Upload
martin-leonard
View
213
Download
1
Embed Size (px)
Citation preview
Tsa'goth, the Kingdombreaker
Neraph Ardent 10/Slime Lord 10
Powers - 10Synchronicity Part of the action economy breakageBestow Power Recharge trickAnticipatory Strike Immediate actionSense Danger Allows Immediate action
FeatsWilling DeformityPractised ManifesterLinked PowerCity SlickerMetamorphic TransferSkillsDisguise 6Use Magic Device 1 only for trained statusHandle Animal 1 only for trainedKnowledge (Planes); Collector of Stories, 10 ranksSense Motive; spot liarsBluff; LieDiplomacy; get followersAutohypnosis; remember books
ItemsManifester Arrows these allow day longAn Encyclopedia on the Creatures of Mechanus; a Masterwork book for +2 to Knowledge (the Planes)
IssuesInfinite Stacking of Charisma; this can be a problem for DM's who suddenly see characters skills and abilities go sky high; it was for this reason as to why the Ardent was chosen over the Wilder despite the similarities. It has a few other tricks that allow it to work, but also to prevent abuse of the
Action economy abuse breaks the game; then don't do it. You don't really need to abuse it to make the build work, it's just another option to run the game. The trick is dependant on keeping your Focus, which is where Ardent comes in;
PP recharge; this depends on the campaign being played. If Spellcasters have access to Planar Travel to Fast Time planes to regenerate their PP, then so should I. If not, well, it's not as though I'm using it to put out a a hundred Gates a day.
Alternative BuildsWilder 18/Marshal 1/Battledancer 1This is a more high powered build; it relies on Metamorphosis, rather than Alter Self, but it's not