How would you beat this Barbarian (Invulnerable Rager) lvl 9 thug in 10 rounds or less? (long thread)
Your invulnerable rager is actually pretty vulnerable. Just make a synthesist or master summoner. Or Zen Archer. or Heavens-Oracle. Or Tetori-Monk. Or maybe a DD-build. Alchemist-Pouncer? Even a druid could be really powerful. But that barbarian does not seem to be that much of a challenge. Bad defense, bad offense. A vanilla Fighter would kill it in about two rounds.
Yea, but its just one. One target that falls prone. Woo - not that much of a deal. A lore warden can do this without spells and still dishes out lots of damage - and he can do it more than once per round. And even this requires more than one maneuver to be effectiv - and even then your controll is still miles behind wizards, whiches or sorcerers controlling abilities.
Remember: you will not use channel energy or cure spells infight much (is at all) after a few levels as they become ineffective pretty fast. I therefore cannot recommand channel feats and the like, clerics can prevent damage a lot easier than heal it. Look at the "sacred summon" feat - its more than awesome, also consider some of the cleric archtyped. With your charisma I would take a look at evangelist. He gets bardic performances like inspire courage what is just hell of kick ass. But on the other side it makes you a more wizard like clerc (what I think is totally fine) who can buff insanely good. Add sacred summons and you will give your party a lot more than just healing. Maybe even consider augment summoning, even though its a tough investment. For more ideas - just look at those guides you already found, they give a nice overview of the options you have.
And still I have to mention that these housrules and homebrew feats sound a little weird, I hope your DM knows what he's doung there....
Well, vital strike scout bludgeoner or TWF-Sap builds actually can do "good" damage. First one favors str-builds (and uses earthbreaker), second one favors dex.
Then there are natural weapon builds that can be decent, but they are usually not same as good as sap builds.
Without sap feats I would not play a "DPR"-focussed rogue.
You wont one-round any target in the game. The DPR is ok but not overwhelming.
And when focussing on dex you can dump str further than you could dump dex in a strength build, therefore you can start with higher dex what makes up for at least the +1/+1 from aomf you're missing. So you virtualy spend one feat (weapon finesse) to increase your AC, Ini and ref-save immensly. Not the worst choice.
I'm just saying that this something you should have figured out before playing. I didnt mean to be rude, I'm just saying that creating low level npcs (especially with npc classes) is something that takes like 5 minutes per character, maybe even less. You dont even need the rulebooks as you just have to write down bab/save progressions and give them some kind of array. Its not much work at all and my advice is to figure out how to do that as its crucial for playing pathfinder. He needs to know whether the PCs hes playing with are built legally and what they are able to do.
Ranger6 might require some help if he does not want to read the texts of the class description, yea, but I guess when he's able to create NPCs he will manage that as well. But in that case help might be speed things up, I agree.
I'd dip fighter, one of those archtypes mentioned. Your BAB will be pretty low otherwise and even though something like thug or even more vivisectionist would be pretty cool, I think those levels of fighter will give you more when it comes to using a whip. You need a couple of feats to really make the whip worth. If you really want to go that trip/disarm route (that I think isnt that effective as other classes can do it better while still doing a lot of damage) you could get quick dirty trick and focus on that as its a really strong maneuver that also works on all those immune to trip or disarm.
But while playable I do not think such a build is really viable. One successfull maneuver per round is just not that much contribution - there are so much better ways to pull maneuvers off.
Enforcer only works with melee weapons. And without true strike you will have a hard time pulling trips off.
Ok, then just go with viking archetype.
to qualify for raging vitality (guess thats why you put 15 con as well).
Then, THF is probably stronger for your build. maybe you could consider fighting with a twohanded shield - this would really rock actually with that archetype.
sword and board sucks because your damage is so low noone will ever care for you. if you go TWF you can use the shieldbash-chain to deal good damage (and bullrushes) with your shield. that can be really strong - especially when you're using two shields - but seriously that looks stupid!
THFing a Shield would just be the way to go for me - that could be pretty awesome.
Viking with scimtar sounds actually pretty funny. Already considered a Rapier?:P
I'm not sure what you meant but you have to decide between THF and TWF. Sword and Bord only gets worth it if you combine it with TWF. Usually TWF is easier to pull off, does more damage and also has some other advantages, so I'd go for that, maybe using a big hammer or greataxe.
You could go Ranger/mammoth rider as well, could be neat and fit the concept - riding on a giant tiger or wolf.
from an optimization view:
dump cha, increase will (12 at least) get trait that adds to will save and make con/dex 14/14.