A Hot little number ..... Pixie Pyrokineticist

Post/Author/DateTimePost
#1

carnivore

Feb 28, 2008 11:28:38

IMAGE(http://www.wizards.com/dnd/images/compscoundrel_gallery/102047.jpg)
Inferna Draxo the Hotest little Hottie


Draconic Pixie(-2 Str,+8 Dex,+2 Con,+6 Int,+4 Wis,+8 Cha)
Rogue(feat variant) 2/ Cloistered Cleric 1/ Marshal 1 / Warlock 2/ Pyrokineticist 10

Cleric Domains:
Knowledge ....... give up this domain, and get Knowledge Devotion Feat
Travel ............. Give up this domain, and get Travel Devotion feat
Time ............... gain Imp initiative feat

with LA Buy off .... to lose the +1 LA from Draconic
Attributes

Attributes: 32pt buy

8 Str(10-2 racial)
32 Dex(14 +8 Racial+6 gloves +4 Inherent)
14 Con(12+2 Racial)
18 Int(12+6 Racial)
14 Wis(10+4 Racial)
41 Cha(18+8 Racial+4 levels+5 Inherent +6 Belt)
#2

true_shinken

Feb 28, 2008 11:46:15
I believe a fey can't take Nymph's Kiss. Otherwise, lovely build.
#3

hogarth

Feb 28, 2008 11:57:42
I'd be tempted to get rid of a level of Rogue and substitute it with Cloistered Cleric (Travel, Time) and take the Travel devotion (in order to move and use Heat Death in the same turn, for instance).
#4

aftercrescent

Feb 28, 2008 12:23:44
Just a nitpicking detail, your build only has 15 HD, so can only +3 stat increases from levels. You can still buy the +5 Tome to balance it out, but even buying off the LA, I don't see how you'll get a higher Cha.
#5

beware_of_kobold

Feb 28, 2008 12:41:48
a pixie gets weapon finesse as a bonus feat along with dodge
#6

BloodDragon

Feb 28, 2008 13:19:24
Sometimes there are those who put down certain classes as "weak", and although they may be less than ideal, even weak classes can be optimized;

Shining Blade of Heironeous
#7

carnivore

Feb 28, 2008 15:25:51
I believe a fey can't take Nymph's Kiss. Otherwise, lovely build.

i just looked it up(crystal Keep) ... it seems that the only req for it is Good Alignment

I'd be tempted to get rid of a level of Rogue and substitute it with Cloistered Cleric (Travel, Time) and take the Travel devotion (in order to move and use Heat Death in the same turn, for instance).

excellent idea ... especially if i use the LA Buy off.... i can get Travel Devotion and Knowledge Devotion as well and still get Imp Initiative

Just a nitpicking detail, your build only has 15 HD, so can only +3 stat increases from levels. You can still buy the +5 Tome to balance it out, but even buying off the LA, I don't see how you'll get a higher Cha.

you are so right... i completely missed it... am so used to figuring a 20 Lvl character... will adjust... if i do Buy off the LA, i can get 1 more Point of Cha... Pre_EPIC its not too bad

a pixie gets weapon finesse as a bonus feat along with dodge

the Entry for the Pixie does show it getting Weapon Finnesse as a Bonus Feat, but the Text that covers "Pixies as Characters", defines what Characters get and it is not listed as a bonus, only Dodge is given as a Racial bonus feat ..... also i checked the FAQ..... but not the Errata.. maybe it is in the errata... will check
Shining Blade of Heironeous

thats next


im just tired of seeing people post about the Pyrokineticist, and see how bad it is at Direct Damage... i see the pyrokineticist as a useful PrC to Martial Characters fro Dipping in, but for other Characters(Skill monkeys and Faces) very useful for the Whole 10 level PrC

:D
#8

farodin

Feb 28, 2008 15:53:23
Nice build.

It's always good to see something useful being made out of a subpar but very flavorful class.

Pixies As Characters
A pixie character exchanges its 1 HD of fey for its first class level.

Pixie characters possess the following racial traits.

-4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
Low-light vision.
Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.
+1 natural armor bonus.
Special Attacks (see above): Spell-like abilities.
Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
Favored Class: Sorcerer.
Level adjustment +4 (+6 if the pixie can use irresistible dance).

#9

carnivore

Feb 28, 2008 15:57:37
thanks Farodin... double thanks ... for "Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats. "


alright ... now she really kicks butt

:D
#10

ChristopherGroves

Feb 28, 2008 16:16:59
Pyro is really on that 2nd level down ... not on the bottom. It's like Soulknife. Everyone says it is weaker than the druid, but dang it if folks don't play them bunches.
#11

tshern

Feb 28, 2008 16:28:15
*clap clap*

Very nice carnivore, this is my you are my favourite.
#12

Omen_of_Peace

Feb 28, 2008 20:27:21
Nice - I like Pixies.

Personally, I would drop Draconic to get more HPs at intermediate levels - that will improve survivability quite a bit. It will also help against HD-based effects (Blasphemy). Some form of Nondetection would be nice too, for Invisibility to remain useful at high levels : there's a Dragonpact in Dragon Magic that offers this, but unfortunately I think it's restricted to sorcerers.
#13

carnivore

Feb 29, 2008 5:43:46
ok ... heres what im thinking, based on the excellent Feedback:

using LA Buy off ... for the +1 LA from Draconic

Draconic Pixie(-2 Str,+8 Dex,+2 Con,+6 Int,+4 Wis,+8 Cha)
Rogue(feat variant) 2/ Cloistered Cleric 1/ Marshal 1/ Warlock 2/ Pyrokineticist 10

Cleric Domains:
Knowledge ....... give up this domain, and get Knowledge Devotion Feat
Travel ............. Give up this domain, and get Travel Devotion feat
Time ............... gain Imp initiative feat

8 Str(10-2 racial)
32 Dex(14 +8 Racial+6 gloves +4 Inherent)
14 Con(12+2 Racial)
18 Int(12+6 Racial)
14 Wis(10+4 Racial)
41 Cha(18+8 Racial+4 levels+5 Inherent +6 Belt)


Rogue 1....................... Dodge(pixie bonus), Weapon Finnesse(pixie bonus), Nymphs Kiss(Flaw bonus), Undead Empath(flaw Bonus) , Point Blank Shot(rogue Bonus), Wild Talent
Marshal 1..................... Skill focus (Diplomacy)(marshal bonus)
Clostered Cleric 1 ......... Flyby Attack, Improved Initiative(Cleric bonus), Knowledge Devotion(cleric bonus), Travel Devotion(cleric bonus)
Rogue 2 ..................... Quick Reconoiter(rogue bonus)
Warlock 1
Warlock 2 ................... Improved Flight
Pyrokineticist 1
Pyrokineticist 2
Pyrokineticist 3 ............ Darkstalker
Pyrokineticist 4
Pyrokineticist 5
Pyrokineticist 6 ............ Psionic Meditiation
Pyrokineticist 7
Pyrokineticist 8
Pyrokineticist 9 ............ Ability Focus(Heat Death)
Pyrokineticist 10


Flaws:
Slow
Vulnerable


the only thing now is .... maybe lose Undead Empathy ... and take one of these(some might require rearranging the feats a little):

Goad[General, Fighter](CAdv p109)(Mini p26)req:Charisma 13, Base Attack Bonus +1
As a Move Action, you can goad an opponent who threatens you, has line of sight on you, can hear you, and has an Intelligence of 3 or higher (Goad is mind-affecting). On the goaded opponent’s next turn, if the above still applies, it cannot make melee attacks against anyone but you (WillNeg, DC = 10+ ½ character level + Charisma modifier). The opponent may still move, cast spells, and use ranged attacks normally.

Daunting Presence[General, Fighter] (LM p25)(Mini p25)req:Charisma 13, Base Attack Bonus +1
You may take a Standard Action to ‘Awe’ an opponent with 30’, who can see you, and who has an Intelligence score. If the opponent fails a Will saving throw (DC 10 + ½ your character level + your Charisma modifier) it is Shaken for 10 minutes. This fear has no effect on a creature that is already Shaken

Wanderer’s Diplomacy[General](PH2 p85)req: Halfling –or– Bluff: 4 ranks
Diplomacy: 4 ranks, Sense Motive: 4 ranks
Gain the following abilities:[indent]
Canny Merchant – you can make a Diplomacy check to locate a desired object that is normally too expensive for the current settlement to sell. You must still purchase the object after locating it. The DC of the check is 10 + ((item’s gp cost – settlement’s gp limit) / 1000).
Intuitive Communication – you may communicate in a simple way with a creature whose language you do not share by spending 1 minute interacting with it and then making a Sense Motive check vs. DC 20 if you
and the creature are of the same type, otherwise DC 30.
Social Agility – you may temporarily change a creature’s Attitude towards you by using Bluff (instead of Diplomacy as usual). The attempt takes a Standard Action and its DC is the same as changing an Attitude with Diplomacy. You may not use this ability on a creature with the Attitude of ‘Hostile’. If successful, the effect lasts for 1 minute, after which the creature’s Attitude becomes one category worse than it started for 10 minutes.[/indent]

Master Manipulator[General](PH2 p80)req: Diplomacy: 9 ranks, Charisma 13
Gain the following two abilities. Each cannot be used in combat & you must share a language with your target.[/indent]
Captivating Speech – you may distract (1 + Charisma modifier) creatures within 20’ as long as you speak, inflicting a –4 penalty on each ones Listen, Sense Motive, & Spot checks. You must make a Diplomacy check opposed by the target’s Diplomacy or Will save (whichever is better).
Trap of Words – if a creature attempts a Bluff vs. Sense Motive check against you and you win, you lead the creature to believe his/her “lie” worked. After 1 minute, make a Diplomacy check opposed by the creature’s Bluff check. If successful, you trick the creature into revealing the lie & the reason making it[/indent]

Tactile Trapsmith[General] (CAdv p112)
— Use your Dexterity modifier instead of your Intelligence modifier for Disable Device and Search checks. You receive no penalty on these checks due to darkness or blindness.

Versatile Performer[General](CAdv p112)req: Perform: 5 ranks
Pick a number of Perform categories equal to your Intelligence modifier (minimum 1). When making checks, treat all categories as if they had as many ranks as your highest-ranked category. You gain a +2 bonus to check when using more than one of these Performance categories together.


Research[General] (Eb p59)
— You may attempt to glean information from books, scrolls, etc., by making a Knowledge check. The DC of the check is determined by the factors listed at Eb p59.

Urban Tracking[General](Eb p61)(RoD p154)
— You may attempt to locate or trail an individual by making a Gather Information check each hour. The DC of the check is determined by the factors listed at Eb p61.

Force of Personality[General] (CAdv p109)req:Charisma 13
Add your Charisma modifier instead of you Wisdom modifier as a bonus when making a Will save vs. mind-affecting spells and abilities.

Exotic Weapon(elven Thinblade or Courtblade)

what to pick ?????


what do you think
#14

amadithegreat

Feb 29, 2008 6:19:10
Awesome, i think i was the last one trying to get pyro to work, but this is just perfect..

Seriously, now imagine the pixie with a 15' long whip.. Sweettalking to you while shattering items around you.. Just.. Imagine.

The feats depend, if the team is going around as superheroes, gaining reputation around (And perhaps having leadership feats..) then Master Manipulator is propably the best, however in most cases i'd opt for the safe pick that's Force of Personality.
#15

ChristopherGroves

Feb 29, 2008 9:22:41
Can you take Frightful Presence in the Draconomicon?

It's only good against things with less hit dice, but Daunting first, then it should push people to frightened and clear crowds.
#16

carnivore

Feb 29, 2008 11:31:11
i like the Frightful Presence , but Daunting Presence is better .... in the end ... the one that would help everyone the most ....

Goad .... most Creatures must make a DC 33 Will Save or "On the goaded opponent’s next turn, if the above still applies, it cannot make melee attacks against anyone but you ".... but she can fly just above thier heads while they rant and rave, trying to get to her.... IGNORING the rest of the Party the entire time... they Must attack ONLY her, but they cant hit her ... very frustrating to them;)

:D
#17

a_monk_00

Feb 29, 2008 11:44:29
i like the Frightful Presence , but Daunting Presence is better .... in the end ... the one that would help everyone the most ....

Goad .... most Creatures must make a DC 33 Will Save or "On the goaded opponent’s next turn, if the above still applies, it cannot make melee attacks against anyone but you ".... but she can fly just above thier heads while they rant and rave, trying to get to her.... IGNORING the rest of the Party the entire time... they Must attack ONLY her, but they cant hit her ... very frustrating to them;)

:D

Except the clause in the middle of the feat that states 'if they threaten you'. If you're flying above them, and they have no reach, they don't threaten you, and are thus immune to having to make the will save. That, and they can perform other actions, ranged attacks, cast spells, and move as normal, regardless if they're Goaded.
#18

carnivore

Feb 29, 2008 17:11:34
opps ... wasnt paying attention again .... thanks A_monk_00

here are some other ones that might be good(also might need to adjust some skills):

Combat Panache[Tactical, Fighter](PH2 p93)req:Bluff: 8 ranks, Intimidate: 8 ranks, Perform: 8 ranks
You may use the following 3 tactical maneuvers:[indent]
Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponent’s next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponent’s ally).
Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play dead” by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter.
Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.

Fade into Violence[General](PH2 p79)req: Bluff: 6 ranks, Hide: 6 ranks
Choose an opponent as an Immediate Action. For the current encounter, if that opponent is threatening you and an ally of yours, you may make a Bluff check opposed by your opponent’s Sense Motive check to make your opponent attack your ally (+4 bonus on your Bluff check if your opponent is a larger size category than you).You may only use this ability if you are wearing light armor or no armor, have nothing in your hands, have made no attacks, & have targeted no enemies with spells. Once you void any of these conditions, your opponent sees you as a threat and can attack you normally.


Steady Concentration[General] (RoS p144)req:Concentration: 8 ranks
You can always ‘Take 10’ on Concentration checks.


Shadow Striker[Tactical, Fighter](PH2 p94)req:Hide: 12 ranks, Move Silently: 12 ranks
You may use the following 3 tactical maneuvers:[indent]
Evade Notice – If you take no hostile action against an opponent who threatens you and another creature he/she is interested in attacking, you may make an opposed Hide vs. Spot check to make the opponent attack the other creature. You loose the benefit of this feat if you attack or the other creature is not longer threatened (due to moving, dropping, etc.).
Fade Away – If you strike an opponent as a Standard Action, you may take a Move Action to move and then make a Hide check at +5.
Ghost Strike – If you and an ally threaten the same opponent, you may make an opposed Move Silently vs. Listen check as a Standard Action. If successful, the opponent looses his/her Dexterity bonus to AC vs. your first attack the next round as long as your ally still threatens the opponent too.


Wandstrike[General](CArc p84)req:Use Magic Device:4 ranks
You may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge.Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or bonus dice (such as Sneak Attack or Smite enemy). The Wand’s effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent. A Wand’s spell effect that does not cover an area (such as Summon Monster I) cannot be used with this feat.

INQUISITOR [PSIONIC] (XPH)Prerequisite: Wis 13.
Benefit: To use this feat, you must expend your psionic focus.
You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.
You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus.


:D
#19

carnivore

Mar 01, 2008 13:39:53
i think im going to use :


Combat Panache[Tactical, Fighter](PH2 p93)req:Bluff: 8 ranks, Intimidate: 8 ranks, Perform: 8 ranks
You may use the following 3 tactical maneuvers:[indent]
Fortuitous Tumble – On the round after being struck by an opponent in melee, you may make an opposed Bluff vs. Sense Motive check as a Move Action against the opponent. If successful, you may use an Immediate Action at the start of the opponent’s next round to designate a different creature he/she threatens as the target of his/her next melee attack (even if is the opponent’s ally).
Play Dead – As an Immediate Action after taking at least 10 hp of damage from a single hit, you may “play dead” by making a successful Bluff vs. Sense Motive check. If successful, you may later rise without generating an Attack of Opportunity against that foe, who also looses his/her Dexterity bonus to AC against your next attack. Only usable once per encounter.
Sneering Glower – On the round after you do at least 1 hp of damage to an opponent, you may make an Intimidate check as a Move Action to inflict a (Charisma modifier) penalty on the opponent’s attack rolls against you for the remainder of the encounter (unless you use this ability on another foe). Creatures that are Mindless or Immune to Fear effects are immune to this ability.


Fortuitous Tumble... means i can make him attack his own allies.... and Sneering Glower means i can give him -15 to hit me for the rest of the Encounter... is great vs Dragons... its like i have a Major boost to my AC for an Encounter, and i can change targets and gain the effects again(but lose them vs original target)

:D
#20

awaken_D_M_golem

Mar 02, 2008 14:25:34
burn baby burn
Pixie Inferno

burn baby burn
Pixie Inferno

burn baby burn
Pixie Inferno

They were playing a game of Modron Baseball, on Disco Demolition night, and ...
:D

By the way, "she" is kinda "hot".
Perform Check DC of 21 (beavis voice): "hey baby, my flaws are slow and vulnerable, too."
#21

carnivore

Mar 02, 2008 15:02:36



very good ... i wish i had thought of that .... could have made a better title

:D
#22

carnivore

Mar 03, 2008 8:29:14
any other ideas???

i have updated the original post .... does it look ok now?

:D
#23

carnivore

Aug 17, 2008 18:56:59


:D
#24

carnivore

Feb 19, 2010 16:34:55
bump to save

Laughing