Self-Interested Preface: This character's built to be the best possible enchanter, and I think it does that very well. I've looked through other enchanter builds that recommend the Fey Bloodline for its bonus to compulsion spells, but the spells and the overwhelming flavor of it are embarrassing compared to the incredible Arcane Bloodline. You end up getting a floating +2 to ALL enchantment spells at level 15 (11 with the Robe Of Arcane Heritage) anyway and the powers and spells stay useful consistently (Woodland Stride? Really?? Who the fuck). That said, I hate Kitsune.
The race is absolutely crucial to the success of this build, and its racial abilities and favored class bonus are irreplacable in the context of its goals, but the goofy fuckin weeaboo roleplay flavor of this furry race was created extremely difficult to ignore. This doesn't come up much in typing out these builds (at least not directly, I write on a blog named 'nerd ass mess'), but I'm really not into campy nerd shit. I don't like being shoehorned into goofy tropes, Monty Python quotes get on my fuckin nerves, and written awkward white kid reverence for fictional goddamn creatures creeps me the fuck out. That lame-ass reverence has been bottled, filtered for maximum potency, and nerdgasm bukkaked all over the weird fucking Kitsune race page. It's all this "Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions," shit that bothers the fuck out of me. If I ever played this character (and mechanically it's an amazing fucking character so I really want to) I'd play it as a self-loathing furry ashamed of the goofy friggin traditions of his people. I really don't want to fill this preface with quotes from the race page because it's all nerd-ass bullshit, and I really don't want to put the actual picture in this blog, but look at this fucking picture and if you're comfortable with your character actively participating in that then you and I have a disconnect on a fundamental level.
Anyway, this character is absolutely amazing at enchantment, and gains the ability to cast mind-affecting spells on undead at level 7. It's meant to be the party primary or secondary face (though in a straightforward way; this character cannot Bluff or Intimidate), with high Diplomacy and a kind-of-neat racial trait that makes subsequent Diplomacy easier. Red Silk Frankness, a social trait regarding criminal acts, adds an incredible +5 to Diplomacy when trying to calm down characters about illegal or offensive acts and makes Diplomacy a class skill, making it a net +9 bonus when explaining itself. Ideally, though, this character supplements social interaction with magic, using spells like Memory Lapse, Suggestion, Charm Person and Seducer's Eyes to end up with optimal outcomes. This character's meant to use its relatively-limited capabilities very cleverly, using its enchantments on multiple creatures at a time (for example, if you surreptitiously charm a creature and then ask it to vouch for you to other creatures, it's way less suspicious than just charming a creature to make it do what you want) to achieve more than a straight party face might be able to do. Below the build is a chart denoting the power of Dominate Person, this character's most powerful and useful spell. I've detailed an alternate use for Dominate Person here, which I very much recommend taking a look at. It's something I came up with while making this character, improving its versatility by a ridiculous factor.
Something opinionated I'd like to express, kind of philosophically, is that this character is, by nature, evil. Regardless of alignment chosen and playstyle and roleplaying or well-meaning or whatever; enchantment is an evil school of magic. Taking away free will from anyone at any point is an evil act- you're superseding a creature's consciousness and enforcing your own, and pretending it's righteous because of your personal goals kind of makes it worse. It's objectively an evil act. I'm not at all morally against it, and this is totally just a game, for nerds, but I'd like to be clear that every character dominating and enchanting and charming and subliminating commands is committing evil, no matter how it's dressed up or who you're doing it to or whether you think it's for their own good or their victims' good or the good of all things.
That said it'd be way fuckin fun to play this character. It has really high initiative which is boosted by charisma, ridiculous DCs, and, if charming outside of combat or charming before a creature gets a chance to act in the surprise round, forces a -2 on their saving throw because of the fantastic Ambuscading Spell feat. From early on (they're pretty cheap), it's also smart to keep two metamagic rods, a lesser Still and a lesser Silent disguised as other normal objects to cast an undetectable Charm Person or like spell in social situations. Domination and charm used cleverly kind of supersede a lot of obstacles, especially in living-humanoid-heavy campaigns (most of them) or, after level 7, even undead-heavy campaigns. Admittedly, some of the enchantment spells could be swapped out for more useful ones, but every level has one or two high utility spells at least thanks to the amazing Arcane Bloodline bonus spell list. A clever player would always be playing to this build's strengths, though, and keep a gang of dominated throwaway NPCs to distract or damage or protect when needed.
Also for real, look at this Dominate Person guide. I'm pretty fuckin proud.
This build created in March of 2016.
Sorcerer (Arcane
Bloodline) Level 20
Race: Kitsune +2
DEX, +2 CHA, -2 STR (+1 Hit Point/+1 Skill Point/+¼ Enchantment DC)
Racial Traits
Gregarious (after successful
Diplomacy action, target takes -2 on subsequent opposing CHA skill checks for
24 hours)
Kitsune Magic (+1 Enchantment DC, 3/day dancing lights)
Natural Weapons [1d4 bite attack in Kitsune form (sigh)]
Low-Light Vision
Character Traits/Drawbacks
Combat: Reactionary (+2 Initiative)
Magic: Overwhelming Beauty (+1 mind-affecting DC against
creatures of humanoid and/or shapechanger type)
Social: Red Silk Frankness (+5 to Diplomacy to assuage
others about wrongdoing; Diplomacy is a class skill)
Drawback: Hedonistic (Must obtain 10+ gold or spend an hour
on entertainment/pleasure each day or make DC 20 Fortitude save at the end of
the day to avoid four hours of fatigue beginning the next day)
Class Skills: Appraise,
Bluff, Craft (Any), Diplomacy, Fly, Knowledge (Arcana), Knowledge (Religion), Perception, Profession
(Any), Stealth, Spellcraft, and Use Magic Device.
Languages:
Common, Sylvan, +1
1: Sorcerer, Arcane Bloodline 1, +¼ Enchantment DC
BAB: +0
Saves: +2/+1/+2
Feats: Simple Weapon Proficiency, Bloodline Arcana (Arcane),
[Bloodline Power] Arcane Bond: Familiar, [1st Level Feat] Noble
Scion (Of War), [Anti-Hero] Ambuscading Spell
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: Cantrips – Acid Splash (use Acid Flask as focus), Daze, Ghost
Sound, Prestidigitation
1st
Level – Charm Person, Sleep
(Base) Spells Per Day: 4 Lvl. 1
Familiar: Greensting Scorpion, Emissary Archetype: Chaos(Azata)
Feats: Empathic
Link, Improved Evasion, Share Will
Spells: Guidance
at will
2: Sorcerer, Arcane Bloodline 2, +¼ Enchantment DC
BAB: +1
Saves: +2/+1/+3
Feats: (none)
Skills(3): Diplomacy,
Knowledge (Religion), Perception
New Spells: Cantrips –
Message
(Base) Spells Per Day: 5 Lvl. 1
3: Sorcerer, Arcane Bloodline 3, +¼ Enchantment DC
BAB: +1
Saves: +3/+2/+3
Feats: [Bloodline Power] Metamagic Adept 1, [3rd Level
Feat] Spell Focus: Enchantment
Skills(3): Diplomacy,
Knowledge (Religion), Perception
New Spells: [Bonus] Identify
Cantrips
– Detect Magic
1st
Level – Enlarge Person
(Base) Spells Per Day: 6 Lvl. 1
Familiar: Greensting Scorpion, Emissary Archetype: Chaos(Azata)
Spells: Guidance
at will, Elysium’s Call once/day
4: Sorcerer, Arcane Bloodline 4, +¼ Enchantment DC
BAB: +2
Saves: +3/+2/+4
Increased Attribute Score: CHR+1
(20)
Feats: (none), (can swap one known spell out)
Skills(3): Diplomacy,
Knowledge (Religion), Perception
New Spells: Cantrips – Read
Magic
2nd
Level – Hideous Laughter, Glitterdust
(Base) Spells Per Day: 8 Lvl. 1, 4 Lvl. 2
5: Sorcerer, Arcane Bloodline 5, +¼ Enchantment DC
BAB: +2
Saves: +3/+2/+4
Feats: [5th Level Feat] Greater Spell Focus: Enchantment
Skills(3): Diplomacy,
Knowledge (Religion), Perception
New Spells: [Bonus]
Invisibility
1st
Level – Memory Lapse
2nd
Level – Minor Image
(Base) Spells Per Day: 8 Lvl. 1, 5 Lvl. 2
6: Sorcerer, Arcane Bloodline 6, +¼ Enchantment DC
BAB: +3
Saves: +4/+3/+5
Feats: (none), [(can swap one known spell out) Replace Sleep with
Magic Missile]
Skills(3): Diplomacy,
Knowledge (Religion), Perception
New Spells: Cantrips –
Mending
1st
Level – Magic Missile
3rd
Level – Suggestion, Haste
(Base) Spells Per Day: 7 Lvl. 1, 6 Lvl. 2, 4 Lvl. 3
7: Sorcerer, Arcane Bloodline 8, +¼ Enchantment DC
BAB: +3
Saves: +4/+3/+5
Feats: [Bloodline Power] Metamagic Adept 2, [Bloodline Feat] Spell
Focus: Necromancy, [7th Level Feat] Threnodic Spell
Skills(3): Diplomacy,
Knowledge (Religion), Perception
New Spells: [Bonus] Dispel
Magic
1st
Level – Feather Fall
2nd
Level – Levitate
3rd
Level – Heroism
(Base) Spells Per Day: 8 Lvl. 1, 7 Lvl. 2, 5 Lvl. 3
8: Sorcerer, Arcane Bloodline 8, +¼ Enchantment DC
BAB: +4
Saves: +4/+3/+6
Increased Attribute Score: CHR+1
(21)
Feats: (none), (can swap one known spell out)
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: Cantrips –
Breeze
4th
Level – Black Tentacles, Confusion
(Base) Spells Per Day: 8 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 4 Lvl. 4
9: Sorcerer, Arcane Bloodline 9, +¼ Enchantment DC
BAB: +4
Saves: +5/+4/+6
Feats: [Bloodline Power] New Arcana 1, [9th Level Feat] Spell
Penetration
Skills(3): Diplomacy,
Spellcraft, Spellcraft
New Spells: [Bonus]
Dimension Door
2nd
Level – Oppressive Boredom
3rd
Level – Charitable Impulse
4th
Level – Ball Lightning
Arcana
– (4th) Charm Monster
(Base) Spells Per Day: 8 Lvl. 1, 7 Lvl. 2, 7 Lvl. 3, 5 Lvl. 4
10: Sorcerer, Arcane Bloodline 10, +¼ Enchantment DC
BAB: +5
Saves: +5/+4/+7
Feats: (can swap one known spell out)
Skills(3): Diplomacy,
Spellcraft, Spellcraft
New Spells: Cantrips –
Arcane Mark
5th Level – Dominate
Person, Feeblemind
(Base) Spells Per Day: 8 Lvl. 1, 7 Lvl. 2, 7 Lvl. 3, 6 Lvl. 4, 4
Lvl. 5
11: Sorcerer, Arcane Bloodline 11, +¼ Enchantment DC
BAB: +5
Saves: +5/+4/+7
Feats: [Bloodline Power] Metamagic Adept 3, [11th Level
Feat] Quicken Spell
Skills(3): Diplomacy,
Spellcraft, Spellcraft
New Spells: [Bonus] Overland Flight
2nd
Level – Seducer's Eyes
3rd
Level – Marionette Possession
4th
Level – Telekinetic Charge
5th
Level – Transmute Rock To Mud
(Base) Spells Per Day: 8 Lvl. 1, 7 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 5
Lvl. 5
12: Sorcerer, Arcane Bloodline 12, +¼ Enchantment DC
BAB: +6/+1
Saves: +6/+5/+8
Increased Attribute Score: CHR+1
(22)
Feats: (none), [(can swap one known spell out) Replace Levitate
with Fool’s Gold]
Skills(3): Diplomacy,
Spellcraft, Spellcraft
New Spells: 6th
Level – Contingency, Greater Dispel Magic
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 6
Lvl. 5, 4 Lvl. 6
13: Sorcerer, Arcane Bloodline 13, +¼ Enchantment DC
BAB: +6/+1
Saves: +6/+5/+8
Feats: [Bloodline Power] New Arcana 2, [Bloodline Feat] Improved
Initiative, [13th Level Feat] Persistent Spell
Skills(3): Diplomacy,
Spellcraft, Spellcraft
New Spells: [Bonus] True
Seeing
4th
Level – Aura Of The Unremarkable
5th
Level – Magic Jar
6th
Level – Mass Suggestion
Arcana
– (6th) Vengeful Outrage
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 5 Lvl. 6
14: Sorcerer, Arcane Bloodline 14, +¼ Enchantment DC
BAB: +7/+2
Saves: +6/+5/+9
Feats: (none), (can swap one known spell out)
Skills(3): Diplomacy,
Spellcraft, Spellcraft
New Spells: 7th
Level – Reverse Gravity, Statue
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 6 Lvl. 6, 3 Lvl. 7
15: Sorcerer, Arcane Bloodline 15, +¼ Enchantment DC
BAB: +7/+2
Saves: +7/+6/+9
Feats: [Bloodline Power] Metamagic Adept 4, [Bloodline Power]
School Power: Enchantment, [15th Level Feat] Spell Perfection:
Dominate Person
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: [Bonus] Greater
Teleport
5th
Level – Wall Of Stone
6th
Level – Programmed Image
7th
Level – Polymorph Any Object
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 7 Lvl. 6, 4 Lvl. 7
16: Sorcerer, Arcane Bloodline 16, +¼ Enchantment DC
BAB: +8/+3
Saves: +7/+6/+10
Increased Attribute Score: CHR+1
(23)
Feats: (none), (can swap one known spell out)
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: 8th
Level – Prismatic Wall, Moment Of Prescience
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 7 Lvl. 6, 5 Lvl. 7, 3 Lvl. 8
17: Sorcerer, Arcane Bloodline 17, +¼ Enchantment DC
BAB: +8/+3
Saves: +7/+6/+10
Feats: [Bloodline Power] New Arcana 3, [17th Level Feat]
Greater Spell Penetration
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: [Bonus] Power
Word: Stun
7th
Level – Waves Of Ecstasy
8th
Level – Maze
Arcana
– (8th) Prediction Of Failure
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 7 Lvl. 6, 6 Lvl. 7, 4 Lvl. 8
18: Sorcerer, Arcane Bloodline 18, +¼ Enchantment DC
BAB: +9/+4
Saves: +8/+7/+11
Feats: (none), (can swap one known spell out)
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: 9th
Level – Dominate Monster, Mage’s Disjunction
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 7 Lvl. 6, 6 Lvl. 7, 5 Lvl. 8, 3 Lvl. 9
19: Sorcerer, Arcane Bloodline 19, +¼ Enchantment DC
BAB: +9/+4
Saves: +8/+7/+11
Feats: [Bloodline Power] Metamagic Adept 5, [Bloodline Feat] Combat
Casting, [19th Level Feat] Piercing Spell
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: [Bonus] Wish
8th
Level – Binding
9th
Level – Mass Hold Monster
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 7 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 7 Lvl. 6, 6 Lvl. 7, 6 Lvl. 8, 4 Lvl. 9
20: Sorcerer, Arcane Bloodline 20, +¼ Enchantment DC
BAB: +10/+5
Saves: +8/+7/+12
Increased Attribute Score: CHR+1
(24)
Feats: [Bloodline Power] Arcane Apotheosis, (can swap one known
spell out)
Skills(3): Diplomacy,
Perception, Spellcraft
New Spells: 9th
Level – Time Stop
(Base) Spells Per Day: 8 Lvl. 1, 8 Lvl. 2, 8 Lvl. 3, 7 Lvl. 4, 7
Lvl. 5, 7 Lvl. 6, 7 Lvl. 7, 6 Lvl. 8, 6 Lvl. 9
* Favored Class Bonus increases Enchantment DC by ¼ per
level. The written bonus is the total at
that level, and does not stack with earlier written Favored Class Bonus(es).
Lvl.
|
CHA Mod.
|
Max. Spell Lvl. Known
|
Feat/Ability
|
Condition
|
Modifier
|
1
|
+4
|
1
|
Overwhelming Beauty
|
Mind-affecting,
against humanoids/shapechangers
|
+1
|
Kitsune Magic
|
Enchantment spells
|
+1
|
|||
Bloodline Arcana (Arcane)
|
Metamagicked spells
|
+1
|
|||
Ambuscading Spell
|
Surprise round, actually
reduces saving throws
|
+1 / +2 (sort of)
|
|||
2
|
+4
|
1
|
|||
3
|
+4
|
1
|
Spell Focus: Enchantment
|
Enchantment spells
|
+1
|
4
|
+5
|
2
|
Kitsune Favored Class Bonus
|
Enchantment spells
|
*(+1)
|
5
|
+5
|
2
|
Greater Spell Focus: Enchantment
|
Enchantment spells
|
+1
|
6
|
+5
|
3
|
|||
7
|
+5
|
3
|
Spell Focus: Necromancy
|
Necromancy spells
|
+1
|
8
|
+5
|
4
|
Kitsune Favored Class Bonus
|
Enchantment spells
|
*(+2)
|
9
|
+5
|
4
|
|||
10
|
+5
|
5
|
|||
11
|
+6
|
5
|
|||
12
|
+6
|
6
|
Kitsune Favored Class Bonus
|
Enchantment spells
|
*(+3)
|
13
|
+6
|
6
|
|||
14
|
+6
|
7
|
|||
15
|
+6
|
7
|
School Power
|
Enchantment spells
|
+2
|
Spell Perfection**
|
Dominate Person**
|
x2 all relevant
modifiers
|
|||
16
|
+6
|
8
|
Kitsune Favored Class Bonus
|
Enchantment spells
|
*(+4)
|
17
|
+6
|
8
|
|||
18
|
+6
|
9
|
|||
19
|
+6
|
9
|
|||
20
|
+7
|
9
|
Kitsune Favored Class Bonus
|
Enchantment spells
|
*(+5)
|
** Quick Guide for
Spell-Perfected (Base) Dominate Person DC:
10 + 5 (spell level) + CHA mod + 2x [+ 1
(Bloodline Arcana) + 1 (Spell Focus: Enchantment) + 1 (Greater Spell Focus:
Enchantment) + 2 (School Power)] + 1 (Overwhelming Beauty) + 1 (Kitsune Magic)
+ Favored Class Bonus = 36 DC at level 15, 37 at level 16, 39 at level
20.
Ambuscading Spell reduces the saving throw made in the surprise round by 1 or 2, depending; this penalty should be doubled with Spell Perfection.
Spell Perfection allows one metamagic feat to be applied to the spell without increasing its level or casting time, which means the spell can be Quickened for free and then Persistent Spell added to make it a 7th level spell requiring two saves at 40+ DC to dominate a humanoid for 15+ days as a swift action. Casting it as a Still, Silent spell would make it a covert domination, and a Quickened, Still, Silent Dominate Person (7th level) followed by the Message cantrip would allow mid-conversation domination along with whispered commands.
Ambuscading Spell reduces the saving throw made in the surprise round by 1 or 2, depending; this penalty should be doubled with Spell Perfection.
Spell Perfection allows one metamagic feat to be applied to the spell without increasing its level or casting time, which means the spell can be Quickened for free and then Persistent Spell added to make it a 7th level spell requiring two saves at 40+ DC to dominate a humanoid for 15+ days as a swift action. Casting it as a Still, Silent spell would make it a covert domination, and a Quickened, Still, Silent Dominate Person (7th level) followed by the Message cantrip would allow mid-conversation domination along with whispered commands.
-Spells Gained By Level-
Lvl.
|
Spell Lvl. – Spell Name
|
1
|
Cantrips
– Acid Splash (use Acid Flask as focus), Daze, Ghost Sound, Prestidigitation
1st
Level – Charm Person, Sleep
|
2
|
Cantrips
– Message
|
3
|
Cantrips
– Detect Magic
1st
Level – Enlarge Person, [Bonus] Identify
|
4
|
Cantrips
– Read Magic
2nd
Level – Hideous Laughter, Glitterdust
|
5
|
1st
Level – Memory Lapse
2nd
Level – Minor Image, [Bonus] Invisibility
|
6
|
Cantrips
– Mending
1st
Level – Magic Missile (replacing Sleep)
3rd
Level – Suggestion, Haste
|
7
|
1st
Level – Feather Fall
2nd
Level – Levitate
3rd
Level – Heroism, [Bonus] Dispel Magic
|
8
|
Cantrips
– Breeze
4th
Level – Black Tentacles, Confusion
|
9
|
2nd
Level – Oppressive Boredom
3rd
Level – Charitable Impulse
4th
Level – Ball Lightning, [Bonus] Dimension Door, [Arcana] Charm Monster
|
10
|
Cantrips
– Arcane Mark
5th
Level – Dominate Person, Feeblemind
|
11
|
2nd
Level – Seducer's Eyes
3rd
Level – Marionette Possession
4th
Level – Telekinetic Charge
5th
Level – Transmute Rock To Mud, [Bonus] Overland Flight
|
12
|
2nd
Level – Fool’s Gold (replacing Levitate)
6th
Level – Contingency, Greater Dispel Magic
|
13
|
4th
Level – Aura Of The Unremarkable
5th
Level – Magic Jar
6th
Level – Mass Suggestion, [Bonus] True Seeing, [Arcana] Vengeful Outrage
|
14
|
7th
Level – Reverse Gravity, Statue
|
15
|
5th
Level – Wall Of Stone
6th
Level – Programmed Image
7th
Level – Polymorph Any Object, [Bonus] Greater Teleport
|
16
|
8th
Level – Prismatic Wall, Moment Of Prescience
|
17
|
7th
Level – Waves Of Ecstasy
8th
Level – Maze, [Bonus] Power Word: Stun, [Arcana] Prediction Of Failure
|
18
|
9th
Level – Dominate Monster, Mage’s Disjunction
|
19
|
8th
Level – Binding
9th
Level – Mass Hold Monster, [Bonus] Wish
|
20
|
9th
Level – Time Stop
|
Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
AC 18, touch 15, flat-footed 15 (+3 Dex, +3
natural, +2 size)N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
HP 4 (1d8)
*Fort +2, Ref +3, Will +0
*A familiar uses its own or its master’s base saves, whichever are higher, modified by its own ability modifier.
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int (see below), Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Level
|
Natural Armor
|
INT
|
Special
|
1st–2nd
|
+1
|
6
|
Divine Guidance, Empathic Link, Improved Evasion, Share
Will
|
3rd–4th
|
+2
|
7
|
Domain Influence (Chaos, Azata: Elysium's Call)
|
5th–6th
|
+3
|
8
|
Speak With Master
|
7th–8th
|
+4
|
9
|
Speak With Animals Of Its Kind
|
9th–10th
|
+5
|
10
|
—
|
11th–12th
|
+6
|
11
|
Spell Resistance
|
13th–14th
|
+7
|
12
|
Scry On Familiar
|
15th–16th
|
+8
|
13
|
—
|
17th–18th
|
+9
|
14
|
—
|
19th–20th
|
+10
|
15
|
—
|
An exceptional item for use by this build is the Sinner's Wage, described below.
Sinner's Wage
Source Champions of Corruption pg. 31 (Amazon)
Aura moderate enchantment; CL 7th
Slot none; Price 500 gp; Weight —
Aura moderate enchantment; CL 7th
Slot none; Price 500 gp; Weight —
Description
A sinner’s wage is a round golden coin with two blank faces.
When placed among nonmagical currency, it adopts the size, shape, and any
embellishments (such as an engraving or stamp) of the majority of the other
coins.
When included as payment for any service that compromises the recipient’s morals (such as a bribe for a lawful city guard to look the other way, or a contribution to a good politician to pass dubious legislation), a sinner’s wage makes the offered payment more tempting. The giver of the sinner’s wage gains a +2 profane bonus on Charisma checks and Bluff, Diplomacy, and Intimidate checks to convince the recipient to perform the service in question. Thus, the item can be used to pay off a guard as well as convince an outsider to perform a service with a planar binding spell (in the latter case, the +2 profane bonus stacks with the bonus normally granted for offering a reward to the outsider).
In addition, a sinner’s wage can be used as an optional focus component when the owner casts any charm or compulsion spell of 5th level or lower. When a creature is subject to a spell incorporating this focus, it takes a –2 penalty on all rolls to resist acting against its nature (whether a Will saving throw or a Charisma check). Using the sinner’s wage in this fashion temporarily drains the magic from the coin, rendering it unusable for any purpose for a period of 1 week.
When included as payment for any service that compromises the recipient’s morals (such as a bribe for a lawful city guard to look the other way, or a contribution to a good politician to pass dubious legislation), a sinner’s wage makes the offered payment more tempting. The giver of the sinner’s wage gains a +2 profane bonus on Charisma checks and Bluff, Diplomacy, and Intimidate checks to convince the recipient to perform the service in question. Thus, the item can be used to pay off a guard as well as convince an outsider to perform a service with a planar binding spell (in the latter case, the +2 profane bonus stacks with the bonus normally granted for offering a reward to the outsider).
In addition, a sinner’s wage can be used as an optional focus component when the owner casts any charm or compulsion spell of 5th level or lower. When a creature is subject to a spell incorporating this focus, it takes a –2 penalty on all rolls to resist acting against its nature (whether a Will saving throw or a Charisma check). Using the sinner’s wage in this fashion temporarily drains the magic from the coin, rendering it unusable for any purpose for a period of 1 week.
Construction
Requirements Craft Wondrous Item, charm monster; Cost 250 gp
LOL I completely agree with your opinions on Kitsune. I would play this build but I can't stand rping as a furry.
ReplyDeleteYour "spells gained pr level" seems o be wrong. How do you get 2 new spells, when getting a new tier of spells?
ReplyDeleteeksampel: At 4th lvl you get 2 new spells, when the list under spells known states only one.
2 new 2nd lvl spells that is*
Delete