Build Thread 2: Electric Boogaloo


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Liberty's Edge

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Since I think there was a lot of good coming out of the build discussion in the thread that was locked, I’m going to try and restart it over here with links to some of the builds.

My Figher builds
Rufus Level 1.

Rufus 2.

Rufus 3.

Rufus 4.

Rufus 5.

Bob’s fighter builds
Spruce Zypherleaf at level 2:.

Turret 3-6.

Spruce Zypherleaf 3-6.

dwarf .

mounted fighter.

AARDMANNETJE .

If you were in the thread, you may notice I didn’t link to one of the participants. I am hoping (and asking) they stay out of this thread so we can avoid derailment and (using the word they choose) tantrums that came and aided in locking the thread.

Feel free to post your own builds, or comments on the ones posted. At the very least this will give us all an NPC database to pull from.

Silver Crusade

Here are a set of twin fighters that I made.

The Brothers Flightarrow:
“Finn Flightarrow”
5th level human Fighter (Weapon Master) Alignment: Chaotic Good
Str: 14
Dex: 19 21 (Belt of Incredible Dex +2)
Con: 10
Int: 12
Wis: 12
Cha: 7
Hp: 5d10 + 4 (Level)
Spd: 30ft
AC: 19 (10 + 5 (Dex) + 4 +1 studded leather armor)
Touch AC: 15
Flat-footed AC: 14
Traits: Latent Psion (+2 will saves vs. Mind effects) & Duskwalker Agent (10% off when buying magic items.)
Initiative: + 5
Fortitude: + 5
Reflex: + 7
Will: + 4 (+ 6 vs Mind Effects)
Feats: Weapon Focus (Bow), Weapon Specialization(Bow), Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Iron Will.
Weapon Master abilities: Weapon Guard (2nd), Weapon Training (3rd), Reliable Strike (5th),
Fighter abilities: Armor Training 1,
Skills: Climb: + 7, Craft (Bows): + 6, Knowledge (Dungeoneering): + 6, Profession ( Soldier): + 6, Ride: + 10, Perception: + 8, Stealth + 9, Survival: + 6, Swim: + 7
Attack: +1 composite longbow (Str +2): + 13 Damage: 1d8 + 6 x 3
Rapid Shot: + 11/+11 1d8 + 6 x3
Point Blank Shot: + 14 Damage: 1d8 + 7 x 3 (Within 30ft)
Point Blank Shot + Rapid: + 13/+ 13 Damage: 1d8 + 7 x 3 (Within 30ft)
Deadly Aim: + 11 Damage: 1d8 + 10 x 3
Deadly Aim + Rapid Shot: + 9/+ 9 Damage: 1d8 + 10 x 3
Deadly Aim + Rapid Shot + Point Blank Shot: + 10/+ 10 1d8 + 11 x 3 (Within 30ft)
Deadly Aim + Point Blank Shot: + 13 Damage 1d8 + 10 x 3

Gear: +1 composite longbow (+2 Str) (2,070gp), Belt of Incredible Dexterity +2 (3,600gp), Eyes of the Eagle (2,250gp), Cloak of Resistance + 1 (900gp), +1 studded leather armor (923gp), Potion of Shield (45gp), Potion of Divine Favor (45gp), Potion of Cure Light Wounds (45gp), Potion of Shield of Faith (45gp), Potion of Expeditious Retreat (45gp), Potion of True Strike (45gp), Potion of Darkvision (270gp), Regular longsword, 60 Arrows.

“Quinn Flightarrow”
5th level human Fighter (Archer) Alignment: Chaotic Good
Str: 14
Dex: 19 21 (Belt of Incredible Dexterity + 2)
Con: 10
Int: 12
Wis: 12
Cha: 7
Hp: 5d10 + 4 (Level)
Spd: 30ft
AC: 19 (10 + 5 (Dex) + 4 (+1 studded leather armor)
Touch AC: 15
Flat-footed: AC 14
Traits: Latent Psion (+2 will saves vs. Mind effects) & Duskwalker Agent (10% off when buying magic items.)
Initiative: + 5
Fortitude: + 5
Reflex: + 7
Will: + 4 (+ 6 vs Mind Effects)
Feats: Weapon Focus (Bow), Weapon Specialization (Bow), Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Iron Will.
Archer Abilities: Hawkeye, Trick Shot (Disarm), Expert Archer
Skills: Climb: + 6, Craft (Bows): + 6, Knowledge (Dungeoneering): + 6, Profession ( Soldier): + 6, Ride: + 9, Perception: + 9, Stealth + 8, Survival: + 6, Swim: + 6
Attack: +1 composite longbow (Str +2): + 13 Damage: 1d8 + 6 x 3
Rapid Shot: + 11/+11 1d8 + 6 x3
Point Blank Shot: + 14 Damage: 1d8 + 7 x 3 (Within 30ft)
Point Blank Shot + Rapid: + 13/+ 13 Damage: 1d8 + 7 x 3 (Within 30ft)
Deadly Aim: + 11 Damage: 1d8 + 10 x 3
Deadly Aim + Rapid Shot: + 9/+ 9 Damage: 1d8 + 10 x 3
Deadly Aim + Rapid Shot + Point Blank Shot: + 10/+ 10 1d8 + 11 x 3 (Within 30ft)
Deadly Aim + Point Blank Shot: + 13 Damage 1d8 + 10 x 3

Gear: +1 composite longbow (+2 Str) (2,070gp), Belt of Incredible Dexterity +2 (3,600gp), Eyes of the Eagle (2,250gp), Cloak of Resistance + 1 (900gp), +1 studded leather armor (923gp), Potion of Shield (45gp), Potion of Divine Favor (45gp), Potion of Cure Light Wounds (45gp), Potion of Shield of Faith (45gp), Potion of Expeditious Retreat (45gp), Potion of True Strike (45gp), Potion of Darkvision (270gp), Regular longsword, 60 Arrows.

Liberty's Edge

shallowsoul wrote:

Here are a set of twin fighters that I made.

** spoiler omitted **...

Sorry, should have included it.

Silver Crusade

ciretose wrote:
shallowsoul wrote:

Here are a set of twin fighters that I made.

** spoiler omitted **...

Sorry, should have included it.

Not a bother.


Dotting.


Rufus is a solid front-liner. He has high damage output and decent AC and HP. He has cold iron and silver daggers for the occasionalevil outsider or whatever, so he can defend himself against a pletora of enemies. He is also able to move at full speed even with his armor.

His ranged damage is not quite as high, but it's good enough to show his enemies that they won't easily escape from his wrath.

However, he still lacks out-of-combat usefulness. Even being a human with Int 12 and adding the favored class bonus in skill points, he's still behind the Ranger's 6 skill points/level and more class skills.

He has no resources devoted to anything other than killin and not being killed, except for a few skill ranks, most notably, Knowledge(Dungeoneering), which can help the party to identify the weaknesses of their enemies.

His low Reflex save could potentially hurt him, but he has the HP to survive. His Will save is not much of a problem right now (5th level), as he boosted it with a trait and a Feat, plus +1 from Bravery for what that is worth, but as levels go up, he'll lag behind more and more compared to a Ranger, who has more reason to get a higher Wis and has better Reflex saves. Paladin is not even worth mentioning, as he has pretty much the best saves in the game.

In the end, at least 'til 5th level, Rufus is the typical fighter, he has fewer options and worse saves, but greater damage, AC and HP.

I believe from now on, the fighter will also have a few feats to spare and spend on other thigs besides killing things. But of he spreads his feats and resources too much, his advantage in AC/damage will become increasingly smaller, and if he focus too much, his out-of-combat utility risks becoming nearly null. He has a choice to make.

I already commented on Spruce in the old thread, but I'll add this:

Spruce Zypherleaf has a lot more things to do out of combat, his elven immunities a particullary useful for fighters, and his stealth ability is impressive. But his general lack of focus means he spent much of his resources trying to simply catch up with the ranger.
At 11th level his fighter archetype allows him to move before making a full attack, which is crazy good for any TWFers and could mean a greater disparity in DPR between him and the Paladin/Ranger.

Silver Crusade

Lemmy wrote:

However, he still lacks out-of-combat usefulness. Even being a human with Int 12 and adding the favored class bonus in skill points, he's still behind the Ranger's 6 skill points/level and more class skills.

He has no resources devoted to anything other than killin and not being killed, except for a few skill ranks, most notably, Knowledge(Dungeoneering), which can help the party to identify the weaknesses of their enemies.

Being behind the ranger in skill points doesn't make the fighter useless in out of combat situations. Also, being in a party means that each person is going to pull their resources together to take care of certain situations as they come up.

The skills that Rufus has are perfectly fine for out of combat situations. As long as he is hitting the DC's then it's fine. Having really high stats in your skills is rather pointless when the DC's aren't high to start with, it's a bit of overkill.

Most of the social type skills are better handled by other classes, especially the rogue and bard so I would let them handle those if they are a part of the party. The DC's for Knowledge Dungeoneering are not high at all so he should have no problem identifying monsters that he comes across.

Not really sure where this "lacks out of combat usefulness" comes from. Is he the best? No way. Can he get the job done? Yes he can.


Oh, I never said he was useless, in fact, far from that. He has decent stealth and perception modifiers in addition to knowledge skills.

All I meant is, he will not be the most useful guy out of combat, as he lacks the skills and features to really shine (therefore, the "lacks out of combat usefulness", although I admit it may have been a poor choice of words). but he can definitly help.


Also, right now he has most of the "must have" feats. So if he wants, he could spend some of them in things like Cosmopolitan, Skill Focus and Extra Traits (for getting some extra class skills) without reducing his combat prowess too much.

Liberty's Edge

Fair eval Lemmy, thanks.

I think I will be taking improved iron will to address that concern, but it is a fair criticism. I do intend to spread feats around going forward to address skill gaps more, although I am also tempted to look at some of the CMB feats.

What I am trying to show (and what I like) is how many ways you can go and still be damage viable with a wide variety of weapons.

I disagree with your AC and damage assessment, I will continue to get more power attack weapon training to advance my primary and eventually a secondary weapon, and at 7th level I will likely switch to heavy armor, since I can still have full movement in it at that point. At that point, I will take a significant step ahead of the ranger in both AC and Armor check penalty.

But I'll have to show rather than tell. I'll post 6th level later.

Thanks for the input.

Liberty's Edge

Lemmy wrote:
Also, right now he has most of the "must have" feats. So if he wants, he could spend some of them in things like Cosmopolitan, Skill Focus and Extra Traits (for getting some extra class skills) without reducing his combat prowess too much.

I was looking at the extra traits, as making a few things class skills would be a major boost for a minor cost. Skill focus is also so much better in pathfinder than it used to be.

I think you were fair in the out of combat. A ranger is, and should be better at that kind of stuff, with the trade off being less damage and lower armor class.

I am not trying to out ranger the ranger, only to show they are pretty much on par when you build level by level.


Yes, I do believe the Fighter will always be a step ahead of a equally optimized ranger in terms of AC, probably damage too, although animal companions and favored enemy may change that in some situations.

What I unfortunatelly don't believe is that the fighter will win the AC/HP/DPR race by much. I never believed fighters to be useless, but I do believe they need more options.

If the fighter had the benefits from the Tatician and Mobile Fighter arquetypes, they'd be a much better class without even coming close to being broken. Sadly, we can't even combine those archetypes.

I don't know much about Cavalier and Gunslinger builds, or else I'd make one of each just out of curiosity. I'd like to see how they fare in comparison to fighters.


Ah, yes, I sent a PM to Bob with my opinion on Turret, here it is:

Turret:

I really like Turret.

His HP is not as high as expected from a fighter, but his AC and DR compensate for that. Halflings' +1 to all saves is a great addition to any character, even more so for fighters. Bonus to Perception is always useful. Acrobatics is useful too, and a +2 to Climb could either save your life or never even come into play.

Unless the DM metagames, his small size should be an incentive for enemies to attack him, as he'd look deceptively killable. If a 1st attack fails, they could possibly assume it was just bad luck, only on the 3rd or 4th time they miss, they would realize how hard it is to actually hurt the little guy.

Even if they do hit, DR would reduce the impact.

If they instead decide he's too small to matter and go for his allies, Turret stills deals a good damage from both melee and ranged to prove otherwise. Although his reduced speed could prove a problem,

Being small, I'm not sure he'd benefit too much from Enlarge Person, except for the increased speed.

Maybe he could get the Footslasher feat (I'm not sure how good that is).

I like it better than Spruce because he focus more on doing his own thing than emulating another class. He still lacks variety in the sense that he is either attacking or being attacked, not much else.

His small size and general "Halflingness" can go a long way get him in places that would otherwise be unaccessible for a Ranger or Paladin, but I see this benefit as coming more from the race than the class.

That said, IMHO, the build does prove that small fighters are viable and that they can be competent in and out of combat, which I never disputed, but I had never given them much credit either.

Liberty's Edge

Lemmy wrote:

Yes, I do believe the Fighter will always be a step ahead of a equally optimized ranger in terms of AC, probably damage too, although animal companions and favored enemy may change that in some situations.

What I unfortunatelly don't believe is that the fighter will win the AC/HP/DPR race by much. I never believed fighters to be useless, but I do believe they need more options.

If the fighter had the benefits from the Tatician and Mobile Fighter arquetypes, they'd be a much better class without even coming close to being broken. Sadly, we can't even combine those archetypes.

I don't know much about Cavalier and Gunslinger builds, or else I'd make one of each just out of curiosity. I'd like to see how they fare in comparison to fighters.

We can always recruit others. Worst case we all get NPC's to steal. Best case we get a serious and interesting discussion going.

I want someone to do a Ranger build. I think you will find making the Animal companion viable eats into resources for the Ranger themselves significantly, and favored enemy is going to be on par with the bonuses from Weapon Training and fighter only feats, but only for specific enemies.

I'd like to see this challenged, so if there is a problem we have something we can show to the Devs

Liberty's Edge

Rufus level 6

Spoiler:

=================================================
Rufus the 6th Level Human Fighter
==================================================
Init +4; Perception +6
Hp: 44.5 (11 + 5.5 x 5+ 6 Toughness)
AC: 21, touch 12, flat 17 (+7 armor, +2 dex +1 natural)
Fort +7, Ref +4, Will +5 (+6 vs fear)
==================================================
Speed 30 ft. (30 ft.)
Melee: +1 Falcion +13/7 (2d4+7 (Power attack +13/+5 2d4+16) or Club +10/5 (1d6+6 (9/3 Power attack, 1d6+12) (both if two-handed)
Ranged: +1 Composite Longbow +9 (1d8+5) (+7 1d8+9 with deadly aim) +1 Damage within 30 feet.

==================================================
Str 19, Dex 14, Con 12, Int 12, Wis 10, Cha 7
BAB +1, CMB +5, CMD 17
Traits - +2 Initiative, +1 Will save
Feats - Toughness, Power Attack, Furious Focus, Weapon Focus (Falcion), Iron Will, Weapon Specialization (Falcion), Deadly Aim, Point Blank
Skills Ranks – Acrobatics 2 (-1 in armor), Appraise 1, Bluff -2, Climb (+8, +5 in armor), Craft (N/A), Diplomacy -2, Disable Device (N/A), Disguise -2, Escape Artist 2 (-1 in armor), Fly 2 (-1 in armor), Heal (0), Handle Animal -2, Intimidate (+3), Knowledge [dungeoneering] (+6), Knowledge [Engineering] (+6), Linguistics –, Perception (+6), Ride 6 (3 in armor), Sense Motive 3, Sleight of Hand - , Spellcraft, Stealth +8 (+5 in armor), Survival +9, Swim 8 (5 in armor), UMD -
Equipment - Weapons, +1 Breastplate, Cure Light wounds (5), endure elements (1), Potion of enlarge person (2), Fly Potion (2) 44 gp worth of goods. Cold Iron Dagger, Silver Dagger, Ioun Torch, Ring of Protection, Handy Haversack.

Adding point blank to qualify for later feats, so no much added in that department. All martial classes get extra attacks, so no big change there.

Had 5,500 to spend. 2000 went to a handy haversack (I almost got it last level...) which is, well, handy. Another 2000 went to a ring of protection. The last 1500 I threw at a few fly potions because they are useful and, well, I didn't put much thought into it and why not (I'd be open to suggestions, but 500 out of context of campaign just wasn't holding my digging through the rulebook attention.

Looking at using a feat to a couple traits next level to bump skills, as making a couple skills into class skills could be a major bump to two areas. But also open to suggestions. Also, I can wear heavy armor with full movement next level, so I will be looking at that as well.

Liberty's Edge

For SnG (and because I can't sleep) I'm going to do a Dwarf Monk Build as well.

Spoiler:

================================================
1sh Level Dwarf Monk
==================================================
Init +3; Perception +7
Hp: 10 (8 + 2 Con)
AC: 15, touch 15, flat 13 (+3 Wis, +1 dex +1 Dodge)
Fort +4, Ref +3, Will +5 (all +4 against spells or spell like abilities)
==================================================
Speed 20 ft. (30 ft.)
Melee: Unarmed +3 (1d6+3), Flurry +2/+2 (1d6+3)
Ranged: Shuriken +1 (1d2+3), Flurry +0/+0 (1d2+3)

==================================================
Str 16, Dex 13, Con 14(12+2), Int 10, Wis 16 (14+2) Cha 8 (10-2)
BAB +0, CMB +5, CMD 17
Traits - +2 Initiative, Wisdom in the flesh (Steath
Feats - Steal Soul, Dodge
Special abilities: Stunning fist (DC 14)
Skills Ranks – Acrobatics 1, Appraise 0, Bluff -1, Climb 3 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal (0), Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception (+7), Ride 1, Sense Motive 7, Sleight of Hand - , Spellcraft, Stealth +7 , Survival +3, Swim 3 , UMD -
Equipment - shuriken (20), Kama, 29 gp misc goods

A lot of this build is about saves. He will have ridiculous saves. At this level he will lag a bit behind a straight melee, although starting with TWF and Stunning fist isn't bad.

He is also going to be very stealthy thanks to no armor and wisdom in the flesh adding his Wisdom bonus to stealth, rather than his dex. And adding darkvision to this won't hurt. Not to mention never wearing armor so no Armor Check Penalties.

Liberty's Edge

Level 2 Dwarf Monk. I will probably take him up to level 6 with the Fighter before advancing both.

Spoiler:

================================================
2nd Level Dwarf Monk
================================================== 
Init +3; Perception +7 
Hp: 16.5 (8 + 2 Con + 6.5) 
AC: 15, touch 15, flat 13 (+3 Wis, +1 dex +1 Dodge) 
Fort +4, Ref +3, Will +5 (all +4 against spells or spell like abilities) 
================================================== 
Speed 20 ft. (30 ft.)
Melee: Masterwork (2) Kama +5 (1d6+3) Unarmed +4 (1d6+3), Flurry (Kama) +4/+4 (1d6+3)
Ranged: Shruken +2 (1d2+3), Flurry +1/+1 (1d2+3)

==================================================
Str 16, Dex 13, Con 14(12+2), Int 10, Wis 16 (14+2) Cha 8 (10-2)
BAB +1, CMB +4, CMD 16
Traits - +2 Initiative, Wisdom in the flesh (Steath)
Feats - Steel Soul, Dodge, Deflect Arrows
Special abilities: Stunning fist (DC 14) 
Skills Ranks – Acrobatics 1, Appraise 0, Bluff -1, Climb 3 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal (0), Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception (+7), Ride 1, Sense Motive 7, Sleight of Hand - , Spellcraft, Stealth +7 , Survival +3, Swim 3 , UMD - 
Skills Ranks – Acrobatics 5, Appraise 0, Bluff -1, Climb 7 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal (0), Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception +8, Ride 1, Sense Motive 7, Sleight of Hand - , Spellcraft, Stealth +8 , Survival +3, Swim 3 , UMD -
Equipment - shuriken (20), 29 gp misc goods, Enlarge Potion (2) Cure light (2)

Picked up a couple masterwork kama to flurry with, which helps my attack bonus. Also picked up a couple enlarge and cure light potions.

Saves continue to be ridiculous, and now I can deflect a ranged attack every round. I threw more points into skills I am trained in, so that is rounding out nicely, particularly when you consider no armor check penalties. The high steath and perception, combined with darkvision will make a deadly cave or night stalker.

AC is lower than I would like, but that will resolve shortly and I have a good amount of hit points.

As always, let me know if any errors or if you have any comments.

Liberty's Edge

Dwarf Monk level 3

Spoiler:

================================================ 
3rd Level Dwarf Monk 
==================================================  
Init +3; Perception +9  
Hp: 23 (8 + 2 Con + 6.5)  
AC: 16, touch 15, flat 13 (+3 Wis, +1 dex +1 Dodge, +1 Bracer)  
Fort +4, Ref +3, Will +5 (all +4 against spells or spell like abilities)  (+2 vs Enchantments)
==================================================  
Speed 30 ft.
Melee: Masterwork (2) Kama +6 (1d6+3) Unarmed +4 (1d6+3), Flurry (Kama) +4/+4 (1d6+3) 
Ranged: Shruken +2 (1d2+3), Flurry +1/+1 (1d2+3)
================================================== 
Str 16, Dex 13, Con 14(12+2), Int 10, Wis 16 (14+2) Cha 8 (10-2) 
BAB +1, CMB +4, CMD 16 
Traits - +2 Initiative, Wisdom in the flesh (Steath) 
Feats - Steel Soul, Dodge, Deflect Arrows, Power Attack
Special abilities: Stunning fist (DC 14)  
Skills Ranks – Acrobatics 6, Appraise 0, Bluff -1, Climb 8 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal (0), Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception (+7), Ride 1, Sense Motive 7, Sleight of Hand - , Spellcraft, Stealth +7 , Survival +3, Swim 3 , UMD -  
Skills Ranks – Acrobatics 5, Appraise 0, Bluff -1, Climb 7 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal 3, Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception +9, Ride 1, Sense Motive 8, Sleight of Hand - , Spellcraft, Stealth +9 , Survival +3, Swim 7 , UMD - 
Equipment - shuriken (20), 29 gp misc goods, Enlarge Potion (2), Cure light (2) , Mage Armor potion (2) +1 Bracers of Armor, Cold Iron Kama, Silver Kama.

Taking Power attack, because more damage is your friend. Bracers of armor for 1000 gp get me up to 16 AC, not great but it will be 18 next level and I have some mage armor potions, so I can live with that.
The last 1000 I'm going to float a bit on. I picked up a few misc useful items (ioun torch, silver and cold iron weapons) and some consumables, but honestly at this level I'm usually saving for ability boosting items. I could pick up a cloak of resistance, but I really don't need it.


.


ciretose wrote:

Since I think there was a lot of good coming out of the build discussion in the thread that was locked, I’m going to try and restart it over here with links to some of the builds.

Feel free to post your own builds, or comments on the ones posted. At the very least this will give us all an NPC database to pull from.

Here is a ranger I was toying with tossing into the ring. I haven't done out his gear at all, and it seems I'm unlikely to have the time, so I figured I'd give you the idea with the framework instead:

Gutboy Barrelhouse:

Gutboy Barrelhouse
Human

STR 18 (16+2race) <level bumps here>
INT 07
WIS 13
DEX 14
CON 14
CHA 07

Traits: Blade of Mercy, Dominator (if not Armor expert, depends when you want to tap traps)
Favored Class: Ranger (into +hps)

175gp
Level 1: Ranger1 (Trapper, Infiltrator)
Favored Enemy: Dragons
Feats: Enforcer, Intimidating Prowess
Skills: Perception +5 (1 rank), Disable Device +6 (1 rank), Intimidate +6 (1 rank), Survival +5 (1 rank), Handle Animal +2 (1 rank)
Bonuses: +1 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons, +2 demoralize

+1000
Level 2: Ranger2
Combat Style (Two-handed weapon): Power Attack
Skills: Perception +6 (2 ranks), Disable Device +7 (2 ranks), Intimidate +7 (2 ranks), Survival +6 (2 ranks), Handle Animal +2 (1 rank), Linguistics -1 (1 rank, CC| Sphinx),
Bonuses: +1 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons, +2 demoralize

+2000
Level 3: Ranger3
Infiltration: Lunge 30min/day
Endurance
Iron Will
Skills: Perception +7 (3 ranks), Disable Device +8 (3 ranks), Intimidate +8 (3 ranks), Survival +7 (3 ranks), Handle Animal +2 (1 rank), Linguistics -1 (1 rank, CC| Sphinx), Know: History -1 (1 rank, CC)
Bonuses: +1 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons, +2 demoralize

+3000
Level 4: Ranger4
Nature’s Bond: Animal Companion (Big Cat)
Skills: Perception +8 (4 ranks), Disable Device +9 (4 ranks), Intimidate +9 (4 ranks), Survival +8 (4 ranks), Handle Animal +2 (1 rank), Linguistics -1 (1 rank, CC| Sphinx), Know: History -1 (1 rank, CC), Know: Religion -1 (1 rank, CC)
Bonuses: +2 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons, +2 demoralize

+4500
Level 5: Ranger5
Favored Enemy: Evil Outsider +4, Giant +2
Trap: Snare, Sleet (3/day, DC ½ ranger level+WIS, duration level hrs/days)
Feat: Boon Companion
Skills: Perception +9 (5 ranks), Disable Device +10 (5 ranks), Intimidate +10 (5 ranks), Survival +9 (5 ranks), Handle Animal +2 (1 rank), Linguistics -1 (1 rank, CC| Sphinx), Know: History -1 (1 rank, CC), Know: Religion -1 (1 rank, CC), Know: Engineering -1 (1 rank, CC)
Bonuses: +2 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2/4 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons/Evil Outsiders, +2 demoralize

+5500 (-1000)
Level 6: Living Monolith1
Ka Stone 3/day
Skills: Perception +10 (6 ranks), Disable Device +11 (6 ranks), Intimidate +10 (5 ranks), Survival +9 (5 ranks), Handle Animal +2 (1 rank), Linguistics +2 (1 rank| Sphinx), Know: History +2 (1 rank), Know: Religion +2 (1 rank), Know: Engineering +2 (1 rank)
Bonuses: +2 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2/4 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons/Evil Outsiders, +2 demoralize

+7500
Level 7: Ranger6/LM1
Combat Style: Great Cleave
Feat: Combat Reflexes
Skills: Perception +11 (7 ranks), Disable Device +12 (7 ranks), Intimidate +12 (7 ranks), Survival +10 (6 ranks), Handle Animal +2 (1 rank), Linguistics +2 (1 rank| Sphinx), Know: History +2 (1 rank), Know: Religion +2 (1 rank), Know: Engineering +2 (1 rank)
Bonuses/Adjustments: +3 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2/4 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons/Evil Outsiders, +2 demoralize

+9500
Level 8: Ranger7/LM1
Woodland Stride
Skills: Perception +12 (8 ranks), Disable Device +13 (8 ranks), Intimidate +14 (8 ranks), Survival +12 (8 ranks), Handle Animal +2 (1 rank), Linguistics +2 (1 rank| Sphinx), Know: History +2 (1 rank), Know: Religion +2 (1 rank), Know: Engineering +2 (1 rank)
Bonuses/Adjustments: +3 tracking, perception vs traps & disable checks (+½ ranger level min 1), +2/4 Bluff, Knowledge, Perception, Sense Motive and Survival vs Dragons/Evil Outsiders, +2 demoralize

He handles trapfinding and removing for the party. At some point he will pick up/further enchant a headband for +2 INT and pick up full ranks in Stealth for when Camo/Hide in plain sight come on line.

He takes full advantage of getting feats earlier than the fighter in order to shine in the fighter's role. At 9th he'll probably finally pick up the teamwork feat: Look Out which he will share with at the very least his big cat animal companion, if not the party wizard (if such is for example a diviner).

His first pair of feats let him demoralize enemies with a gusto, and his raw non-lethal damage will be on par with Ciretose's fighter (actually slightly exceeding it as I would go with a two-handed sword). The low levels might have him also using a reach weapon, as he's not locked into one weapon type.

Anyway, have fun with him. He's not as much the traditional ranger as he is a front-liner made from mostly Ranger parts. The ranger's larger number of skills let's me lower the INT there by 6 creation points which will handle the WILL trait and Toughness feat that Ciretose felt the need to choose.

Speaking of traits I wasn't sure whether the +2 demoralize was better than the -1 ACP. Personally I think I would go with the later, but the former looks a bit nicer earlier on.

His later favored enemies will be Human and Undead always adding to Evil Outsiders. His Adaptations will include Lightning Reflexes, Skill Focus: Intimidate and Skill Focus: Stealth. Each should prove useful from time to time.

Basically I see the feat game between the Ranger and the Fighter as first: the Fighter picks up the Weapon Focus/Spec lines over the ranger. That takes you through to level 16, otherwise the ranger bonus feats at least make up for the others. Meanwhile the infiltrator archetype has me picking up 4 feats, which even if I value as 3 or so balance out the remainder of the fighter bonus feats.

At the end, except baring evil outsiders where they will break even the fighter will have a solid full hit over the ranger in terms of damage. The damage driven animal companion should be able to mitigate this at many levels, and in the lower levels exceed it.

-James
PS: Oh yeah, you'll notice I did dip into a PrC, but that would be what I would do with such a PC so I did.

Liberty's Edge

Level 4 Dwarf Monk

Spoiler:

================================================
4th Level Dwarf Monk
==================================================
Init +3; Perception +10
Hp: 29.5 (8 + 2 Con + 6.5)
AC: 18, touch 17, flat 15 (+3 Wis,+1 Monk +2 dex +1 Dodge, +1 Bracer)
Fort +5, Ref +5, Will +6 (all +4 against spells or spell like abilities) (+2 vs Enchantments)
==================================================
Speed 30 ft.
Melee: Masterwork (2) Kama +7 (1d6+3) Unarmed +6 (1d8+3), Flurry (Kama) +6/+6 (1d6+3)
Ranged: Shruiken +6 (1d2+3), Flurry +5/+5 (1d2+3)
==================================================
Str 16, Dex 14, Con 14(12+2), Int 10, Wis 16 (14+2) Cha 8 (10-2)
BAB +3, CMB +7, CMD 20
Traits - +2 Initiative, Wisdom in the flesh (Steath)
Feats - Steel Soul, Dodge, Deflect Arrows, Power Attack
Special abilities: Stunning fist (DC 15), Quiggong (barkskin)
Skills Ranks – Acrobatics 7, Appraise 0, Bluff -1, Climb 8 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal (0), Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception (+7), Ride 1, Sense Motive 7, Sleight of Hand - , Spellcraft, Stealth +7 , Survival +3, Swim 3 , UMD -
Skills Ranks – Acrobatics 5, Appraise 0, Bluff -1, Climb 7 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal 3, Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception +10, Ride 1, Sense Motive 10, Sleight of Hand - , Spellcraft, Stealth +10 , Survival +4, Swim 7 , UMD -
Equipment - shuriken (20), 29 gp misc goods, Enlarge Potion (4), Cure light (4) , Mage Armor potion (2), Bulls Strength (2) +1 Bracers of Armor, Cold Iron Kama, Silver Kama.

The monk really comes into his own this level. AC is normally 18, which is solid. Barkskin that up to 20 for 40 minutes and if you really need it, ki point up to 24.

Damage bumps up to 1d8, and unarmed is magic for the purposes of overcoming damage reduction. And the ki pool is really a game changer at this level. In addition, my skills stealth and perception are really solid, particularly for this well.

I'm picking up a handy haversack because I have the gold and not much else to spend it on (in real play I would be saving for ability bonus items) so I will just grab a few potions.

Liberty's Edge

james maissen wrote:
ciretose wrote:

Since I think there was a lot of good coming out of the build discussion in the thread that was locked, I’m going to try and restart it over here with links to some of the builds.

Feel free to post your own builds, or comments on the ones posted. At the very least this will give us all an NPC database to pull from.

Here is a ranger I was toying with tossing into the ring. I haven't done out his gear at all, and it seems I'm unlikely to have the time, so I figured I'd give you the idea with the framework instead:

** spoiler omitted **...

It's hard to see without building it out, but I suspect that big cat is going to eat into your WBL if you want to keep him viable. And in reality, you really only have one more skill point per level, although you have more and better class skills. And some of that is negated by the Armor check penalties.

It's hard to tell unless it is a full build, and I understand the investment into a full build is a lot of time, so this isn't a criticism.

Unlike others, I don't think your declining to do a full build was an effort to hide some of the machinations.

But I do think if you build it out and devote the resources to the Animal Companion that you need to make them useful, you find there is less to make the Ranger useful and they begin to lag.

At least this has been my experience. I hope someone does a full build out to show otherwise.


ciretose wrote:


It's hard to see without building it out, but I suspect that big cat is going to eat into your WBL if you want to keep him viable. And in reality, you really only have one more skill point per level, although you have more and better class skills. And some of that is negated by the Armor check penalties.

The companion certainly will get a little support, but just like managing consumables (or buying big ticket items in RL) this can be managed well or badly mismanaged. And its far easier to do the later than the former.

Beyond that, I tend to (outside of organized play where one cannot) encourage party communal funds. The tank would put forward money towards a (full) wand of clw, as wound everyone else. They might also do the same for a (full) wand of enlarge person, depending on the nature of the campaign and how often the party wizard was able to spend the 1 round action to activate it (i.e. how many combats per day, need for the wizard's main memorized spells, etc). When the animal companion comes online at 5th (via boon companion) it would be helping to block and tank. This would be supported by the party, just as your fighter's full plate would have been pooled together for, etc.

As to skill comparisons, yes this ranger with the 7INT doesn't have (much) of a skill advantage over your fighter with the 12INT. But that should be speaking to you. The ranger delivers a decent and invested spotter, trap removal and an impressive demoralizing ability. All the skills are 'working' so to speak.

ciretose wrote:


It's hard to tell unless it is a full build, and I understand the investment into a full build is a lot of time, so this isn't a criticism.

Again, I'm sorry I had meant to but I simply don't have the time to do it right. I would have posted this even earlier on the prior thread but for wanting to find time to do out the gear. I just wasn't able to find enough of it to do a proper enough job of it.

I think that the build has some interesting features to it that capitalize on the ranger class strengths. One of which is the combat style bonus feats do not require unwanted pre-reqs. Another is swapping out favored terrain for adaptations. This lets this ranger have lunge at 3rd level (for at least 3 fights in a day, more if they are not spread out). At high levels this will let him dictate where he can hide in plain sight/camo for moderate periods of time to make those abilities more on demand than situational. While in the long run it might be a wash, in terms of player feeling this will feel stronger.

Anyway, sorry I couldn't carve out the time for the gear on him. My choices were not posting at all, doing a hash job of it, or posting without the gear. The last seemed the best choice.

Happy gaming,

James

Liberty's Edge

Again, no criticism. You definitely added positively to the conversation.


Yes James, thanks for posting the ranger. I found it an interesting read.

Liberty's Edge

Have not forgotten and I plan to add more to both the Dwarf and Monk, but life got in the way.

Others should feel free to add their own builds, or post counter builds.

Liberty's Edge

Sorry for the delay. Here is the 5th level monk, once I get to 6th on both I'll update both at the same time.

Spoiler:

================================================
5th Level Dwarf Monk
==================================================
Init +3; Perception +11
Hp: 36 (8 + 2 Con + 6.5 X5)
AC: 18, touch 17, flat 15 (+3 Wis,+1 Monk +2 dex +1 Dodge, +1 Bracer)
Fort +5, Ref +5, Will +6 (all +4 against spells or spell like abilities) (+2 vs Enchantments)
==================================================
Speed 30 ft.
Melee: Masterwork (2) Kama +8 (1d6+4) Unarmed +7 (1d8+4), Flurry (Kama) +8/+8 (1d6+4) (-1 +2 for power attacks)
Ranged: Shruiken +6 (1d2+4), Flurry +7/+7 (1d2+4)
==================================================
Str 18, Dex 14, Con 14(12+2), Int 10, Wis 16 (14+2) Cha 8 (10-2)
BAB +3, CMB +7, CMD 20
Traits - +2 Initiative, Wisdom in the flesh (Steath)
Feats - Steel Soul, Dodge, Deflect Arrows, Power Attack
Special abilities: Stunning fist (DC 15), Quiggong (barkskin), Purity of body (immune to all diseases)
Skills Ranks – Acrobatics 8, Appraise 0, Bluff -1, Climb 9 , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist 1 , Fly 1 , Heal (0), Handle Animal -2, Intimidate -1 Knowledge [History] (+4), Knowledge [Religion] (+4), Linguistics –, Perception (+11), Ride 1, Sense Motive 11, Sleight of Hand - , Spellcraft, Stealth +9 , Survival +4, Swim 7, UMD -

Equipment - shuriken (20), 29 gp misc goods, Enlarge Potion (4), Fly Potion, Cure light (4) , Mage Armor potion (2), Bulls Strength (2) +1 Bracers of Armor, Cold Iron Kama, Silver Kama.

So now I am immune to all diseases, which is nice. I add my monk level to jump checks, and can basically take 20 as a swift action on a jump check. I could swap that for a quiggong (True strike with stunning fist would be nice for example) or also get slow fall back through Quinggong, but I'll just keep the jumping.

Flurry is now the same as my base attack, and pretty much all my gold is going to a belt of giant strength (and a fly potion). For feats, I pick up power attack here to get me a little more damage against lower AC enemies. Particularly since I don't have an off hand.

My stealth is strong, and my perception and sense motive are outstanding for my level. I've got some options with my bonus feat next level to play with for maneuvers if I want. Like most monks, I'm best suited to a sneaky party rather than a frontal assault kind of party. And of course, my saves are still ridiculous against magic.


Weird, I never saw this thread. I'll post some builds when I get a chance. I'm probably going to have each on be more thematic than optimized to the gills. I like playing characters with personality. Sometimes that means I won't make the most optimized choice. I will make the most fun choice.


1 person marked this as a favorite.

Hmm mind if i throw my hat into the ring with a fighter build based on an obscure weapon? :)

Spoiler:
========================================================================
1st Level Human Fighter
==================================================
Init +4; Perception +2
Hp: 12 (1d10+2 +1 con +1 favoured)
AC: 17, touch 12, flat 15 (+5 armor, +2 dex)
Fort +3, Ref +2, Will +2
==================================================
Speed 30 ft.
Melee: Boarding Gaff +4 (1d6+4)or +4 Armor Spike (1d6+3)
Full Attack: Boarding Gaff +2/+2 (1d6+3/1d6+1)
Ranged: Sling +3 (1d3+2, rocks)
==================================================
Str 16, Dex 15, Con 12, Int 13, Wis 12, Cha 7
BAB +1, CMB +4, CMD 16
Traits - +2 Initiative, +1 Will save
Feats - Exotic Weapon Boarding Gaff Combat Reflexes Two Weapon Fighting.
Skills - 4
Equipment - Weapons, Scale Mail w Armor Spikes 67 gp worth of goods

The basic idea is too at low levels AoO trip opponents then hit them twice before stepping back cheesey i know but it is an experiment.


Tower shield specialist:
20th level Human Fighter (Tower shield specialist)

Str:28
Dex: 20
Con:20
Int:10
Wis:20
Cha:7
HP: 20d10 + 100=220

Defensive:

AC: 52 (10+14 Armor, +9 Shield, + 2 Shield Focus & Greater Shield Focus, +5 Dex, +1 Dodge +5 deflection +5 natural +1 insight)

Touch AC: 31
DR 5/-
CMD: 47 ( 57 against Trip, Grapple, Dirty trick, Bull rush,( Human favored class bonus))

Spd: 40 ft
Fort: +12+5+5= +22
Ref: +6+5+5+2= +18(+23 against burst + improved evasion)
Will: +6+5+5+2= +18(+ reroll 1/day)

Ofensive: +5 adamantine keen Scimitar of speed : +36 (1d6+16 15-20/x2) or +30 (1d6+28 15-20/x2)

He an take a -5 to use Dazzing assault.

CMB: 29 (or 34 if using the scimitar)

Feats: Weapon Focus (Scimitar), Weapon Specialization(Scimitar), Dodge, Shield Focus, Greater Shield Focus, Iron Will, Power attack, Intimidating prowess, lighting reflex, toughness, critical focus, Improved iron will, Cornugon smash, Staggering critical, Stand still, Critial mastery, G.weapon focus(scimitar), Sickening critical, Stunning critical, Penetrating strike, Antagonize, Skill focus (intimidate).

Traits: Armor expert, Defender of the society.

Fighter Abilities: Bonus Feats, Tower Shield Training, Tower Shield Specialist, Burst Barrier, inmediate repositioning, Tower shield evasion, Armor mastery.

Skills:
Perception: (20 + 5+4) = +29
Climb: (5+ 6 + 3) = +14
Survival: (5+ 3 + 2) = +10
Swim: 10….
Intimidate: (20+6-3+9+3) = +35

Gear: +5 Mitrhil Full Plate ghost touch(64K), +5 darkwood of fortification(heavy) Tower Shield (110 K), +5 adamantine keen Scimitar of speed (162 K), Belt of Physical Perfection +6 (144K), Boots of Striding and Springing (5,5K) , Cloak of resitance +5 (25K), Ring of pretection +5 (50K), Amulet of natural armor +5 (50K), Ring of spell turning (144 K), wing of flying (54K), Headband of wisdom +6 (36 K), Ioun tone (dark blue rhomboid)(alertness) (10 K), Ioun stone rose prim (5 K), Ioun stone rose prim (cracked) (0,5 K), Scabbard of Stanching (5 K), Goggle of night (12 K)

Total 880K

Liberty's Edge

Bertious wrote:

Hmm mind if i throw my hat into the ring with a fighter build based on an obscure weapon? :)

** spoiler omitted **

The basic idea is too at low levels AoO trip opponents then hit them twice before stepping back cheesey i know but it is an experiment.

All are welcome. The more the merrier. Free NPC's for all :)


level 6 orc fighter/barbarian!!!
unbreakable fighter(favored)/invulnerable rager

hide:

20 point buy

18 str
10 dex
16 con
7 int
12 wis
5 cha

hp 65 (83 raging) death at -26(-32 when raging)

fort 9 (12 when raging) + reroll
reflex 1 (oh well)
will 4 (6 when raging) + reroll at 7th

level 1: fighter
endurence, diehard, toughness

level 2: fighter
tenacious survivor

level 3: barbarian
rageing vitality

level 4: fighter

level 5: fighter
power attack, iron will, heroic recovery

level 6: fighter

now wit dis orc you dont wear no armor, just a armor'd kilt and your bare chest!!! and even when you think 'es dead, you just get dat whimpy cleric to heal yaz and get you back into da fight!! dem wimpy spell castaz is scared of ya wit your awesome will save, and fort save HAHA!!

dis guy iz da biggest and he dont take no guff from the whimpy GITZ!!

Liberty's Edge

Orc Boyz wrote:

level 6 orc fighter/barbarian!!!

unbreakable fighter(favored)/invulnerable rager

** spoiler omitted **

now wit dis orc you dont wear no armor, just a armor'd kilt and your bare chest!!! and even when you think 'es dead, you just get dat whimpy cleric to heal yaz and get you back into da fight!! dem wimpy spell castaz is scared of ya wit your awesome will save, and fort save HAHA!!

dis guy iz da biggest and he dont take no guff from the whimpy GITZ!!

Can you add some more meat to the build (skills, AC, equipment, etc...)


I missed this thread when it was first made. I had sent some messages out to some of the faces in the orignal locked thread with some observations for the posted builds. Since this thread exists, I'll toss it out (very, very belatedly).

Spoiler:

I think that the direct combat capabilities of the various builds have been discussed already, and I think that those discussions are probably taking up too much focus. In fact, we have it in writing by most, if not all, parties that the fighter is Pretty Darn Good at Hitting It In The Face With An Axe. I think we can probably go ahead and give the class a 100% A+ in that. I want to think about something else for a bit.

Some of these tests seem easy and generally relevant. For example,
Vs equal CR traps

Skipping to CR 2 because I didn’t find full Level 1 for all builds while I was pulling this out of the thread

CR 2 (Bull Rush Statues):

Rufus: 15% chance to notice the trap, meaning he’s likely to walk into it. Rufus’ CMD is high enough that there’s only a 15% chance of falling into the pit (succeeding by 10, 11, or 12), but odds are good that he will be either pushed back or fall at this level. It might take a try or two, but Rufus would probably bypass this trap by sheer perseverance. I think Ciretose mentioned getting a few potions of enlarge in a later post. I think that raises CMD by 1 or 2 points after mods are applied and would help.

Eleoya: 35% chance to notice the trap, also likely to walk into it, but better. Eleoya’s CMD of 18 means that there’s only a 10% chance of falling. Same solution as Rufus could work with slightly lower risk (with the added benefit of using a potion of enlarge if needed).

Alexander: Alexander cannot notice the trap. He’s far too trusting. His CMD is the same as Rufus’. We see the same choices.

Spruce: Spruce notices the trap on a 12+ and has a decent chance of realizing that something is up. He’s nimble enough to try to dodge through it, but possibly noticing the trap gives him the opportunity to find another solution.

Turret: Turret notices on a 16+ and is likely to walk into it. His relatively low CMD means that he’s got a fair chance of being knocked into the pit and taking 14 (4d6) damage from the fall.

For the Bull Rush Trap, I rate Spruce as a pass. Eleoya, Rufus, and Alexander (in that order) squeeze through, and Turret stands a good chance (IMO) of having to burn at least one of his potions to continue.

CR2 (1000 Arrow Pillar)

Rufus: 10% chance to notice. Most probable outcome is to trigger the trap and take 2.5 attacks at +10 (hits on 8+) then step out and see if it resets. I think that works out to about 8 average non-lethal damage. If it’s against flat-footed AC, then the average damage isn’t really any higher (8.2 vs 7.5).

Eleoya: 35% chance to notice the trap, also likely to walk into it, but better. Most likely, Eleoya is advancing with the longspear readied (given previous discussion that seems likely), so an 18 AC. Probably the same exact result as Rufus. That does represent a higher proportion of Eleoya’s total hp however.

Alexander: Alexander cannot notice the trap. Guessing that the ranseur is his favored walk-down-dark-halls weapon. As such, he’s going to be in exactly the same situation as Eleoya.

Spruce: Spruce notices the trap on a 12+ and has a decent chance of realizing that something is up. If he doesn’t notice, his average damage taken is a bit lower (6.3), but his riding dog is probably down for the count (>9 avg damage, I think). If he does realize, he, of course, can look for alternatives.

Turret: Turret notices on a 16+ and is likely to walk into it. At this point, his tankly nature comes to the fore and he tries to laugh off the attack (about 5 avg damage).

Spruce wins the Pillar of 1000 Arrows contest as well, with the highest chance to figure out that something is wonky. Even if he does not notice, his relatively high AC and small size will help protect him. Turret, I think, comes in second here. He can set off the trap and wait it out with the lowest relative risk. Alexander is really not very good with traps at this level. He seems to feel like his deity will protect him or something.

As far as it goes, I think we can conclude at this level that the martial classes are reliant on build vs traps. Many builds will have lesser chances to deal with them.

--

I was unsure if I wanted to continue this exercise, but I figured it wouldn't hurt to at least look at something else at CR2

Looking at the hazards on the pfsrd website, I find Purple Moss

With a DC 12 save-or-die (basically, if you're alone), it's pretty dangerous.

Rufus escapes the sleep effect on an 8+, as does Eleoya and Turret. Alexander laughs it off on a 5+. Spruce would be vulnerable on a 10+, but being an elf gets to thumb his nose at everyone else.

For this danger, Alexander comes out on top, followed by the trio of Rufus, Eleoya, and Turret, and Spruce gets a bye (well, he really wins, I guess). :)

Looking around, let's say we'll encounter a room full of small piercers next. At 1/4 CR, I think it takes something like 4 of them to make a full CR 1 encounter, but that's not a big deal unless multiples of them can attack at once. I didn't research it that much so I'm not sure. I'll take the option of using a bigger one and make it CR 1 even though that's less believable.

Anyway, piercer in a natural cavern with, say, 20' ceilings. DC to notice it as a piercer is 20+distance, I think, so 21..is that right?

We go back to perception being the most important skill ever written

Rufus notices the piercer on a 19+, and is likely to be surprised. He gets his reflex save (DC 15, +2), and only succeeds on a 13+. Average damage from a piercer attack is 4.2.

Eleoya notices on a 15+ and is also likely to be surprised. However, she passes her reflex save on a 10+ and only take 3.15 average damage.

Alexander just doesn't notice. His deity is epic, however, and he passes the save on a 9+ and only takes 2.8 avg damage.

Spruce once again shows that if you notice it, it's less dangerous, and sees the piercer on a 13+. That's still not good enough for me to say that he avoids it, but he could, and it's far more likely than most. If he doesn't see the piercer, though, he only passes on a 12+ and his lower hit point total means that the 3.85 average damage might stand out more.

Turret notices on a 17+, probably falling prey. His reflex save is nice, however, and he passes on 11+ with a mere 3.5 avg damage.

For this challenge, I'd rate Alexander, Eleoya, Turret, Spruce, and then Rufus based on damage taken. Spruce and Turret could switch places in my mind if the player had a history of rolling well :)

RPG Superstar Season 9 Top 16

I attempted to make a similar thread, though it gathered no steam. Here are the builds I posted.

Barbarian:
Fiend of Terror Via Greater Fiend Totem, make adjacent non-evil opponents shakened without needing a check, and use Shatter Defenses to attack their flat-footed AC (20PB, lvl10)

Monk:
The Flash Gotta go fast (25PB, lvl10)

Ranger:
Critfisher Use Butterfly Sting, TWF, and high crit range to pass crits to allies frequently (20PB, lvl6)


So, I have some ideas for potentially fun builds, but I wanted to ask: What are the rules for these builds?


Ganny wrote:
So, I have some ideas for potentially fun builds, but I wanted to ask: What are the rules for these builds?

The original idea was to compare other martial classes with the fighter but i doubt there are such things as rules.


For the comparison i belive they are all 15 point buy and possibly PFS legal althought i'm not too certain about the last part.

Liberty's Edge

Ganny wrote:
So, I have some ideas for potentially fun builds, but I wanted to ask: What are the rules for these builds?

What Bertious said, although feel free to post 20 pt builds as well, just identify them as such.

PFS legal as the max is really what we are looking for I think, if you want less points to challenge I think we were all doing 15 point builds.


Here is one I've started work on. He isn't geared. He uses the elite array.

HWESTA

Spoiler:
Male Elf Fighter (Cad) 5
CN Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 10. . (+4 Dex, +2 dodge)
hp 34 (5d10)
Fort +4, Ref +5, Will +0
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 10, Int 15, Wis 8, Cha 10
Base Atk +5; CMB +7 (+10 Tricking+8 Disarming+8 Stealing); CMD 23 (26 vs. Dirty Trick24 vs. Disarm24 vs. Steal)
Feats Acrobatic Steps, Catch Off-Guard, Combat Expertise +/-2, Disposable Weapon, Elven Weapon Proficiencies, Improved Dirty Trick, Nimble Moves, Throw Anything
Traits Improvisational Equipment, Reactionary
Skills Acrobatics +10, Bluff +7, Escape Artist +10, Intimidate +7, Perception +6, Sleight of Hand +10, Stealth +10
Languages Common, Elven, Gnome, Orc
SQ Elven Magic, Payback +1 (Ex)

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Disposable Weapon Break a fragile weapon to confirm a critical hit
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Improved Dirty Trick Dirty Trick at +2, without an attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Payback +1 (Ex) +1 to hit and damage any creature that has attacked the cad since the beginning of his last turn.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Hwesta is a bit of a trouble maker. His parents were killed in a fire when he was still young (for an elf anyway). He has never been considered mentally stable. He made friends with a dwarf named Kor many years ago.

Hwesta and Kor drink, a lot. They spent many nights trying to drink each other under the table. Hwesta can't control his liquor at all. He tends to act more dwarven the more he drinks, getting boisterous and sometimes a little belligerent. The has gotten him into more fights than he can count. Kor doesn't always jump in to help either. Sometimes it's fun to watch to see what Hwesta is going to do.

They have gone on a few adventures but Hwesta prefers to be in the city. He likes being around people. They are much easier to fool than monsters. Of course, people tend to remember when they've been fooled so it's important to leave town once in a while too.

He doesn't fight fair. He tends to grab whatever is handy and hopes for the best. Sometimes that works, sometimes it leaves him with broken bones. Kor finds this very amusing. Elves are fragile. Kor does like trying to help his friend act more dwarven though. One day Hwesta could manage to get himself killed and he keeps a will with him asking that he be reincarnated, not raised, in hopes that he will come back as a dwarf.


Here is a cleric/fighter of Iomadae. He uses feats from SSG's 6 Spiritual Weapon Feats. It's normally only a buck but it's currently on sale for 50% off. If you are open to 3pp stuff, check it out.

Again, he isn't geared nor have his spells been chosen. I'll leave that to anyone who wants to add him to their campaign. I chose the name Wiker because I've always liked JD Wiker as a designer.

Wiker

Spoiler:

WIKER CR 19
Male Human Cleric 16 Fighter 4
LN Medium Humanoid (Human)
Init +6; Senses Perception +24
Aura Aura of Heroism (16 rounds/day)
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 127 (4d10+16d8+20)
Fort +14, Ref +8, Will +15
Defensive Abilities Bravery +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Spell-Like Abilities Touch of Glory (7/day)
Cleric Spells Known (CL 16, 18 melee touch, 18 ranged touch):
8 (2/day) Holy Aura (DC 22)
7 (3/day) Holy Sword
6 (3/day) Heroism, Greater (DC 20)
5 (4/day) Righteous Might (DC 19)
4 (5/day) Divine Power (DC 18)
3 (5/day) Heroism (DC 17)
2 (5/day) Aid, Spiritual Weapon (x5)
1 (5/day) Shield of Faith (DC 15)
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 10, Int 10, Wis 18, Cha 12
Base Atk +16; CMB +18; CMD 30
Feats Channeled Revival, Craft Magic Arms & Armor, Extend Spell, Improved Initiative, Large Spiritual Weapon, Spiritual Arcana, Spiritual Arsenal, Spiritual Sheath, Spiritual Specialization, Toughness +20, Two-Spirit Fighting, Two-weapon Fighting, Weapon Focus: Longsword, Weapon Specialization: Longsword
Skills Concentration: Cleric +20, Diplomacy +24, Heal +12, Knowledge (Religion) +17, Perception +24, Spellcraft +20
Languages Common
SQ Armor Training 1 (Ex), Aura (Ex), Battle/Wrath Variant Channeling (±4 Sacred), Cleric Channel Positive Energy 8d6 (4/day) (DC 21) (Su), Cleric Domain: Heroism, Cleric Domain: Tactics, Seize the Initiative (7/day) (Su), Spontaneous Casting, Weapon Master (16 rounds/day) (Su)

--------------------
TRACKED RESOURCES
--------------------
Aura of Heroism (16 rounds/day) (Su) - 0/16
Cleric Channel Positive Energy 8d6 (4/day) (DC 21) (Su) - 0/4
Seize the Initiative (7/day) (Su) - 0/7
Touch of Glory (7/day) (Sp) - 0/7
Weapon Master (16 rounds/day) (Su) - 0/16
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Heroism (16 rounds/day) (Su) 30'r aura grants Heroism
Battle/Wrath Variant Channeling (±4 Sacred) Grants a bonus/penalty to damage and confirming criticals
Bravery +1 (Ex) +1 Will save vs. Fear
Channeled Revival May expend channel energy to cast breath of life
Cleric Channel Positive Energy 8d6 (4/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Heroism Associated Domain: Glory
Cleric Domain: Tactics Associated Domain: War
Extend Spell Spell duration lasts twice as normal. +1 Level.
Large Spiritual Weapon You can make your spiritual weapons larger.
Seize the Initiative (7/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Spiritual Arcana You can combine your knowledge of magic weapons with your ability to evoke a spiritweapon.
Spiritual Arsenal When you call upon the weapons of your god, they take the form you desire.
Spiritual Sheath You can put away a spiritual weapon, for use later.
Spiritual Specialization You can enforce your spiritual weapon spell with other aspects of your nature.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (7/day) (Sp) Grant +16 to a CHA-based skill or ability check.
Two-Spirit Fighting You can summon and direct twin spiritual weapons.
Weapon Master (16 rounds/day) (Su) Gain the temporary use of a combat feat.
--------------------
Wiker initially rose through the ranks through battlefield promotions. He quickly showed that he had a knack for combat and was able to lead his brothers and sisters to greater glory.

His favored spell is spiritual weapon and he has spent quite a bit of time learning more about it. Wiker knows more about spiritual weapons than anyone else in the church.

Wiker is a true leader for his church. He doesn't have many marketable skills beyond that but no one really wants him to do anything else. He's just that good at what he does.


These builds are interesting.

Zilvar, that was a decent breakdown and comparissons of some of the characters.


Alright, so I have had this idea ever since reading the Advanced Race Guide. I am not sure how PFS legal this build would be, so bear with me.
For those of you who remember AM BARBARIAN, I would like to introduce this 15 point build for his half-brother…AM DRAGONBORN!

3rd Level:
================================================
3rd Level Half-Orc Barbarian (Superstitious, Totem Warrior)
================================================
Race: Half-Orc (Kobold)
Init +4; Perception +7
Hp: 31 (12 + 6 + 13) (Average HP per level for Barb is 6.5, right?) (+6 HP when raging)
AC: 21 (7 from armor, 3 from shield (buckler), 1 from Dex, -2 when raging) (+1 during Surprise Rounds)
Fort +5, Ref +2, Will +3 (+5 when raging)
==================================================
Speed 30 ft.
Melee: (+6 (+8 when raging)) Masterwork Morningstar (1d8+2 (+4 when raging))
+5 (+7 when raging) Silver Scimitar (1d6+1 (+3 when raging)), Cold Iron Scimitar (1d6+2 (+4 when raging))
Claws: +7 attack, 1d6 + 4 damage, only when raging
Ranged: +4 Longbow (1d8)
==================================================
Str 14, Dex 13, Con 14(12+2), Int 12, Wis 12, Cha 8
BAB +3, CMB +5, CMD 16
Traits - +2 Initiative, Indomitable Faith (+1 on all Will Saves)
Feats – Racial Heritage (Kobold), Draconic Aspect (Red)
Special abilities: Rage (+4 Str/Con, -2 AC) 10 rounds/day, Lesser Beast Totem, Uncanny Dodge, Sixth Sense
Resistances: +5 Fire
Skills Ranks – Acrobatics (+5), Appraise 1, Bluff -1, Climb (+6) , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist -1, Fly -1 , Heal (0), Handle Animal -1, Intimidate 4, Knowledge [Nature] (+7), Knowledge [Religion] (+2), Linguistics –, Perception (+7), Ride 1, Sense Motive 1, Sleight of Hand - , Spellcraft -, Stealth +1 , Survival (+5), Swim (+4), UMD -
Equipment - Arrows (20), 100 gp misc goods, Cold Iron Scimitar, Silver Scimitar, Masterwork Morningstar, Longbow, potion of Cure Light Wounds, +1 Breastplate, +1 Heavy Steel Shield

4th Level:
================================================
4th Level Half-Orc Barbarian (Superstitious, Totem Warrior)
================================================
Race: Half-Orc (Kobold)
Init +4; Perception +8
Hp: 39.5 (12 + 8 + 19.5) (Average HP per level for Barb is 6.5, right?) (+8 HP when raging)
AC: 21 (7 from armor, 3 from shield (buckler), 1 from Dex, -2 when raging) (+1 during Surprise Rounds)
Fort +6, Ref +2, Will +3
+3 bonus to all saving throws while raging
==================================================
Speed 30 ft.
Melee: (+7 (+9 when raging)) +1 Morningstar (1d8+2 (+4 when raging))
+6 (+8 when raging) Silver Scimitar (1d6+1 (+3 when raging)), Cold Iron Scimitar (1d6+2 (+4 when raging))
Claws: +8 attack, 1d6 + 4 damage, only when raging
Ranged: +6 Masterwork Longbow (1d8)
==================================================
Str 14, Dex 13, Con 15(12+2), Int 12, Wis 12, Cha 8
BAB +4, CMB +6, CMD 17
Traits - +2 Initiative, Indomitable Faith (+1 on all Will Saves)
Feats – Racial Heritage (Kobold), Draconic Aspect (Red)
Special abilities: Rage (+4 Str/Con, -2 AC) 12 rounds/day, Lesser Beast Totem, Animal Fury (Gain a bite attack), Uncanny Dodge, Sixth Sense
Resistances: +5 Fire
Skills Ranks – Acrobatics (+6), Appraise 1, Bluff -1, Climb (+7) , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist -1, Fly -1, Heal 1, Handle Animal -1, Intimidate (+6), Knowledge [Nature] (+8), Knowledge [Religion] (+2), Knowledge [Planes] (+2), Linguistics –, Perception (+8), Ride 1, Sense Motive 1, Sleight of Hand - , Spellcraft -, Stealth +1 , Survival (+6), Swim (+5), UMD -
Equipment - Arrows (20), 500 gp misc goods/Coin, Cold Iron Scimitar, Silver Scimitar, +1 Morningstar, Masterwork Longbow, 3 potions of Cure Light wounds, +1 Heavy Steel Shield, +1 Breastplate

5th Level:
================================================
5th Level Half-Orc Barbarian (Superstitious, Totem Warrior)
================================================
Race: Half-Orc (Kobold)
Init +4; Perception +9
Hp: 53 (12 + 15 + 26) (Average HP per level for Barb is 6.5, right?) (+10 HP when raging)
AC: 21 (7 from armor, 3 from shield (buckler), 1 from Dex, -2 when raging) (+1 during Surprise Rounds)
Fort +6, Ref +2, Will +3
+3 to all Saving Throws while Raging
+2 to saving throws vs Sleep and Paralysis Effects
==================================================
Speed 30 ft.
Melee: (+7 (+9 when raging)) +1 Morningstar (1d8+2 (+4 when raging))
+6 (+8 when raging) Silver Scimitar (1d6+1 (+3 when raging)), Cold Iron Scimitar (1d6+2 (+4 when raging))
Claws: +8 attack, 1d6 + 4 damage, only when raging
Ranged: +6 Masterwork Longbow (1d8)
==================================================
Str 14, Dex 13, Con 17(12+2), Int 12, Wis 12, Cha 8
BAB +5, CMB +7, CMD 18
Traits - +2 Initiative, Indomitable Faith (+1 on all Will Saves)
Feats – Racial Heritage (Kobold), Draconic Aspect (Red), Draconic Glide
Special abilities: Rage (+4 Str/Con, -2 AC) 15 rounds/day, Lesser Beast Totem, Superstition, Uncanny Dodge, Sixth Sense, Improved Uncanny Dodge
Resistances: +5 Fire
Skills Ranks – Acrobatics (+7), Appraise 1, Bluff -1, Climb (+8) , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist -1, Fly -1 , Heal 1, Handle Animal -1, Intimidate (+7), Knowledge [Nature] (+8), Knowledge [Religion] (+2), Knowledge [Planes] (+2), Linguistics –, Perception (+9), Ride 1, Sense Motive 1, Sleight of Hand - , Spellcraft -, Stealth +2 , Survival (+7), Swim (+6), UMD -
Equipment - Arrows (20), 500 gp misc goods/Coin, Cold Iron Scimitar, Silver Scimitar, +1 Morningstar, Masterwork Longbow, 3 potions of Cure Light wounds, +1 Heavy Steel Shield, +1 Breastplate, +2 Belt of Constitution

6th Level:
================================================
6th Level Half-Orc Barbarian (Superstitious, Totem Warrior)
================================================
Race: Half-Orc (Kobold)
Init +5; Perception +10
Hp: 62 (12 + 18 + 32.5) (Average HP per level for Barb is 6.5, right?) (+10 HP when raging)
AC: 21 (7 from armor, 3 from shield (buckler), 1 from Dex, -1 when raging) (+2 during Surprise Rounds)
Fort +7, Ref +3, Will +4
+3 to all saving throws while raging
+2 to saving throws vs Sleep and Paralysis Effects
==================================================
Speed 30 ft.
Melee: (+8 (+10 when raging)) +1 Morningstar (1d8+2 (+4 when raging))
+7 (+9 when raging) Silver Scimitar (1d6+1 (+3 when raging)), Cold Iron Scimitar (1d6+2 (+4 when raging))
Claws: +9 attack, 1d6 + 4 damage, only when raging
Ranged: +7 Masterwork Longbow (1d8)
==================================================
Str 14, Dex 13, Con 17(12+2), Int 12, Wis 12, Cha 8
BAB +6, CMB +8, CMD 19
Traits - +2 Initiative, Indomitable Faith (+1 on all Will Saves)
Feats – Racial Heritage (Kobold), Draconic Aspect (Red), Draconic Glide
Special abilities: Rage (+4 Str/Con, -2 AC) 15 rounds/day, Lesser Beast Totem, Superstition, Uncanny Dodge, Sixth Sense, Improved Uncanny Dodge, Beast Totem
Resistances: +5 Fire
Skills Ranks – Acrobatics (+8), Appraise 1, Bluff -1, Climb (+9) , Craft -, Diplomacy -1, Disable Device -, Disguise -1, Escape Artist -1, Fly -1 , Heal 1, Handle Animal -1, Intimidate (+7), Knowledge [Nature] (+9), Knowledge [Religion] (+2), Knowledge [Planes] (+2), Linguistics –, Perception (+10), Ride 1, Sense Motive 1, Sleight of Hand - , Spellcraft (+2), Stealth (+2) , Survival (+7), Swim (+6), UMD -
Equipment - Arrows (20), 6350 gp misc goods/Coin, Cold Iron Scimitar, Silver Scimitar, +1 Morningstar, Masterwork Longbow, 3 potions of Cure Light wounds, +1 Heavy Steel Shield, +1 Breastplate, +2 belt of Constitution

From here on out the set-up to this build becomes evident. Pick up Draconic Paragon at 7th (Turning Draconic Glide into a fly speed of 20 feet, allowing me to sink points into the Fly Skill), another level of Barbarian as we pick up the World Serpent Totem (Bonuses on Outsiders and Abberations as well as negating the AC penalty for raging), then a level of Unbreakable Fighter. That first level gives me Endurance and Diehard, and I pick up Ironhide as my ninth level feat. Tenth level is another level of Fighter, gaining a +1 to all will-saves vs mind-affecting effects, as well as Deathless Initiate. 11th and 12th levels are back to Barbarian, picking up Deathless Master and the World Serpent Spirit Totem.

The one part that could tear this build apart is Racial Heritage, which is being debated currently. If it is ruled that Half-Orcs and Half-Elves are unable to take this feat, this build is invalidated (Though an Aasimar Barbarian with the Scion of Humanity could still pull this off...as they have a racial feat that gives them wings).

What do you guys think?


1 person marked this as a favorite.

Here is another build I was working on. It also uses the elite array. He has no traits and his money isn't fully spent so his offenses and defenses aren't complete but that's something that can be figured out in a campaign. The core of the concept is there.

Preston

Spoiler:

PRESTON CR 9
Male Half-Elf Gunslinger 5 Monk 5
LN Medium Humanoid (Elf, Human)
Init +8; Senses Low-Light Vision; Perception +19
--------------------
DEFENSE
--------------------
AC 20, touch 19, flat-footed 16. . (+1 shield, +2 Dex, +2 dodge)
hp 83 (5d10+5d8+20)
Fort +10, Ref +10, Will +9
Defensive Abilities Evasion; Immune sleep, disease; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +2 Temple Sword FoB +11/+11/+6 +11/+6 (1d8+3/19-20/x2)
Ranged +2 Revolver +9/+4 (1d8+8/20/x4)
Special Attacks Flurry of Blows +11/+11/+6 BAB +2, Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +8; CMB +11; CMD 27
Feats Blind-Fight, Combat Reflexes (3 AoO/round), Deadly Aim -3/+6, Dodge, Extra Grit, Gunsmithing, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Quick Draw, Skill Focus: Acrobatics (Adaptability), Snapping Turtle Style +1, Stunning Fist (6/day) (DC 19)
Skills Acrobatics +21, Escape Artist +10, Intimidate +10, Perception +19, Sense Motive +15, Sleight of Hand +9
Languages Common, Elven
SQ AC Bonus +5, Deed: Deadeye (Ex), Deed: Gunslinger Initiative (Ex), Deed: Gunslinger's Dodge (+2 AC) (Ex), Deed: Pistol-Whip (Ex), Deed: Quick Clear (Ex), Deed: Utility Shot, Elf Blood, Fast Movement (+10'), Grit (Ex), Gun Training +2: -Choose- (Ex), High Jump (+5/+25 with Ki point) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Combat Gear +2 Revolver, +2 Temple Sword FoB +11/+11/+6;
--------------------
TRACKED RESOURCES
--------------------
Grit (6/day) - 0/6
Ki Pool (Su) - 0/6
Stunning Fist (6/day) (DC 19) - 0/6
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +11/+11/+6 BAB +2 (Ex) Make Flurry of Blows attack as a full action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +2: -Choose- (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (6/day) (DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
--------------------
Preston has always been good at reading people. Since birth he has used this ability to notice when things aren't quite what they seem. It's hard to get one over on him.

At a young age, he was brought into the temples to learn gun kata. Gun Kata is differentiated from other Gun Fu styles by a focus on rote memorization of probabilities, instead of feats of pure reflex. Through repeated simulations and practice, practitioners are able to fire at their attacker's position, while moving out of their attacker's most likely return fire trajectory and essentially dispatching their enemy while dodging their enemies' bullets.

While not a true cleric, he has obtained the title of Grammaton Cleric.


Ganny, I think it's an interesting character. I don't have the ARG so I can't really comment on some of the options. I have always liked the idea of a barbarian that changes form when he rages. It looks like you have taken that idea and ran with it.


Definitely. The Dragon Totem (Or going the route with the Racial Heritage (Kobold) really helps with that, though I have yet to find an ability that gives a Barbarian a tail. XP


Guy Kilmore wrote:

These builds are interesting.

Zilvar, that was a decent breakdown and comparissons of some of the characters.

Been away from the internet for a few days. Thanks for the comment :)


Mirella StormDragon; 20 PB:
Tactician 11
Human

Str 8
Dex 20/24
Con 12
Int 14
Wis 14
Cha 10

Initiative +10; perception + +19
----------------------------------------------------------

Focused Study All humans are skillful, but some, rather than

being generalists, tend to specialize in a handful of skills.

At 1st, 8th, and 16th level, such humans gain Skill Focus in a

skill of their choice as a bonus feat. This racial trait

replaces the bonus feat trait.
----------------------------------------------------------

AC: 27 (8 armor, 7 Dex, 1 Def, 1 Nat)
saves: Fort +12; Ref +14; +12
CMD: 28

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

Full Attack: (with deadly aim and rapid shot)

+19/+19/+15/+9; +2 light crossbow (1d8+13 ; 17-20/x2) (+1 if

point black shot)

Or

+19/+14/+9 +1 agile Kukri (1d4+7 ; 18-20/x2)

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

Tratis: +1 to will, UMD as class skill

1. Skill focus (Perception), WF(crossbow)
2. Deadly aim, +1 initiative
3. Point-Blank Shot, armor training 1
4. Precise shot
5. rapid reload, Scape rout(Tactician)
6. rapid shot, +2 initiative
7. Iron will, armor training 2
8. WS (crossbow), Skill focus (UMD)
9. Improved critical (crossbow), weapon training 1 (crossbow)
10. Critical focus, +3 initiative
11. weapon finese

---------------------------------------------------------
Skills
Ranks (final mod)

Perception 11 (+19)
UmD 11 (+19)
Diplomacy 11 (+14)
Stealth 11 (+18)
Sense motive 11 (+16)
Knowledge (dungeonering) 5 (+10)
swim 5 (+7)
climb 5 (+7)
Surival 5 (+10)
Spellcraft 5 (+7)
acrobatics 5 (+12)

---------------------------------------------------------
Gear
+2 Mitrahl breastplate (8K) - No armor check penalty
Cloak of protection +4 (16K)
Gloves of dueling (15K)
Belt of DEx +4 (16K)
+1 agile Kukri (8K)
Muleback cords (1K)
+2 Light crossbow (8K)
Handy havershack (2 K)
Ring of protection +1 (2K)
Amulet of natural armor +1 (2K)
wand of gravit bow (0.75K)
Wand of cure light wounds (0.75K)

6.5K remaining.

I do not know what to do with the remaining 6.5 K. feedback and help is welcome.


A fliying lore warden 11.

Lendar ; 20PB:
Lore warden 11
Sylph

Str 20
Con 12
Dex 16
Int 14
Wis 12
Cha 7

Init +3, perception +8.
Darkvision: 60 ft.
Fly speed 40 ft

-----------------------------------------------------------
Hp: 98
AC: 22 (7 Armor, 3 Dex, 1 Def, 1 Nat)
CMD: 36

Saves:Fort +12; REF +10; Will +11.

Electricity resistance: 5

DR: 1/-
-----------------------------------------------------------

Full Attack: +26/+21/+16 +2 Keen naginata (1d10 +17 19-20/x4)

Or

+26/+18/+13 +2 Keen naginata (18 K) (1d10 +26 19-20/x4) [Power

attack]

CMB: +22 (+30 for trip)
----------------------------------------------------------
Skills:

Rank (total Mod)

Acrobatics: 11 (+19)
KN (Dungeonering): 6 (+11)
Kn (Engineering): 6 (+11)
Kn (History): 5 (+10)
Kn (local): 5 (+10)
Kn (Nobility):5 (+10)
Perception 6 (+8)
Diplomacy: 11 (+9)
Fly: 6 (+9)
Sense motive: 5(+6)

-----------------------------------------------------------
Traits: +1 to will; -1 armor check penalty.

1. Airy Step (Sylph), WF (Naginata)
2. Power attack, Combat Expertise
3. Furious focus, Maneuver Mastery (Ex) +2
4. Ws (NAginata)
5. Iron will, Weapon training +1 (Polearms)
6. Lunge
7. Combat reflexes, Know Thy Enemy (Ex)
8. Toughness
9. Wings of Air (Sylph), Weapong training +2 (close)
10. GWF (Naginata).
11. I. Iron will, Hair’s Breadth (Ex)

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

Gear
+2 Keen naginata (18 K)
Cloak of resistance +4 (16K)
Adamantine chain shirt +3 (14 K)
+1 Adamantine Spiked gauntled (5K)
Belt of Str +2 (4K)
Boots of Striding and Springing (5.5K)
Ring of protection +1 (2K)
Amulet of Nat armor +1 (2K)
Gloves of dueling (15 K)
Handy havershack (2K)
----------------------------------------------------------------
Airy Step (Sylph)
The air responds to your innate elemental nature, protecting you from harm and cushioning your falls.
Prerequisites: Sylph.

Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.

Wings of Air (Sylph)
The winds lift you, carrying you where you want to go.
Prerequisites: Airy Step, character level 9th, sylph.

Benefit: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.


Wow, death from above is a feat Of UC that gives +5 to attack rolls if you attack from a higher grounds. With this feat Lendar can use Power attack and Dazzing assault and still hit reliably.

Lendar ; Lore warden Lvl 16 :

Sylph

Str 26
Con 16
Dex 20
Int 18
Wis 16
Cha 7

Init +5, perception +13.
Fly speed 40 ft

-----------------------------------------------------------
Hp: 152
AC: 28 ( 8 Armor, 5 Dex, 2 Def, 2 Nat, 1 Insight)
CMD: 46 (48 against trip)

Saves:Fort +18; REF +15; Will +16 (reroll 1/day).

DR: 1/-

Fire resistance: 10
Electricy Resistance: 5
-----------------------------------------------------------

Full Attack: +34/+29/+24; +5 Keen naginata (1d10 +23 19-20/x4)

Or

+34/+24/+18 +5 Keen naginata (1d10+38 19-20/x4) [Power attack]

CMB: +41 (+50 for trip)(+5 extra if lendar is in a Higher grond)
----------------------------------------------------------
Skills:

Total Skills Ranks: 128

Rank (total Mod)

Acrobatics: 16 (+26)
Stealth: 16 (+31)
Diplomacy: 16 (+14)
Fly: 10 (+15)
Perception 10 (+13)
Sense motive: 9(+11)

KN (Dungeonering): 6 (+13)
Kn (Engineering): 6 (+13)
Kn (History): 5 (+12)
Kn (local): 5 (+12)
Kn (Nobility):5 (+12)
Kn (Arcana): 5 ( +12)
Kn (religion): 5 ( +12)
Kn (Nature) : 7 ( +14 )
Kn (planes): 10 ( +17 )

-----------------------------------------------------------
Traits: +1 to will; -1 armor check penalty.

1. Airy Step (Sylph), WF (Naginata)
2. Power attack, Combat Expertise
3. Furious focus, Maneuver Mastery (Ex) +2
4. Ws (NAginata)
5. Iron will, Weapon training +1 (Polearms)
6. Lunge
7. Combat reflexes, Know Thy Enemy (Ex)
8. Improved Trip
9. Wings of Air (Sylph), Weapong training +2 (close)
10. GWF (Naginata).
11. I. Iron will, Hair’s Breadth (Ex)
12. GWS (Naginata)
13. Stand still ,Weapong training +3 (Heavy blades)
14. Dazzing assault, Swift Lore
15. Fury's Fall (Combat)
16. Death from above

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

Gear
+5 Keen naginata (72 K)
Cloak of resistance +5 (20K)
Adamantine chain shirt +5 (Fire resisntance, Sadow) (60 K)
+1 Adamantine Spiked gauntled (5K)
Belt of Physical perfection +4 (64 K)
Boots of Striding and Springing (5.5K)
Ring of protection +2 (8K)
Amulet of Nat armor +2 (8K)
Gloves of dueling (15 K)
Handy havershack (2K)
Headband of Int/Wis +4 (40 K)
Dusty rose Ioun stone (5K)

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