Äh, naja, ich bin ja noch in der Planungsphase. Ganz ohne Items kann man schlecht planen, aber das kann man ja noch hinschieben. Ein Talent muss ich mir dann noch aussuchen... Feats, die ich mir vorstellen könnte wären Command Undead (Untote übernehmen - bringt offensichtlich nur was, wenn unsere Gegner Untote haben) und Deceitful (+2 auf Disguise und Bluff). Augmented Summoning wäre zwar auch nicht schlecht, aber dafür brauche ich erst mal Spell Focus (Conjuration) und das riecht nach Verschwendung...
Hier ist mal ein alternatives Konzept, bei dem ich mehr in Charisma investiert hat. Das hat natürlich drastische Konsequenzen für die DC meiner Zauber. Allerdings profitieren auch die ganzen Sozialen Fertigkeiten davon. Gesteigert wird natürlich trotzdem WIS.
Spoiler (Anzeigen)Antara
Female Human Cleric of Asmodeus 6
NE Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 Dex)
hp 48 (6d8)
Fort +5, Ref +4, Will +8
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 heavy mace +5 (1d8+1)
Special Attacks channel negative energy 7/day (DC 19, 3d6), sudden shift
Cleric Spells Prepared (CL 6th; concentration +9):
. . 3rd—cure serious wounds, dispel magic, suggestion [D] (DC 16), summon monster iii
. . 2nd—bull's strength, lesser restoration, mirror image [D], summon monster ii, undetectable alignment (DC 15)
. . 1st—bless, comprehend languages, disguise self [D], murderous command (DC 14), shield of faith
. . 0 (at will)—detect magic, detect poison, light, read magic
[D] Domain spell; Domains Deception, Devil (Evil), Devil (Law), Evil, Trickery
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 12, Wis 16, Cha 18
Base Atk +4; CMB +4; CMD 16
Feats Combat Casting, Improved Channel, Quick Channel, Selective Channeling
Traits charming, diabolical dabbler
Skills Bluff +13 (+14 vs. characters who could be attracted to you), Diplomacy +13 (+14 vs. characters who could be attracted to you), Disguise +13, Heal +9, Knowledge (religion) +9, Sense Motive +10
Languages Common, Infernal
SQ aura, domains (deception, devil [evil]), hell's corruption
Combat Gear potion of barkskin +3, potion of haste, scroll of neutralize poison, scroll of remove disease, wand of cure light wounds (50 charges), healer's kit; Other Gear +1 breastplate, +1 heavy wooden shield, +1 heavy mace, bag of holding i, headband of alluring charisma +2, cleric's kit, light horse, riding kit, 1,672 gp, 8 sp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric Channel Negative Energy 3d6 (7/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Devil
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Hell's Corruption (3 rounds, 6/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Quick Channel Channel energy faster by expending more uses
Scroll of neutralize poison Add this item to create a scroll with spells on it.
Scroll of remove disease Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
--------------------
Horse, light
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Perception +6
SQ riding
Other Gear riding kit
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.