|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Cavalier; Daring Champion, Order of the Dragon
Dwarf; Sky Sentinel
+½ damage to challenge target/level
Str 13, Dex 17, Con 14, Int 10, Wis 14, Cha 8
01 Power Attack, Pack Attack
Main weapon: heavy pick. There's a lot of other teamwork feats that also are nice to use with tactician: precise strike, coordinated charge, stealth synergy, escape route, shake it off, and possibly lookout.
Class (if multiclassed, class order goes here instead); Archetypes and other class choices such as Domains, Bloodline, Order, etc.
(if multiclassed, will be on a separate line with the choices for each class presented in the order taken and separated by semicolons)
Race; Alternate Racial Abilities
Favored Class Bonus
Ability Scores at level 1 (assumes 20 pt buy)
OOC text will be for choices that I have made for an open choice but are not essential to the build.
Open choices that have not been decided at all will be presented as the choice name in all caps, such as FEAT or DISCOVERY
One could also play around with the order of those first 4 feats, perhaps swapping rapid reload and deadly aim.
Here's my take on a bolt ace, though your mileage may vary
Technically, the 4th arm is not necessary, but I took it for style. After gunslinger 12 I would personally go the rest in alchemist.
Derp, I meant Furious Finish, the one that maximizes your damage dice at the cost of ending your rage.
Carnivorous Crystals are 7d8, not 7d6
Have we discussed the Cave Druid/Carnivorous Ooze monstrosity yet?
Not yet but it's pretty horrendous.
Either 6 level of cave druid, the rest barb, + shaping focus. Or druid 10 rest barb. Carnivorous crystal has a 7d8 slam attack. Since that's a weird point on the progression scale we can be conservative and assume it scales as 6d8. Meaning it would go to 8d8 with INA, 16d8 with strong jaw + INA, and 48d8 with strong jaw, INA, and improved vital strike. Toss in Furious Focus and that's 384 damage before modifiers.
Darigaaz the Igniter wrote:
Well, the arcanist changed enough that this build will stay wizard. Specifically, the arcanist lost the ability to gain both school powers and the bloodline arcana.
Sorry for the continued derail but I thought I'd chime in: Vancian spellcasting isn't 'memorizing and forgetting'. It's more like crafting a set of specialized arrows and sticking them in your quiver. Your quiver can only hold so many arrows, and once you shoot that arrow, it's gone until you can sit down and make some more arrows.
+1Seriously, it's the best low-level undead creator.
Thomas Long 175 wrote:
So that both the 9 level casters are poor bab/d6. This creates an inverse ratio of spellcasting power to hit die size/bab progression. Between the cleric and druid in the category of 9 level divine caster, I prefer the druid. Leave the group buffing to the arcane casters, the druid can either buff herself or her animal companion.
Human because one practically has to
2 +str races
Barbarian, Samurai - spell-less fighty types without the headaches that comes with the paladin's code.
Bard, Inquisitor - skill classes. one is arcane and Cha, the other is divine and Wis.
Druid, Oracle - one prepared caster based off Wis, one spontaneous caster based off Cha
Witch, Sorcerer - one prepared based on Int, one spontaneous based on Cha.
2 full bab, 4 med bab, 2 poor bab.
Young dragons are only 16-25. So while they might be quite a bit smarter and stronger than your average humanoid, they're also literally a child in mentality.
A young dragon that's also big enough to ride would be an effective cohort level in the high teens, so not all that useful unless you plan on starting at 20.
EDIT: Young Blue: effective cohort level 17
To paraphrase, "A SLA gained from a class feature is arcane or divine based on that class's casting type, if any." So the Trickery Domain and Fate Inquisition abilities both count as divine.
Now, a Half Elf or Tielfing with the Darkness SLA counts as arcane because that did not come from a class ability and Darkness is on the sorcerer/wizard list.
I have a mini-conqueror-ooze build that gives some new options to a casting druid.
Cave Druid 5/Bbn1/Druid X
I wonder, has anyone done a Vicious Mockery-type Bard? That is, a Bard whose performances are nothing but scathing jabs and hurtful insults hurled at the enemy.
Versatile performance: oratory, snake style, antagonize. Mock your enemies into attacking you to avoid the penalties and then use your verbal skills as a defense, all powered by your perform ranks.Be human and you can have all of that by level 3.
I usually recommend a bard for gmpcs. A little emergency healing if the cleric goes down. Plenty of knowledge skills for hints if they need it. Buffing via spells and bardic performance in combat. If not casting, use aid another and/or flanking to help the others hit stuff.
Even though bards are Cha based, don't put points into the social interaction skills, let the pcs handle that. Do put points into things like appraise that most pcs wouldn't usually take. Use Magic Device if nobody in the party has it.
We Are Legion
Mini-build brought to you via one of my friends. Have an animal companion, eidolon, and familiar all at max or nearly max progression.
I'm working on a new build. The idea is your standard heavens oracle with a high crit weapon. What I'm not sure of, however, is whether to go oracle 20, oracle 18 with a paladin 2 dip, or oracle 4/paladin 16.
EDIT: To be more specific: Half Elf, ancestral arms (falcata or scythe), magical lineage (color spray), persistent spell; that's all I feel you need to invest into it. The reason I'm debating this is that the heavens revelations beyond awesome display aren't that great. I feel like I'd gain more use out of the Cha synergy from the paladin.
This is why I like hats of disguise or sleeves of many garments. make your stuff look like what you want.
How would you GM a Dragon attacking your party?
Step 1: prebuffing. If the dragon's attacking the party either it knows about their exploits through minions/allies/contacts or has spent some time observing them directly (from very far away) and any dragon worth their scales will plan accordingly.
Step 1a: if you hear them trying to prebuff (and you should), do so at the same time, setting up a counterstrategy. dragons should have huge perception and spellcraft scores, they will know what you're doing and how to best counter it.
Step 2: wear them down. Hit and runs attacks with spells and breath weapons. flyby attack. get in, blast them, get out, encounter over. come back several minutes later. you'll be burning through healing spells/items and wearing down protection from energy spells they might have. sic some of your minions on them in between flybys.
Step 3: most importantly, attack from unexpected directions. icy pass as you're a white dragon? pop out of the ice wall behind them. Rocky terrain for a copper? wall crawl like the demented spiderman you are. Forest for a green dragon? strike then fade into the foliage. Swamp for a black dragon? pop your head out of the water just long enough to strike, most parties hate underwater fighting and the water's surface provides you with total cover. Red dragon? light something on fire, use pyrotechnics for a smokescreen, use your natural ability to see through smoke to attack them, circling like a shark unseen.
Step 4: NEVER stand and fight unless you're sure you can shred one of them without being seriously injured in return. If they're important enough for you to warrant step one, you're not going to just land in the middle of them and blast away while their attacks bounce off your scales.
Step 5: Use the items in your hoard. Dragons may be vain (rightfully so), but they're not stupid. Even white dragons are smarter than your average human by the juvenile stage. A dragon's worth (among other dragons) is determined mostly by A) how big and strong they are; and B) the size and value of your hoard. Let me reiterate that: You are a dragon and what's in your hoard is just as important as how strong you are, there is no shame in using powerful items in it to augment your own power. You know what happens to dragons that are too proud to use their items? They get killed by those who aren't and their hoards become the property of their slayers.
Step 6: If all else fails, RUN. Living to fight another day is more valuable to your reputation than dying. A hoard can be rebuilt, stolen back. Your minions will still be out there for you to command. You will heal, you will plan, you will hunt them down make them pay. For you have seen them, know their faces, and have all the time in the world.
I personally like Paladin 2/Bard (archaeologist) 3/DD
For Barbarian, you want at least 2 levels so you can pick up the moment of clarity rage power. Maybe urban barbarian so your con score isn't fluctuating so wildly.
For your caster, summoner has a powerful spell list that is plenty geared for buffing natural attacks. You'll lose out on the two main class features by not advancing the eidolon or summon monster spell-like, but many consider those to be overpowered so perhaps it's for the best. Much as I think the synthesist is a cool concept, it's a nightmare mechanically so I would avoid. Alternately, bard makes a nice caster/combatant, especially an archaeologist with lingering performance. If you can live without armor, then sorcerer can work just fine.
One thing I like to do for DD is go half elf for the free skill focus and grab eldritch heritage: abyssal and improved eldtritch heritage to add an additional inherent bonus to str on top of the str boost you get from DD. Crossblooded draconic/abyssal also works for that, but crossblooded really hits your casting hard. You wouldn't know any spells of a spell level until one level after you got the spell slots for it. Although, the way DD interacts with your bloodline powers and casting does mean you'd get your bloodline spells on time with the new spell levels.