Ranged burst Damage ∙ 3 points per rank
o Elemental Movement: Fly, Burrow, Swim, or Speed ∙ cost varies
o Elemental Body (1): Immunity (critical hits, common element) ∙ 12 points
o Elemental Body (2): Alternate form ∙ cost varies

Fey

o Laughing touch: Affliction (Daze, Stun), limited degree ∙ 1 point per 2 ranks
o Woodland stride: Movement (sure footed) ∙ 2 points per rank
o Fleeting Glance: Visual Concealment, fades ∙ 2 points
o Fey magic: Ultimate Effort (Magic Attacks) or Penetrating on Magic Attacks ∙ 1 point for Ultimate Effort, 1 point per rank for penetrating
o Soul of the Fey: Immunity (Poison), Impervious Toughness, Feature (improved relation with animals); Teleport, Limited to Dim Light ∙ 2 points +1 point per impervious toughness and +1 point per teleport rank

Infernal

o Corrupting Touch: Affliction (Impaired, Disabled), Limited degree ∙ 1 point per 2 ranks
o Infernal resistances: Immunity (Fire, Poison), Limited to half effect ∙ 6 points
o Hellfire: Ranged Column area damage, linked Affliction (Impaired, Disabled), Limited degree ∙ 3 points per damage rank, 2 point per affliction rank
o On dark Wings: Flight, wings ∙ 1 point per rank
o Power of the Pit: Immunity (Fire, Poison); Immunity (Acid, Cold) limited to half effect; Senses (Darkvision) ∙ 23 points

Undead

o Grave touch: Affliction (Impaired, Compelled), Cumulative, Quirk (control is limited to running away), Limited Degree ∙ 1 point for 2 ranks +1 point per rank
o Death’s Gift: Immunity (Cold), Limited to half effect; Impervious Toughness ∙ 5 points +1 point per impervious rank
o Grasp of the Dead: Ranged Burst area Damage, Linked Ranged Burst Area Affliction (hindered/vulnerable, immobile/defenseless; resisted with dodge, overcome with Strength), Limited degree ∙ 3 points per rank of damage and 3 points per rank of affliction
o Incorporeal Form: Insubstantial 4 ∙ 20 points
o One of Us: Immunity (Cold, Paralysis, Sleep), Impervious Toughness; Second Chance (spells from undead), Feature (improved attitude with undead) ∙ 15 points +1 point per impervious rank

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Caniswolfman
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Re: Wolf Lair 3e (Pathfinder Fighter, Monk, Paladin, Ranger)

Postby Caniswolfman » Wed Apr 23, 2014 4:32 pm

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Wizard
And now we come to the wizard, the versatile fantasy spellcaster, able to do nearly anything with the right number of spells. DnD and Pathfinder make the wizard prepare a certain number of spells each day, and can only use what spells they prepare. If you only prepare one fireball, you only get to use one fireball. This doesn’t fit well with Mutants and Masterminds, so the general assumption is that they can continue to use spells all day. If you want a limitation to spellcasting, you can add the unreliable (5 uses), or maybe Check Required flaws.

The simplest way of building spells is to construct them as an array with the power loss complication for losing a book or materials or anything like that. Another option is to build the spellbook or staves as devices. Finally, you can build it as a variable power, with a limit for only able to be changed once per day and then another for only learned spells. Make the player succeed on an Expertise: Arcana check to try and learn a spell from another spellbook.

Signature Advantages

• Eidetic Memory
• Precise Attack
• Ritualist

Class Features

Spells: Array of Magic spells
Bonus Languages: Advantage (Languages) ∙ 1 point per rank
Arcane Bond (Familiar): Sidekick or summon ∙ 1 point per rank
Arcane Bond (Item): Device ∙ Cost varies
Scribe Scroll: Ritualist ∙ 1 point
Spellbook: Device (Removable) ∙ contains spell array ∙ cost varies
Arcane Schools
Abjuration
o Resistance: Variable (Immunities), Limited to energy types, Slow ∙ 5 points per rank
o Protective Ward (1): Create Object ∙ 2 points per rank
o Protective Ward (2): Deflect ∙ 1 point per rank
o Energy Absorption: Immunity (Energy Damage) ∙ 20 points

Conjuration
o Summoner’s Charm: Continuous Summon ∙ 3 points per rank
o Acid Dart: Ranged Damage ∙ 2 points per rank
o Dimension Steps: Teleport ∙ 2 points per rank

Divination
o Forewarned: Senses (Danger Sense), Improved Initiative, Seize Initiative ∙ 3 points
o Diviner’s Fortune: Luck Control (spend on others) ∙ 3 points
o Scrying Adept: Senses (scrying awareness) ∙ 1 point

Enchantment
o Enchanting Smile: Enhanced Skills (Deception, Persuasion, Intimidate); Immunity (Enchantment Effects), Reflect ∙ 3 points for immunity, 1 point per 2 skill ranks
o Dazing Touch: Affliction (Daze, Stun), Limited Degree ∙ 1 point per 2 ranks
o Aura of Despair: Burst area Affliction (Impaired, Disabled; resisted and overcome with will), Sustained, Selective, Limited Degree ∙ 4 points per rank

Evocation
o Intense Spells: Ultimate Effort (Magic Attacks), Second Chance (Magic Attacks) ∙ 2 points
o Force missile: Perception Range Damage ∙ 3 points per rank
o Elemental Wall: Line area damage, sustained, variable 2 ∙ 6 points +4 points per rank

Illusion
o Extended Illusions: Add Independent to Illusion ∙ +1 point per rank
o Blinding Ray: Ranged Affliction (Impaired, Disabled, Unaware), Limited to Vision ∙ 1 point per rank
o Invisibility Field: Visual Concealment ∙ 4 points

Necromancy
o Power Over Undead: Burst Area Affliction (Entrance, Compel, Control), Limited to Undead ∙ 1 point per rank
o Grave touch: Affliction (Impaired, Compelled), Cumulative, Quirk (control is limited to running away), Limited Degree ∙ 1 point for 2 ranks +1 point per rank
o Life Sight: Senses (Ranged Detect Life, Ranged Detect Undead) ∙ 4 points

Transmutation
o Physical Enhancement: Variable (Ability Changes), Limited to STR, DEX, AGI, END, Slow ∙ 5 points per rank
o Telekinetic Fist: Ranged Damage ∙ 2 points per rank
o Change Shape: Shapeshift or Morph with Metamorph

Universalist
o Hand of the apprentice: Move object, Damaging, Quirk (weapon required) ∙ 2 points +3 points per rank after 1st
o Metamagic mastery: Extras on spell array


Familiar: Enhanced Skills, Limited to while Familiar is active ∙ 1 point per 4 ranks
o Natural Armor: Protection ∙ 1 point per rank
o Alertness: Uncanny Dodge ∙ 1 point
o Improved Evasion: Evasion 2 ∙ 2 points
o Share Spells: Affects Others, Limited to Familiar on spells (0 cost)
o Empathic Link: Senses (Communication Link) ∙ 1 point
o Deliver touch Spells: Either give the familiar a spell array or reaction spell for when familiar touches someone
o Speak with Master: Senses (Communication Link) ∙ 1 point
o Speak with Animals of Its Kind: Comprehend Animals (Speak and understand), Limited to same animal type as Familiar ∙ 2 points
o Spell Resistance: Immunity (Magic), Limited to Half effect ∙ 10 points
o Scry on Familiar: Remote Sensing (visual), Limited to Familiar ∙ 1 point per rank

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Re: Wolf Lair 3e (Pathfinder Fighter, Monk, Paladin, Ranger)

Postby Caniswolfman » Wed Apr 23, 2014 4:33 pm

Alright, so that's the end of the core Pathfinder classes! I'll be working on the core Prestige classes next, which start moving more into the 'super' category.


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