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Psion-Psycho's page
Pathfinder Society Member. 851 posts. No reviews. No lists. No wishlists.
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Id say 2 levels of Paladin, 1 level of Rogue, 1 level of Oracle with the Sidestep Mystery, and he rest Ranger. With that u can dump Dex and pump Cha since cha is now the score u will use for ur AC and ur Ref save.

A Fighter with the Two-Weapon Warrior archetype imho is the best way to go because of the number off attacks u can get off. Other wise a Rogue with the Knife Master and Scout archetype using the two-weapon feint feat is amazing. Also a Sword and Board Fighter makes a great two-weapon fighter since shields do count as weapons and there is a feat that makes it were u dont take the twf penalties. The following character is an mof this that i have played to high levels.
Human
Fighter (Weapon Master Scimitar)
-Stats-
STR 14 (+4 Leveling)(+6 Magic item)
DEX 17 (+2 Racial)(+1 Leveling)
CON 11
INT 14
WIS 10
CHA 07
-Feats-
01 Two-Weapon Fighting, Improved Shield Bash, Weapon Focus Scimitar
02 Combat Expertise
03 Power Attack
04 Weapon Specialization Scimitar
05 Improved Sunder
06 Greater Sunder
07 Improved Two-Weapon Fighting
08 Improved Critical
09 Critical Focus
10 Shield Slam
11 Shield Master
12 Bashing Finish
13 Greater Two-Weapon Fighting
14 Sundering Strike
15 Tiring Critical
16 Exhausting Critical
17 Sickening Critical
18 Critical Mastery
19 Greater Weapon Focus Scimitar
20 Greater Weapon Specialization Scimitar
-Method-
Use a Heavy Spiked Shield enchanted with +4 for defense and enchanted with Bashing, Holy, and Speed for offense so when u are shield bashing ur shield counts as a +5 holy weapon that does 1d10+str that also does not take the two-weapon fighting penalty and keeping shield bonus to AC. When ever u score a crit with ur Scimitar, on a 15-20 dice roll, u get a free shield bash and sunder while also giving the target the Exhausted and Sickened condition. Scimitar should also be enchanted with Speed to give u 5 attempts to get a free shield bash on those crits. If ur lucky u can get 14 attacks in a single round.

-Race / Class-
Half - Elf / Summoner (Synthesist), Paladin 2, Monk 1
-Stats with out Eidolon (25 point buy)-
STR 07 (+6 item)(-6 age) = 07
DEX 07 (+6 item)(-6 age) = 07
CON 10 (-6 age) = 04
INT 13 (+3 age) = 16
WIS 17 (+6 item)(+3 age) = 26
CHA 18 (+2 racial)(+3 age)(+5 leveling)(+6 item) = 34
-Saves with out Eidolon-
Fort = 28
Reflex = 25
Will = 40
AC = 36
Touch = 23
Flat - Foot = 28
-Stats with Eidolon-
STR 29
DEX 28
CON 13
INT 16
WIS 26
CHA 34
-Saves with Eidolon-
Fort = 32
Reflex = 37
Will = 44
AC = 72 (76 with combat expertise)
Touch = 31
Flat - Foot = 58
-Eidolon Abilities-
Base - Darkvision, Evasion, Improved Evasion, Devotion, Multiattack
Form - Biped - claws, limbs (arms), limbs (legs)
Claws (x2)
limbs (arms) (x2)
Immunity (acid, cold, electricity, fire, and sonic)
Spell Resistance (28)
Flight Su (30ft)
Improved Natural Armor (8)
Improved Damage (claws)
-Class / Feat Progression-
M 01 Dodge, Skill Focus Perception, Toughness
P O2
P 03 Combat Expertise
S 04
S 05 Extra Evolution
S 06
S 07 Combat Reflexes
S 08
S 09 Extra Evolution
S 10
S 11 Vigilant Eidolon
S 12
S 13 Extra Evolution
S 14
S 15 (insert feat here)
S 16
S 17 (insert feat here)
S 18
S 19 Extra Evolution
S 20
-Gear-
Bracers of Armor
Ring of Protection
Ring of Forcefangs
Cloak of Resistance
Amulet of Natural Armor
Headband of Mental Prowess (wis and cha)
Belt of Physical Might (str and dex)
High saves, immunities to all spell damage but positive / negative and force, and spell resistance.
The whirlwind attack was a joke, note the part with "lol." Whirlwind attack is fun but to taxing and because of that all the feats u wanted to take on ur list would be pushed to further levels or removed from the build entirely. Though admittedly seeing some1 whirlwind with there fist would be funny. Also witch is evil, i always role evil when given the chance.

The following build i made for the rogue is more on the defensive type but this build i actually played to level 19 and was greatly fun and was on par with the others in the group. Admitidly its not a sap attakcer like u want but it still takes on the same principle of intimidation.
-Race / Class-
Half - Elf / Fighter - Lore Warden, Rogue - Thug
-Stats (20 pt)-
STR 28 (Base 15)(+2 racial)(+5 leveling)(+6 item)
DEX 20 (Base 14)(+6 item)
CON 16 (Base 10)
INT 08 (Base 13)
WIS 10 (Base 10)
CHA 20 (Base 14)(+6 item)
AC 41 (+ an addition 4 from combat expertise and an additional 5 from defending for a total of 50, also + 10 more from Offensive Defensive)
Touch 21
Flat - Footed 30
-Class / Feats-
R01 EWP Whip, Dodge
R02 Talent Weapon Training (Weapon Focus Whip)
R03 Whip Mastery
R04 Talent Offensive Defense
F05 Mobility, Spring Attack
F06 Combat Expertise, Whirlwind Attack
R07 Dazzling Display
R08 Talent Strong Impression (Intimidating Prowess)
R09 Shatter Defenses
R10 Talent Combat Trick (Lunge)
R11 Skill Focus Intimidate
R12 A Talent Improved Evasion
R13 Persuasive
R14 A Talent Entanglement of Blades
R15 Improved Feint
R16 A Talent Feat (Greater Feint)
R17 Skill Focus Bluff
R18 A Talent Skill Mastery
R19 Deceitful
R20 A Talent (w/e u want)
Traits = Bully, Defensive Strategist
-Gear-
+5 Defending Holy Ghost Touch Whip
+5 Mithril Chain Shirt
+5 Shield Cloak
+5 Ring of Protection
+5 Natural Armor Necklace
Dusty Rose Prism (Ioun Stone)
Belt of Physical Might (Str/Dex)
Headband of Alluring Charisma
-Misc-
Character performs a full-round action intimidate to demoralize all enemy targets within a 30ft radius then proceeds to attack with Whirlwind Lunge Attacks that apply Offensive Defense upon all targets or Entanglement of Blades depending on situation. For single targets move action with a whip attack or full-round action intimidate with full attack next round. Intimidate at cap level is d20+48 (20 ranks +3 trained + 6 skill focus + 4 Persuasive +5 Cha +9 Str +1 trait) and bluff is d20+38 (20 ranks +3 trained + 6 skill focus + 4 Deceitful +5 Cha).

Interesting to say the least. Built some thing similar to this build. Ill post it so u can see what i did and see if any of it is appealing on what u want to do just to get a different view. This is more on the offensive side.
evel 20 Half - Elf Rogue
-Stats (25 point)-
STR 27 =14 (+6 magic item)(+5 level)(+2 racial)
DEX 20 =14 (+6 magic item)
CON 20 =14 (+6 magic item)
INT 14 =14
WIS 10 =10
CHA 20 =14 (+6 magic item)
01 Skill Focus Intimidate, Skill Focus Bluff
02 Talent - Trap Spotter
03 Combat Reflexes
04 Talent - Combat Trick (Combat Expertise)
05 Improved Feint
06 Talent - Weapon Training
07 Dazzling Display
08 Talent - Strong Impression
09 Shatter Defenses
10 A Talent - Greater Feint
11 Sap Adept
12 A Talent - Improved Evasion
13 Sap Master
14 A Talent - Skill Mastery
15 Vital Strike
16
17 Improved Vital Strike
18
19 Toughness
20
-Method-
Against single targets use Feint as a move action to make the target denied its dex until ur next turn. When fighting multiple enimies perform an aoe intimidate as a full round action that makes all enemies flat footed to u for x rounds to get ur SA off. Have all ur damage be nonlethal to double down on ur SA damage and then perform cop de gras when targets are uncontentious our take them prisoner or w/e. Intimidates = d20+46 and Bluff = d20+38.
I personally dont think Whirlwind is right for ur character because u dont have the build to effectively use it. Getting the Trip feats and furious focus is spreading what feats u have very thin as stated above. But also were Whirlwind truly shines is when u have a reach weapon and/or ability to increase ur size. Best thing for that is a whip build with a wand of enlarge person or a friendly wizard willing to cast enlarge on u. That would give the whip character a 25ft reach dealing a 1d6 plus what ever is on the whip. Admittedly that not much damage but it gives the fighter the ability to do static damage to every thing around it while picking off multiple weak targets that survived the 2handed attack of the barb in the party if u have 1.
Arni Carni wrote: I wouldn't have thought of using Cleave for an Unarmed Attack. Somehow it just doesn't sound right.
I'm thinking that Improved Unarmed Attack and Two-Weapon Fighting (so I can use both fists) should happen fairly early on, and then switch to the cross-bow related Feats for a couple of levels.
Still have to research the Foehammer Archetype to see what good things I can get out of that.
Dont cleave with ur fist its stupid. Use whirlwind attack. lol
Arni Carni wrote: Psion-Psycho wrote: If u want RP for the character play a sober hairless dwarf. What ever u do is justified because of the abomination u would be. Arni says. in his deep raspy voice
"Who you calling hairless? If you had a face, I'd punch yer lights out."
Not sure whether you mean HE is an abmoniation already, or that he could be with a little tweaking. Nothing personal in the remark above, just a sample of Arni's typical application of social skills. After being punched in the face i use my slumber hex to put u to sleep. In ur uncontentious state i do unthinkable things to u. when u awake u discover u were robbed of ur beard. MWAHAHAHAHA
in short yes
If u want RP for the character play a sober hairless dwarf. What ever u do is justified because of the abomination u would be.
lantzkev wrote: ah the lvl 16 thing, yeah... was hoping something earlier lol. Like wise but its there though for those that qualify and its an amazing combo. I got it on my alchemist to utilize Displacement that made me an amazing front liner.
lantzkev wrote: and what's the combo? Eternal Potion, Extend Potion, Enhance Potion

Neal Litherland wrote: The same can be said of any spellcaster's abilities, and while an Alchemist might disguise itself as something different, that's essentially what it is.
While I agree that haste is beneficial, it's beneficial to any character so I saw no reason to add it in to something meant specifically for this build.
Lastly, with Intelligence modifier plus class level bombs per day, and the ability to take half a dozen explosions and treat them as a single attack (which can reach as high as 25d6 by level 9, plus additional damage from feats, Discoveries, etc.) there's no reason that this trick should have to be used more than once an encounter unless it's a big boss battle. Overcoming energy resistance and inflicting massive damage is the goal of this build. It isn't meant to be the first-response solution to every combat, and if you're playing an Alchemist, you have to work with the class abilities you've got.
The reason i mention haste is because the alchemist is the only1 that can have haste going all day with a 3 Discovery combo.
Note he also neglected haste for an extra attack a round which would give his plan 8 bombs a round. Personally though i find bomb blasting inferior for the prime fact that it is an x times a day ability meaning the more u toss in this encounter the less u have to toss in the next. Having a back up plan, like a bow, is est and most verget that and end up over specializing.

-Race-
Human
-Class-
Fighter (Weapon Master)
-Stats 20pb-
STR 16 (+2 racial)(+2 leveling) = 20
DEX 16 (+2 leveling)(+6 item) = 24
CON 10
INT 14
WIS 09
CHA 07
-Feats-
01 Point-Blank Shot, Precise Shot, Weapon Focus Composite Longbow
02 Deadly Aim
03 Rapid Shot
04 Weapon Specialization
05 Point Blank Master
06 Manyshot
07 Clustered Shots
08 Greater Weapon Focus
09 Snap Shot
10 Improved Snap Shot
11 Combat Reflexes
12 Pin Down
13 Greater Weapon Specialization
14 Hammer the Gap
15 Penetrating Strike
16 Greater Penetrating Strike
17 Vital Strike
18 Improved Vital Strike
19 Greater Vital Strike
20 Bullseye Shot
-Method-
Clustered Shots and Penetrating shot makes DR apply to the total damage from full round attacks and reduced that DR by 5/10. Snap Shot gives the ability to perform AoO and Pin Down makes it were withdraw actions and 5ft steps provoke and will force enemies that get into melee to stay in melee when needed. Vital Strike chain and Bullseye Shot ar to make use of the Weapon Master's Unstoppable Strike when forced to make only standard action attacks or when facing an enemy that's ac is so high that only one attack will hit. Unstoppable Strike btw ignores DR and hardness anf hits Touch AC.
Question wrote: I'm planning to take it on my next level, i didn't take it at 3rd level because it's only 2d8, and infernal healing is still a better heal at that point.
I ended up giving the minion hide armor, probably gonna switch to studded leather if given the chance later on (DM auto-generates most loot, so far we have two banded mails that nobody can wear, a small sized lance when we have no small characters in our party, a short bow, some random stuff like smoke sticks...)
At least u took my advice on the wizard variant for the skeletal minion. Primarily as a necro going ur wrought is merely hide behind party till u get animate then hide behind minions. Once u get Negative Energy Burst, should be the 1st level 3 spell u pick up, then start spamming that to heal ur minions and kill groups of things. And remember claim the bones of the 1st dragon u come across to animate it into a bloody skeleton, u will not be disappointed.

Question wrote: So i've played two sessions of my necromancer so far, exploring a temple of Zun-kuthon.
Combat wise, i'm glad i took the undead companion because otherwise i would be fairly useless.
The first enemy the party encountered was a gelatinous cube. The party shut the door in it's face and left.
The second enemy was a water elemental. The third was a cockatrice, and the 4th was a bunch of vege pygmys.
All the standard necromancy spells would have been no help against most of them. I did end up casting cause fear on the cockatrice, and it almost made it's save. Then the cockatrice got killed in one hit each from the greatsword wielding ranger and my animal companion.
Also mage armor is starting to look like a bad idea, since i've had no reason to use it so far...hiding behind the melee PCs works very well, especially in rooms with choke points.
Shame u did not take my advice of picking up the Negative Energy Ray spell which btw makes a great heal for the minion. Also mage armor is a decent spell but more for the minion if u dont want to bother buying it armor.
ShadowyFox wrote: Definitely don't want short, but strange might not be too bad. I mean, he is hidden after all. That is true im just stating personal preference of course. What ever (s)he is its ultimately up to u in the end and the story u attach to it.
ShadowyFox wrote: Not optimal, but I'm not looking for purely optimized, because purely optimized...well, they're good at one thing and that's it. I think it could be very fun. And honestly, I think that's one way to go. What race would you suggest? Any would do really just depending on what u want for the characters background. Me personally im almost always inclined to make humans and 1/2elves since im not one for strange and/or short races.

This character was created primarily out of spite to the Rogue haters out there that turned out to be fun for both me and the others at the table. Story background was a bit short on her and best not talked about on the forums since its a bit adult in content ;)
-Race / Class-
Half - Elf / Fighter - Lore Warden, Rogue - Thug
-Stats (20 pt)-
STR 28 (Base 15)(+2 racial)(+5 leveling)(+6 item)
DEX 20 (Base 14)(+6 item)
CON 16 (Base 10)
INT 08 (Base 13)
WIS 10 (Base 10)
CHA 20 (Base 14)(+6 item)
AC 41 (+ an addition 4 from combat expertise and an additional 5 from defending for a total of 50, also + 10 more from Offensive Defensive)
Touch 21
Flat - Footed 30
-Class / Feats-
R01 EWP Whip, Dodge
R02 Talent Weapon Training (Weapon Focus Whip)
R03 Whip Mastery
R04 Talent Offensive Defense
F05 Mobility, Spring Attack
F06 Combat Expertise, Whirlwind Attack
R07 Dazzling Display
R08 Talent Strong Impression (Intimidating Prowess)
R09 Shatter Defenses
R10 Talent Combat Trick (Lunge)
R11 Skill Focus Intimidate
R12 A Talent Improved Evasion
R13 Persuasive
R14 A Talent Entanglement of Blades
R15 Improved Feint
R16 A Talent Feat (Greater Feint)
R17 Skill Focus Bluff
R18 A Talent Skill Mastery
R19 Deceitful
R20 A Talent (w/e u want)
Traits = Bully, Defensive Strategist
-Gear-
+5 Defending Holy Ghost Touch Whip
+5 Mithril Chain Shirt
+5 Shield Cloak
+5 Ring of Protection
+5 Natural Armor Necklace
Dusty Rose Prism (Ioun Stone)
Belt of Physical Might (Str/Dex)
Headband of Alluring Charisma
-Misc-
Character performs a full-round action intimidate to demoralize all enemy targets within a 30ft radius then proceeds to attack with Whirlwind Lunge Attacks that apply Offensive Defense upon all targets or Entanglement of Blades depending on situation. For single targets move action with a whip attack or full-round action intimidate with full attack next round. Intimidate at cap level is d20+48 (20 ranks +3 trained + 6 skill focus + 4 Persuasive +5 Cha +9 Str +1 trait) and bluff is d20+38 (20 ranks +3 trained + 6 skill focus + 4 Deceitful +5 Cha).
ShadowyFox wrote: Ah. Ok. That makes sense. How would you do the build, Psion-Psycho, if you were going for it? Like which level when and such. 1st 5 levels gunslinger next 12 levels fighter and final 3 levels rogue. Obviously acquire all the ranged feats that pertain to firearms then grab two-weapon fighting feats all at once with quick draw and weapon finesse. Simple enough really. Admittedly its not optimal but it is my view of what the character looks like, at least from 1st glance.

I played this character from level 3-18 before the game died. Story for her is that she was paladin in her youth that decided to retire when she bared a child. After years of retirement and her children all grown up she decided to join the ranks once more and pass her wisdom to the young wet behind the ear paladins of today. Though since she is frail in her old age she looked to the arts of the arcane to bring back the str she once possessed in her glory years. And thus the following character was created.
-Race / Class-
Half - Elf / Summoner (Synthesist), Paladin 2, Monk 1
-Stats with out Eidolon (25 point buy)-
STR 07 (+6 item)(-6 age) = 07
DEX 07 (+6 item)(-6 age) = 07
CON 10 (-6 age) = 04
INT 13 (+3 age) = 16
WIS 17 (+6 item)(+3 age) = 26
CHA 18 (+2 racial)(+3 age)(+5 leveling)(+6 item) = 34
-Saves with out Eidolon-
Fort = 28
Reflex = 25
Will = 40
AC = 36
Touch = 23
Flat - Foot = 28
-Stats with Eidolon-
STR 29
DEX 28
CON 13
INT 16
WIS 26
CHA 34
-Saves with Eidolon-
Fort = 32
Reflex = 37
Will = 44
AC = 72 (76 with combat expertise)
Touch = 31
Flat - Foot = 58
-Eidolon Abilities-
Base - Darkvision, Evasion, Improved Evasion, Devotion, Multiattack
Form - Biped - claws, limbs (arms), limbs (legs)
Claws (x2)
limbs (arms) (x2)
Immunity (acid, cold, electricity, fire, and sonic)
Spell Resistance (28)
Flight Su (30ft)
Improved Natural Armor (8)
Improved Damage (claws)
-Class / Feat Progression-
M 01 Dodge, Skill Focus Perception, Toughness
P O2
P 03 Combat Expertise
S 04
S 05 Extra Evolution
S 06
S 07 Combat Reflexes
S 08
S 09 Extra Evolution
S 10
S 11 Vigilant Eidolon
S 12
S 13 Extra Evolution
S 14
S 15 (insert feat here)
S 16
S 17 (insert feat here)
S 18
S 19 Extra Evolution
S 20
-Gear-
Bracers of Armor
Ring of Protection
Ring of Forcefangs
Cloak of Resistance
Amulet of Natural Armor
Headband of Mental Prowess (wis and cha)
Belt of Physical Might (str and dex)
High saves, immunities to all spell damage but positive / negative and force, and spell resistance.
Thomas Long 175 wrote: Damocles Guile wrote: You're free to do as you like but I can tell you that I'm 100% correct on this. The thing being affected always take precedence over the thing doing the affecting.
Think of it as a wants to vs. a can thing - Stalwart 'wants' to stack with Armor Master but Armor says it can't. Case closed. Actually I'm pretty sure they didn't intend that and that its meant to stop stacking of DR with other class features. Then again I'm giving them the benefit of the doubt that they didn't make armor master intentionally weaker than it already is. FAQ it and for the time being just Ask JJ. If it is then it is if it is not then it is not.
ShadowyFox wrote: I will say that, for Psion-Psycho, I'm not sure how Sniper would work, since all of the sniper parts seem to only fit with bows or crossbows, when the image seems very much firearm. The thing is when i look at the 1st pic i see an assassin of sorts that is willing to kill from any distance. Sniping is a great from of assassination and the ability from rogue is not strictly for bows/xbows if memory serves correct. Mobile fighter has an ability to perform a full attack action with a move action which will make great use of one of musket masters abilities that allow it to increase the range of the gun which would be decent for the sniper's ability to increase the range SA can be applies if the sniper goggles are not allowed or u dont want to waste the cash on an extra 2d6 damage.
Pic 1
Gunslinger (Musket Master) 5/ Fighter (Mobile Fighter) 12/ Rogue (Sniper) 3
Character should focus solely on dex. For feats i suggest quick draw, two-weapon fighting feats, weapon finesse, and all the ranged feats that are applicable to firearms. Melee weapons obviously enchanted with agile to make use of the high dex.
Pic 2
Standard Fighter (Two-Handed Fighter) build focusing on str. If interested id shoot for 17 cha for the Eldritch Heritage feats for Orc Bloodline.
I have to say any class but wizard and sorcerer can fit either picture if worked properly. Ill work a few builds for both pictures and post them later when there done.

I know it is not what ur asking for exactly but this is what i did with my last whip build if ur interested. It did nicely and i really loved it and so did the others with me. Mind u it is a bit of an oddity but u can see what feats i used to make the whip work for me if any thing else.
-Race / Class-
Half - Elf / Fighter - Lore Warden, Rogue - Thug
-Stats (20 pt)-
STR 28 (Base 15)(+2 racial)(+5 leveling)(+6 item)
DEX 20 (Base 14)(+6 item)
CON 16 (Base 10)
INT 08 (Base 13)
WIS 10 (Base 10)
CHA 20 (Base 14)(+6 item)
AC 41 (+ an addition 4 from combat expertise and an additional 5 from defending for a total of 50, also + 10 more from Offensive Defensive)
Touch 21
Flat - Footed 30
-Class / Feats-
R01 EWP Whip, Dodge
R02 Talent Weapon Training (Weapon Focus Whip)
R03 Whip Mastery
R04 Talent Offensive Defense
F05 Mobility, Spring Attack
F06 Combat Expertise, Whirlwind Attack
R07 Dazzling Display
R08 Talent Strong Impression (Intimidating Prowess)
R09 Shatter Defenses
R10 Talent Combat Trick (Lunge)
R11 Skill Focus Intimidate
R12 A Talent Improved Evasion
R13 Persuasive
R14 A Talent Entanglement of Blades
R15 Improved Feint
R16 A Talent Feat (Greater Feint)
R17 Skill Focus Bluff
R18 A Talent Skill Mastery
R19 Deceitful
R20 A Talent (w/e u want)
Traits = Bully, Defensive Strategist
-Gear-
+5 Defending Holy Ghost Touch Whip
+5 Mithril Chain Shirt
+5 Shield Cloak
+5 Ring of Protection
+5 Natural Armor Necklace
Dusty Rose Prism (Ioun Stone)
Belt of Physical Might (Str/Dex)
Headband of Alluring Charisma
-Misc-
Character performs a full-round action intimidate to demoralize all enemy targets within a 30ft radius then proceeds to attack with Whirlwind Lunge Attacks that apply Offensive Defense upon all targets or Entanglement of Blades depending on situation. For single targets move action Feint with a standard action whip attack or full-round action intimidate with full attack next round. Intimidate at cap level is d20+48 (20 ranks +3 trained + 6 skill focus + 4 Persuasive +5 Cha +9 Str +1 trait) and bluff is d20+38 (20 ranks +3 trained + 6 skill focus + 4 Deceitful +5 Cha).

I built this character a while back u can extrapolate what ever u wish from it. Personally i view this character as the only true way to "tank" in a game that was designed to have no true tank.
-Race-
Human
-Classes-
Fighter (Lore Warden) 14/ Monk (Monk of the Four Winds / Monk of the Sacred Mountain) 2/ Ranger (Weapon and Shield) 2/ Rogue 2
-Stats-
STR 14 (+6 magic item) = 20
DEX 16 (+4 leveling)(+6 magic item) = 26
CON 15 (+2 racial)(+1 leveling) = 18
INT 14
WIS 10
CHA 08
-Saves-
fort 22
ref 22
will 13
ac 47 (+5 combat expertise)(+3 fighting defensively) = 55
touch 24 (+5 combat expertise)(+3 fighting defensively) = 32
flat-footed 29
to hit with unarmed attacks with weapon finesse 26 (-4 combat expertise)(-1 fighting defensively) = 21
-Traits-
Threatening Defender
-Feat / Level Progression-
Ra01) Combat Reflexes, Stand Still
Ra02) Shield Focus
M 03) Elemental Fist, Dodge, Crane Style
M 04) Toughness, Deflect Arrows
F 05) Weapon Focus Unarmed Strike, Missile Shield
F 06) Combat Expertise, Weapon Finesse
F 07) Crane Wing
F 08) Saving Shield
F 09) Bodyguard
F 10) Crane Riposte
F 11) Draconic Defender
F 12) Greater Shield Focus
F 13) Disruptive
F 14) Spellbreaker
F 15) Pin Down
F 16) Ray Shield
F 17) Mobility
F 18) Spring Attack
Ro19) Whirlwind Attack
Ro20) Talent - Combat Trick (Weapon Specialization Unarmed Strike)
-Magic Gear-
Bracers of Armor(+8)
Mithril Heavy Shield (+5 Arrow Catching, Arrow Deflection)
Ring of Protection (+5)
Ring of Regeneration
Amulet of Natural Armor(+5)
Belt of Physical Might (+6 str / +6 dex)
Cloak of Resistance (+5)
-Tanking Method-
Fight with caster standing behind u since any thing that enters ur threaten area will not be able to exit ur threaten are via Stand Still and Pin Down as well all incoming missile attacks would veer towards u via Arrow Catching. When making an attack action fight defensively and use combat expertise to up personal ac and grant 1 adjacent party member a natural armor bonus equal to the dodge bonus from combat expertise and fighting defensively via Draconic Defender. Use AoO to grant aid another ac to an adjacent party member via Bodyguard and an immediate action grant shield bonus via Saving Shield. Negate 1 melee attack, 1 ranged spell attack, and 3 ranged missile attacks a round via Crane Wing, Ray Shield, Deflect Arrows, Missile Shield, and Arrow Deflection.
Lore Warden Fighter is my suggestion when ever it comes to CMB builds no mater the build because of its bonuses that do stack with the weapon training and enhancement bonus of the weapon used in question.

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I dont get the whole rewind scenario. Actions that take place in the game should stay and let them reap there rewards or punishment for there actions. In a game ive been hosting for 24 years the last party failed a sense motive check and helped the evil wizard with out noticing it. the found out later and did nothing about it after 1 month of in game time the entire dwarven capital collapsed in on it self from high explosives and with it along with the dwarven population. Thanks to them dwarvens are no longer a player race in my game since those that survived ar literally excavating the site for the crown of the dwarven king in order for that one dwarf can lead over all other dwarfs. Another time one of my players killed a little girl that was one of the main story arcs for the game with out any questioning of the girls actions before hand. I had that player go through a trial and was convected of murder and had him beheaded as was the punishment of any murderer. The ironic part of this is when they were level 3 they even witnessed a beheading for the crime of murder that they were looking into for the premus of that story arc. *sigh* I swear, to think this group can call them selves "heroes" is a mockery of the word hero. Point being if they screw up let them get what they deserve. There are a few saying out there that i play by that are suiting to this. Let the dice roll as they may, KISS (Keep it Simple Stupid), and dont touch the lever u moron (button works to if it is not a lever, like wise for candle(dont ask)).

I play and host homebrew games were i dont really deal with the economics side much since i keep my players poor for the most part. I dont give out magic items unless they are smart enough to search the BBEG's dead body and even then the little gear on it is tailored for it not the players. If the players want items they craft it them selves or get leadership to have them craft for them while there out, further dipping in there loose pockets to keep the followers following. I dont know much about the Adventure Paths/Modules that u all use but i dont have magic shops and loaded armories for public access let alone on every corner of the main city. I do how ever allow for those with the proper craft feats to deconstruct magic items turning them into enchanting components for magic gear they do wish to create with the components roughly equal to 50% of the created value of the item they deconstructed. So in short i usaly dont have to deal with economics since it does not come up in the games i run or am running in since we all use the same rule set to avoid misunderstanding.
Also it does not happen since the time our DM forced us to go grocery shopping i literally role played 2 entire 5 hour secessions just shopping and haggling with merchants over the cost of chickens and cattle to feed our party since i was there cook and went through the hells of acquiring a local brothel going under turning it into a very profitable inn named The Dirty Goblin. After that it became an unspoken law amongst our group to say "hey we go buy x amount of rations and just leave it at that" type of deal. I will have to say it was quite amusing though do the RP for that since ost of them were astonished that i actually knew how to. Though after that they asked me never to do it again lol.
Schrodinger's Love Child wrote: ifrit wizard with a greensting scorpion familiar, reactionary trait, and improved initiative feat.
+14 initiative before applying Dex Bonus nor School Powers.
I prefer sorcerer arcane bloodline so u can pick up Noble Scion: Scion of war a level of oracle with the Side Step revelation and 2 levels of paladin to add cha to saves so every thing pretty much runs off 1 stat.
Petty Alchemy wrote: If you're a melee character that doesn't rely on Dex to AC, it's not particularly important. It allows your mages to blast the enemies without worrying about you already being engaged, and it allows you to full attack as the enemy comes to you, rather than doing a single charge attack. Melee that dont rely on dex like paladins and intimidate builds solve this problem with the feat Noble Scion: Scion of War to use there cha instead of dex for initiative. Works great with sorcerers as well.
Just be thankful there all not Ifrits with the reactionary trait. Ifrit + reactionary + improved initiate gives a base +10 initiative not even factoring in dex or other bonuses from classes like gunslinger and inquisitor.
I like the DR armor variant rule because it makes for tougher encounters when fighting things like Dragons with high Nat Armor. It also puts a stop to zerg rule with the Leadership feat if u allow it. Under normal conditions a party could have there 500+ lv 1 followers attack and slay a dragon because of nat 20s. Under DR rules since dragons have so much nat armor the tactic becomes invalid since even on the nat 20s they cant get through the DR. Also the Nat Armor works for players as well if they can get nat armor like the Alchemist for example.
Monk + Synthesis Summoner with the old 3.5 Vow of Poverty.
Also a Dragon Shaman + Bard makes a great buffer.
For this type of game i think the Alchemist i linked above would be the best wrought. It is decent melee, can perform range attacks (bombs), has self heals and buffs from extracts, and thanks to the Bramble Brewer's special Tanglefoot Bomb has some battlefield control.
Id try and figure out what she wants to play. Some people like killing things and tossing dice and others like RPing over that. Figure what she is then u can figure what kind of game u want to play. After figuring that out find a Module/Adventure that fits or make ur own. Once u have the bones of the game figured out with initial bad guys and decent understanding of what u and ur player(s) want from the game it self u will be ready as u can be. When ur ready id suggest a pbp (post by post) online game. Another big help is if u join an online game with her to see how the game rolls out from a players perspective and see how she reacts to certain situations so u can have some expectations of what ur gonna get ur self into as a new GM.
Now if Paladin is not ur shtick or the science of alchemy seems cheep then go generic fighter specializing in what ever the existing fighter is not.

Another option that may work is the following Alchemist though i will say it does need 1 magic item being the blade of his weapon being enchanted with a perma daylight spell.
Half-elf
Alchemist (Bramble Brewer)(Internal Alchemist)
-Stats-
STR 10
DEX 16 (+4 leveling) = 20
CON 13 (+1 leveling) = 14
INT 14 (+2 racial) = 16
WIS 10
CHA 08
-Feats / Discoveries-
01 Martial Weapon Prof Scimitar, Weapon Finesse
02 Tanglefoot Bomb
03 Dervish Dance
04 Spontaneous Healing
05 Combat Expertise
06 Healing Touch
07 Dodge
08 Preserve Organs
09 Combat Reflexes
10 Enhance Potion
11 Mobility
12 Greater Mutagen
13 Spring Attack
14 Extend Potion
15 Whirlwind Attack
16 Eternal Potion
17 Lunge
18 Grand Mutagen
19 Weapon Focus Scimitar
20 Preserve Organs, True Mutegen
-Extracts-
1- Shield, Cure Light Wounds, Ant Haul, Expeditious Retreat, Detect Secret Doors
2- Cure Moderate Wounds, Barkskin, Aid, Blur, Cat's Grace
3- Cure Serious Wounds, Fly, Heroism, Elemental Aura, Draconic Reservoir
4- Cure Critical Wounds, Stoneskin, Greater Invisibility, Freedom of Movement, Greater Darkvision
5- Elemental Body, Spell Resistance, Sending, -, -
6- Heal, Elemental Body, Caging Bomb Admixture, True Seeing, -
-Method-
Character will have a 50% chance to ignore sneak attacks and turn crits in2 regular attacks, 5x character level in rounds of fast healing 5, ability to make a potion permanent (displacement is best option), double the duration of potions and make them work at character's alchemist level (mage armor and shield of faith is best option), make a single attack against all in a 10ft radius,and get additional fast healing from mutegen thanks to Bramble Brewer.
-Needs-
The character will need the blade of his Scimitar perma enchanted with the daylight spell to take full advantage of mutagen at any time in the day / night and a Dex stat item when possible.
There was a post a while back were the person was playing a no magic game that looked fun and i offered him the following build with the stats he rolled. Enjoy.
-Race / Class-
Human, Paladin (Hospitaler / Warrior of the Holy Light)
-Stats-
STR 14 (Base 14)
DEX 12 (Base 12)
CON 16 (Base 16)
INT 08 (Base 08)
WIS 10 (Base 10)
CHA 25 (Base 18)(Racial 2)(Leveling 5)
-Feats-
01 Fey Foundling, Toughness
02
03 Word Healing
04
05 Greater Mercy
06
07 Ultimate Mercy
08
09 Extra Lay on Hands
10
11 Extra Lay on Hands
12
13 Extra Lay on Hands
14
15 Channeled Revival
16
17 Extra Lay on Hands
18
19 Extra Lay on Hands
20
-Misc-
32 uses of LoH, 9 Channel Positive Energy Attempts, and +7 to all saves. Can expend 10 uses of LoH to perform Raise Dead and expend 3 channels to cast Breath of Life. Character is a healer only but can act as a decent meat shield for early to mid level. If taking divine bond with a weapon u would have a to hit of 27 (20 BaB + 2 Mod + 5 DBWeapon).
Orc bloodline also increases ur size for an additional +6. There is alchemist mutagen and barb/fighter rage. Other than that i dont know.

Roanark wrote: Psion-Psycho wrote: Roanark wrote: Psion-Psycho wrote: @Roanark
Shame u did not care for the Alchemist i posted above. Its decent melee with the ability to chuck bombs when needed to take care of swarms and the ability to create areas of massive difficult terrain to cut creatures off. Not to mention it has great self healing with its extracts, fast healing mutagen, and fast healing discovery making it on par with paladin heals or at least a very close 2nd. I'll take a look at it this evening! So, any thoughts or just eh? Sorry, I forgot to reply after looking through it. How are you getting 50% crit immunity? From what I can tell, Preserve Organs only gives 25%. He looks like a fun character, but may be more suited as a 5th if there's already a divine and arcane caster (I'm only guessing on this one seeing as I haven't had experience with him). With my group's composition, I foresee needing to spend a lot of turns either healing (they're all glass cannons) or buffing. How is the Alchemist in terms of team buffs? Preserve Organs can be taken up to 3 times. i took it 2x on the build. Alchemist can team buff but it requires u to take the Infusion Discovery to allow allies to use ur Extracts. Other than that they dont have any way to team buff. Also the Infusion Discovery would allow ur allies to use ur Cure wounds Extracts. Other than that Healing touch discovery is the only way to heal ur allies with out picking up the Chirurgeon archetype that gives u the Discovery Infusion but only for ur Cure extracts. I will say though Alchemist is the only class that can give allies the shield spell buff if u get the Infusion Discovery, other wise u have to be a caster that knows Shield in order to benefit from the spell.
The alchemist is more of a lone wolf class in terms of its "casting." I played the build for a bit but the game ended shortly after i got my blade perma enchanted with Daylight. My gues is the DM was not liking that every turn i was fast healing all the damage he managed to deal to me for that round while performing full attack actions.
Ask JJ
See if u can get the Whip Mastery and Improved whip Mastery feats. If u cant get those 2 feats then i do not suggest using a whip at all.
Roanark wrote: Psion-Psycho wrote: @Roanark
Shame u did not care for the Alchemist i posted above. Its decent melee with the ability to chuck bombs when needed to take care of swarms and the ability to create areas of massive difficult terrain to cut creatures off. Not to mention it has great self healing with its extracts, fast healing mutagen, and fast healing discovery making it on par with paladin heals or at least a very close 2nd. I'll take a look at it this evening! So, any thoughts or just eh?
If u want to be decent with natural attacks of urs then just get Improved Natural attack feat and enlarge person spell and ur golden. With that stated i still suggest my original suggest of Sorcerer 1 with the Crossblooded archetype to get both the Draconic and Orc Bloodline. Rest of the levels in Wizard with either the Admixture Evocation school or the Fire Element school. U will be the caster u want with good blast and slightly better than average melee for a full arcane caster since Nat attacks uses full bab for all attacks as long as there primary.
If u want to be decent melee and still cast then Magus is the way to go with arcane. Wizard and Sorcerer are not set up for melee because of the low bab. It can be done dont get me wrong but it will be suboptimal and take a lot of finessing around with multiclassing and items to get it to work decently.
Biped so at level 1 u can duel wield Nodachis.
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