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Lizardfolk

Bertious's page

1,045 posts. Alias of Rob Heath.


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A friend and I played around with an archery tank character along similar lines using stalwart defender and archery. I'll try and find or reconstruct the build at some point sadly I've not got the time today.


Late to the party but the best crit fishing monster I can come up with is a kensai magus with a high crit weapon using monstrous physique 3 or 4 to become huge and then spell combat with greater bladed dash to hit everything in a 30x30 square and get a full attack at the same time. Add staggering critical and a vorpal weapon for extra bang.


I would consider either a Tiefling Fiendish Vessel going to Holy Vindicator for a nice heal/harm channel ability or a Crossblooded Orc/Red Dragon Tatooed Sorcerer 1/Oracle of Flame 9/Diabolist 10 for a fun blaster character that can party face with the best of them.


Master of the Dark Triad wrote:

Chaotic Good- Batman

Because it is an alignment thread and no-one seems to have posted it yet Batman


shaxberd wrote:
You could do this with 4 levels of Rogue if you take Minor Magic and Major Magic as Rogue Talents. This would let you cast Enlarge Person as a spell-like ability twice per day. Of course, this also requires a minimum intelligence score of 11. But I think the Rogue skills and +2d6 Sneak Attack will be more useful to you than what Cleric, Inquisitor, or Druid can offer.

Or 2 levels of rogue and the extra rogue talent feat.

Have you considered the theologian archetype for Cleric it limits you to 1 domain (presumably growth) but you will be able to use your slots to cast enlarge person.

Another good choice could be separatist as you don't need the favoured weapon you could pick up the travel domain for extra movement and the ability to shrug of difficult terrain or another domain with an ability you think is good.


The eidolon size issue can be fixed if you play a size small race like Gnome or Halfling that way your medium eidolon can be dwarf sized and about 8' tall when large.


If your Gm allows it there is a fighter archetype Dirty Fighter that would seem to suit this perfectly although RAW you would have to play an orc.


If you are not worried about power the soulforger magus archetype would be perfect for an elven swordsmith.

Mater craftsman still needs the crafting feat and you don't qualify for either until level 5 hence level 7 as it's 2 feats.


Victor Zajic wrote:

For a switch hitter, the only archery feat you need is Precise Shot. Pont blank shot is a pre-req.

I would also suggest Str 14 and Dex 16, since you have invested more resources in archery than melee at this point.
You can have all these things at level 1 as a human, and have a 19 AC in breastplate without a shield.

Full Stat spread would probably be (with 20 point buy)
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 14

After Precise Shot, no other archery feats are really required, but I think there might be a cool Eristil archery feat in Faiths of Purity that lets you spend a move action to aim and get a big bonus to hit.

I think you may have the wrong end of the stick about switch hitting the idea, as I understand it, is you only use ranged weapons until melee happens. It that's the case (and I'm not being more stupid than usual) precise shot should not be needed as you should be in melee not firing at it.


As a switch hitter the most likely archery feats would be point blank shot and rapid shot so considering you are using core only I would go

Lvl 1 Power Attack, Quick draw (lets you swop between weapons better)
Lvl 3 Point Blank Shot
Lvl 5 Rapid shot.

Deadly aim would be a viable alternative to rapid shot depending on how you want to play it but I think -2 for +4 damage isn't as good as - 2 for an extra attack.


For a BBEG some sort of Summoner with a shadowy form eidolon would let you battle in both worlds simultaneously.


Just type order of the stick in google to find the comic.

As to Belkar I would go with favoured enemy humanoid (reptilian) as he hates kobolds and it is a likely choice to encounter in an underground game.


Flavor wise have you considered linking paladins to Valkyries instead of gods? As you don't have clerics servants of specific gods seems to be somewhat against your theme and the abilities match up quite well.

Ability wise if you have not rebalanced the other classes and there are not that many big supernatural enemies paladins should be fine as is.


We really need more info before anyone can make specific suggestions.

What classes are allowed and how have you changed them?
How common are truly evil foes?
How restricting would a paladin's Lawful Good requirement be there?

There are probably many more important questions but today I'm too stupid to think of them so these will have to do for a start.


The main problem with zen archer monk is it makes the build more MAD as I would then need lots of wisdom on top of the strength and intelligence (needed for the prestige class) though at least I could have less dexterity. It also would require 7 levels for the +5 bab needed and sadly the most important part for me move away from my heavy armor archer idea.

I was wondering with the new rules on SLAs would the last 4 character levels be well served as arcane archer for the arrow enhancements or am I better off with fighter or ranger levels?


I'm not much of a rogue person but would a carnivalist rogue/ vivisectionist alchemist build be any good as it would through the tumor familiar discovery allow the familiar to continue growing in ability while increasing the sneak attack damage?


XMorsX wrote:

A better stat array would be:

STR 16
DEX 19
CON 12
INT 12
WIS 12
CHA 7

Avoid mixing Zen archer and fighter. Both make for great archers, I don't see the appeal of multiclassing between them though.

Weapon master fighter is fine for a singel classed archer, a good dip however is two lvls of Urban Barbarian / Invulnerable rager Barbarian. Rage and increase your Dex, use Reckless Abandon for even more accuracy. I believe that you are still better by going straight fighter.

Also, with Improved Snap Shot you do not want to avoid melee, you actively seeking to be just outside your enemies' reach for more AoOs.

Here is a sample build:

Weapon Master Fighter 10 / Lantern Bearer 10

1 Fighter Point-Blank Shot, Precise Shot, Skill Focus: Perception
2 Fighter Rapid Shot
3 Fighter Weapon Focus (Composite longbow)
4 Fighter Weapon Specialization (Composite longbow)
5 Fighter Combat Reflexes
6 Lantern Bearer
7 Lantern Bearer Snap Shot
8 Lantern Bearer
9 Lantern Bearer Improved Snap Shot
10 Lantern Bearer
11 Lantern Bearer Improved Precise Shot
12 Lantern Bearer
13 Lantern Bearer Point Blank Master
14 Lantern Bearer
15 Lantern Bearer Deadly Aim
16 Fighter Manyshot
17 Fighter Clustered Shots
18 Fighter Greater Weapon Focus (Composite longbow)
19 Fighter Greater Snap Shot
20 Fighter Improved Critical

Favored class bonus to health every lvl.

That is a really interesting build and I will likely steal large chunks of it for one of my other projects which is a stalwart defender archer. :) The appeal of Zen archer to me is a small boost when I can't wear my armor, some very nice skill boosts, and the cluster of bonus feats I can pick up not to mention the unarmed strikes means I can't get caught with no melee weapon.


Dal Selpher wrote:


Gwen Smith wrote:


Composite Long Bow (100)
Composite bows are +100 over the base cost for each point of Strength added to damage, so +2 is 300. (As soon as you can afford it, get an Adaptive bow.)
Absolutely correct. Composite bows are pricey!

The composite bow is +0 str at level 1 so its 100gp atm I've factored in deadly aim which is where the +2 damage comes from.

--------------

Dal Selpher wrote:


If you can't retool your Con score, you might want to consider Toughness or Great Fortitude at level 3 instead of Weapon Finesse. The first'd net you the same bump in hp as a 12 Con would over a 10 Con while the second will bump your Fort save a bit more than the 12 Con would. Alternatively, you might consider Vital Strike for those times you can't full attack but can still get a single shot off.

Should you be fortunate enough to survive long enough, I'd also recommend picking up Clustered Shots as soon as you can.

Dipping into Ranger isn't a bad idea (favored enemy is super good), but as you've already started out I think sticking with your fighter levels once you're done with monk will net you the most gain.

Considering the mythic tiers also add hit points Toughness is not a feat I had considered thanks for the suggestion. Fort saves get boosted by both classes and the prestige class too so I'm not so worried about them atm. ... at least I wasn't but I'm getting a feeling from the amount of folks suggesting it that I should.


I'll have to have a word with my gm and see if I can do a slight rebuild for the con I'm fairly sure he'll be ok with it.

As to ranger its too late to start as one although I'm not totally against the idea of picking up a level of it after the monk levels to kick start the favoured enemies I get from lantern bearer.

I will strongly consider the snap shot feats but hopefully as all 3 of my companions are melee range I'm hoping to stay out of close range.

If anyone can suggest a better feat at 3rd than weapon finesse either for archery or just something interesting that would be great.


Faiths of Purity adds Intense Artist for those who worship Shelyn.

The faction guide has Savant

I hope these help.


Shame filled bump.


We've only done the first session so far but I know next to nothing about the mythic rules or archery based characters so I am hoping to get some assistance for you fine people. :)

What I have so far is

Andrion Kale:
Andrion Kale
Lg Half Elf male Fighter for Wrath of the Righteous

At a young age Andrion was caught up in a dark cult's ritual to summon demonic aid, he remembers very little of the event in the waking world but his dreams are a different story. His first actual memories are of the young band of neophyte pathfinders that rescued him and thier lodge which took in the young orphan and trained him.

Stats 25 point buy

Str 14 (5 points)
Dex 20 (17 points +2 race)
Con 10 (0 points)
Int 14 (5 points)
Wis 12 (2 points)
Cha 7

Hp 10
Ac 20 (5 Kikko armor 4 dex 1 trait)
Fort +2
Ref +5
Will +1

Racial
+2 Dex
Humanoid (elf,human)
Medium
Speed 30
Langs Elven, Common, Abyssal, Hallit
Immune to magical sleep effects
+2 to saves vs Enchantment Spells and Effects
Adaptability (Skill focus perception)
Keen Senses +2 perception
Low Light Vision
Elf Blood
Multi Talented (Fighter,Monk)

Feats
Weapon Master Fighter 1 Lvl 1
Point Blank Shot
Deadly Aim
Skill Focus Perception

Traits
Stolen Fury (For the champion path)
Defender of the Society

Skills
Climb 1 (6)
Craft (Bows) 1 (6)
Survival (Favored class) 1 (5)
Perception 1 (7)
Knowledge Dungeoneering 1 (6)
Gear Kikko armor (30),Composite Long Bow (100), Bardiche (13) Rangers Kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (9), trail rations (5 days), and a waterskin 23 gp Arrows (58 )
Special Items Scale of Terendelef (Align weapon 3/day lvl 19)
Bow + 5 to hit 1d8+2 dmg (+6 1d8+3 in 30')
Bardiche +3 to hit 1d10 +3 damage Reach

Zen Archer 1 Lvl 2
Precise Shot MW Str +2 bow +7 to hit 1d8+4 dmg

Zen Archer 2 Lvl 3
Weapon Focus Bow
Rapid Shot +7/+7
Weapon Finess?

Fighter 2 Lvl 4 +1 dex
Stabbing Shot +7/+7

Fighter 3 Lvl 5
Reckless Aim +9/+9 1d8+5
+1 to hit and damage

Fighter 4 Lvl 6
Weapon Spec Retrain Stabing shot to Point blank master +10/+10 1d8+7

Lantern Bearer 1 Lvl 7
Multi Shot +11 (2d8+14) /+11/+6 1d8+7

I intend to use the Mythic abilities to wear full plate armor with no dexterity limits but other than that I have no real idea what would be good choices either for vanilla feats and abilities or mythic ones.

So any thoughts or ideas that could help would be greatly appreciated.


Last try as a suggestion :)

Concept: A nearing middle age dwarf who travelled the world and seen a lot of things.

Dwarf (age 100+) Ranger 1 Urban Barbarian 1

Str 15
Dex 12
Con 14
Int 12
Wis 14
Cha 12

Skills 7/ranger level 5/barbarian level

Diplomacy 2 (+6)
Know Dungeoneering 2 (+8)
Know Nature 2 (+8)
Know Geography 2 (+8)
Know Local 2 (+8)
Know (all others) 0 (+3)
Perception (ranger levels only) 1 (+6)
Edit: I forgot Survival 1 (+6)
and Profession (all) 0 (+4)

Feats
Breadth of Experience

Traits
Your call here as it's kingmaker I would suggest noble born orlovsky with the backstory that he acted as tutor for some of that family's children for the last few years (+1 diplomacy and +1 cmd).
Or sword scion if you want more combat prowess.

I know you were against dipping but the dip here is for ranger 3, favoured terrain and free endurance feat to qualify him for the horizon walker prestige class.

Hopefully this fits the bill for what you are after. :)


A Suli with the alternate racial trait Shockshield has a trick somewhat like this so could be a good starting point and also has nice paladin stats. Perhaps you and your gm could work out a paragon style prestige class or feat chain to increase the effects of it.


You could always make something like an elven summoner with the breadth of experience feat and a heavy frontline eidolon.


With umd and a wand of death knell considering the sort of levels you are talking finding a battlefield and using the wand to clean up you could easily add 5-10 levels for the castings.


Ritual sacrifice using death knell each person you kill nets you a +1 untyped bonus to caster level.

See there is a reason the bad guys do this even in pathfinder.


By the time they are mythic resurrection ect. really shouldn't be beyond the groups means.

If that isn't possible you could have the mythic energies remain after it's "host's" demise and literally choose the deceased character's successor. You could even turn it into a quest to find the correct bearer of the mythic destiny.


Beopere wrote:
Bertious wrote:

by level 10 you can have Divine favour +2 to hit and damage, Divine power +3 to hit and damage and +1 attack, and righteous might for +1 to hit, +2 damage, +1 ac, +1 size weapon damage, reach, and damage reduction. So your bab of 5 becomes +11/+11 before your normal bonuses.

... and I just noticed it may be possible to have Righteous might and giant form active at the same time as ' might is not listed as a polymorph effect. if so at level 12 you can get +6 more strength and lots of other bonuses.

Divine favor and divine power both give luck bonuses... as such I do not believe you can use them together.

Same with righteous might and giant form not stacking size bonuses.

Oops you sir are correct. My bad.


Akerlof wrote:
Bertious wrote:

A scarred witch doctor with the strength patron gets some serious combat buff spells like divine favour and righteous might which would help make you a melee combatant. by level 10 you can have Divine favour +2 to hit and damage, Divine power +3 to hit and damage and +1 attack, and righteous might for +1 to hit, +2 damage, +1 ac, +1 size weapon damage, reach, and damage reduction. So your bab of 5 becomes +11/+11 before your normal bonuses.

Don't forget the Fate's Favored trait, it gives you an extra +1 from Divine Favor.

I missed that one nice addition. :)


A scarred witch doctor with the strength patron gets some serious combat buff spells like divine favour and righteous might which would help make you a melee combatant. by level 10 you can have Divine favour +2 to hit and damage, Divine power +3 to hit and damage and +1 attack, and righteous might for +1 to hit, +2 damage, +1 ac, +1 size weapon damage, reach, and damage reduction. So your bab of 5 becomes +11/+11 before your normal bonuses.

... and I just noticed it may be possible to have Righteous might and giant form active at the same time as ' might is not listed as a polymorph effect. if so at level 12 you can get +6 more strength and lots of other bonuses.


Remy Balster wrote:
Bertious wrote:


Remy Balster wrote:

If you can fit in Combat Patrol... it would do scary things to your Snap Shot.

Improved snapshot has a 15ft threatened area. Spend a fullround to set up cmbat patrol increases your threatened area by 5ft per 5 BaB. So at BaB +10, you'd threaten out to 25ft.

Given that you weren't going to be moving around much anyway, sit yourself in a crowd, clamp down, and threaten a HUGE area. It would couple with Halting Blow remarkably well. Trapping foes in an area where they can't hit you, and can't get away.

I can't speak for everyone but I know my gm's would have issues with combat patrol's concept of movement and the stalwart defender much as I love the idea of it. :)

That's the beauty of it, you're using a bow for these AoOs, you don't have to move! The feat allows you to, sure... but you can just stand there and fire too.

Edit/addition: The moving part is so people using melee weapons can actually get to the target to even be able to hit them. Since it is a bow being used by this build, he doesn't have to go anywhere... which is perfect for the defender.

Hmmm I needed to read the feat better the fact it says may move makes it perfect the only problem now is working mobility into an already feat starved build.


Have you looked at the Mendevian Crusader (devil bane priest on the srd)? It gives you the armor proficiencies at the cost of a domain and as a dwarf your weapon selection isn't too bad anyway.


If you're looking at oracles for the character Ancient Lorekeeper can pick up mage armor as an oracle spell at level 4 and with the nature mystery you can add cha to ac as well as a full progression animal companion.

Alternate ideas could include a Druid with the Naga Aspirant can have mage armor at level 1 although as you want to avoid the scaly side of life you's have to try and get there with Nagai blooded human.


For PFS? I'm not conversant on the current rules but I believe a small sized druid with the Andoran trait that grants bow proficiency and a flying medium mount (no idea if that's possible) could pull it off.


At a slight risk of continuing the native outsider debate Sulis should have darkvision.


williamoak wrote:

So I built up the character to level 15. I think it's one of my better builds; good attack, GREAT AC, good saves, kinda low damage...

Willhelm The Defender

What do you think? I think this is excellent use of the stalwart. It's immobility is no longer a problem. Combined with the defensive abilities, you can basically create a "black hole" of death 15 feat around itself. I'm wondering if there are more ways to increase the number of AOOs. 7/round is pretty significant, but more would be nice, since you can basically make them AOO at every point where they try to approach you.

I think you did a great build much better than I could manage alone (mine tend to fall apart as I get to the mid-high levels :)). I do think you may have missed out the +4 strength from the belt of might however and if so he is even better.

Atarlost wrote:
What about bringing in some lame Oracle? That would let you ignore fatigue and therefore drop in and out of stance as needed. A wood oracle can make up the BAB loss for wooden weapons in the form of a competence bonus with Wood Bond or a battle oracle can pick up weapon focus off a revalation.

I don't think the build relies on once per rage abilities like some barbarian builds do so the 1/day ignore fatigue should be fine still it would be nice.

Remy Balster wrote:

If you can fit in Combat Patrol... it would do scary things to your Snap Shot.

Improved snapshot has a 15ft threatened area. Spend a fullround to set up cmbat patrol increases your threatened area by 5ft per 5 BaB. So at BaB +10, you'd threaten out to 25ft.

Given that you weren't going to be moving around much anyway, sit yourself in a crowd, clamp down, and threaten a HUGE area. It would couple with Halting Blow remarkably well. Trapping foes in an area where they can't hit you, and can't get away.

I can't speak for everyone but I know my gm's would have issues with combat patrol's concept of movement and the stalwart defender much as I love the idea of it. :)


You are correct my bad :D

Weapon focus is one of the reasons I went zen archer as getting 4 needed feats in exchange for 1 bab seemed a good trade off. Especially with the added bonus of the monk skill list and the ability to be armed while holding the bow.


If you lose the human feat and do unbreakable fighter I think you end up 1 feat down at level 1 Williamoak.


The intention is to wear big armour and use a bow so sadly the flurry won't work ;( Also rapid shot is needed for Snap shot so the fact it's a bonus feat for zen archer actually works for me unlike them.)


This is how the character is shaping up for 1st level

Kichi Mayumi
Lg Human male Fighter for Wrath of the Righteous

At a young age Kichi was caught up in a dark cult's ritual to summon demonic aid, he remembers very little of the event in the waking world but his dreams are a different story. His first actual memories are of the young band of neophyte pathfinders that rescued him and their lodge which took in the young orphan and trained him.

Stats 25 point buy

Str 14 (5 points)
Dex 19 (13 points +2 race)
Con 14 (5 points)
Int 10
Wis 12 (2 points)
Cha 10

I'm tempted to dump charisma for either the full 20 dex or more int and wisdom as the party has a paladin and summoner.

Hp 12
Ac 20 (5 Kikko armour 4 dex 1 trait)
Fort +4
Ref +4
Will +1

Feats
Unbreakable Fighter 1 Lvl 1
Point Blank Shot
Precise Shot
Endurance
Die Hard

Traits
Stolen Fury (For the champion path)
Defender of the Society

Skills
Swim 1
Climb 1
Craft (Bows) 1
Survival (Favoured class) 1

Gear Kikko armor (30), Long Bow (75), Nodachi (60) Rangers Kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin

Bow + 5 to hit 1d8 dmg (+6 1d8+1 in 30')
Nodachi +3 to hit 1d10 +3 damage

The class and feat progression would be as above assuming I don't get better suggestions (any are welcome :))


Looks good as to the other feats you can go standard paladin ones like fey foundling (a bit of an investment but not a bad one).

There are the dwarven feats iron hide for extra ac and steel soul for saves.

Of course there are also the archery staples like deadly aim and rapid shot while useless to you is a preq for the Snapshot feat line should you intend to use those feats.


tieflingwizard wrote:


Bertious, I guess I could take the Barbarian archetype (could be interesting flavor and build wise). Also, what option would allow my human character to get half-orc weapons? Are you talking about the Adopted trait?

As a human you can take the following alternate racial trait.

Adoptive Parentage Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race's languages and gain that race's weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.

So if you choose Half Orc you gain Proficiency in the falchion and great axe, treat any weapon with the word orc in it as a martial one and gain orcish as a language.

Edit: you need to choose full orc as half orcs have the human subtype and therefore don't qualify. Perhaps to keep the backstory it was an orcish slave to the gnolls that actually raised you.


If human is essential to the build you can always take the option that lets you have the half orc weapons ect.

To use a falchion 1 handed you could dip 2 levels in titan mauler barbarian although the -2 to hit while you do it is painful. This also fixes the weapon proficiency issue if you want to keep the bonus feat from human.


Ok slightly cheese filled suggestion here.

As a gnome you can take the tinker racial ability then by throwing a rank on craft weapons you can make a pair of wakizashi which you are proficient in as you made them thusly bypassing the whole dual wield rapiers issue.


Other than suggesting Monk 4 for the Ki pool there isn't much I can add. :) Glad to have given you the idea though.


Umbranus wrote:
Bertious wrote:


Hmmm if you could get your GM to accept the earth channel ability as channel energy (shouldn't be too hard a sell) you could possibly qualify for Guided hand and avoid the zen archer levels.

I would not want to avoid them. They give my wis to AC, flurry, increased unarmed damage, improved unarmed strike (forgot that, don't even need the boulder helmet) fast movement, lots of archery feats, good saves and a heap of style.

What a stonelord, relying only on his rock hard skin and adamant mind to protect him from damage.

Ok yeah been looking into it yours is the epic idea :)

As to the fighter the best combo I can come up with is Fighter 6 Zen Archer 2 Stalwart Defender-

Stalwart Archer:

Unbreakable Fighter 1 Lvl 1
Point Blank Shot
Precise Shot
Endurance
Die Hard

Zen Archer 1 Lvl 2
Rapid Shot

Zen Archer 2 Lvl 3
Dodge
Weapon Focus Bow
Combat Reflexes

Fighter 2 Lvl 4
Deadly Aim

Fighter 3 Lvl 5
Toughness

Fighter 4 Lvl 6
Weapon Spec

Fighter 5 Lvl 7
Point blank master
Heroic Recovery

Fighter 6 Lvl 8
Snap Shot

Stalwart Defender 1 Lvl 9
Improved Snapshot

Unbreakable Fighter could be swopped out for vanilla, weapon master, or archer depending on personal preference.


Umbranus wrote:

Interesting idea.

This got me thinking about another build that gets defensive stance, too: The stonelord Paladin.
When combined with 3 levels of zen archer you get defensive stance at level 7, one level earlier than the stalwart defender when combined with a full bab class.
By going that route you use wis for attack (getting the dwarven racial +2 bonus) and with an adaptive bow you can use the increased strength from def. stance for damage.

Your stonelord stone strike will not work with ranged attacks but if you need to overcome high hardness you can still go melee.
Put on a dwarven boulder helmet and you threaten while using your bow.

In fact this sounds like a very fun build. Thanks for inspiring me to this. :)

Hmmm if you could get your GM to accept the earth channel ability as channel energy (shouldn't be too hard a sell) you could possibly qualify for Guided hand and avoid the zen archer levels.


RainyDayNinja wrote:

I think a human Fighter could pull this off well, especially if you take the Unbreakable archetype.

1: Point Blak Shot, Precise Shot, Endurance, Die Hard
2: Rapid Shot
3: Weapon Focus
4: Deadly Aim
5: Heroic Recovery, Dodge
6: Snap Shot
7: Toughness

Then go Stalwart Defender from there, picking up Improved Snap Shot at 9, maybe Weapon Specialization or Clustered Shots at 11, and Greater Snap Shot at 13.

Not a bad idea I'd not considered unbreakable fighter although I would likely go fighter 8 and swap deadly aim for weapon spec to pick up point blank mastery at 6 and snapshot at 8

I was looking at a possible dip into magus spire defender for the feats combat reflexes and dodge but the loss of Bab would annoy me.


It's generally accepted the Stalwart defender isn't the strongest of prestige classes but a friend of mine made a side comment about combining it with archery and the snap shot feats so I thought I would post the concept here and see what you fine folks think of the idea.

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