Favorite really crazy builds... Go!


Pathfinder First Edition General Discussion

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Silver Crusade RPG Superstar 2014 Top 16

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I just wanted to hear some of your fun builds, not necessarily optimized but just overall fun to play. I'm not talking about RPing here as much as finding random ways to make different feats and abilities work together that weren't necessarily intended (but also don't break the game).
Below are a few of mine:

Farland, a human Sorcerer with the Sylvan Wildblooded bloodline, gives him an animal companion. One of his first-level feats is Boon Companion to give him full effective druid level. His companion is a Deinonychus named Ptolemy. Since Ptolemy is the ONLY animal with a 14 Cha, after he takes a +1 Int bump at level 3, he qualifies for Eldritch Heritage. At level 5 he takes Eldritch Heritage (Arcane), granting him a familiar. His familiar is a Compsognathus, who grants Ptolemy a +4 Initiative and is MUCH smarter than Ptolemy himself.
End result: A sorcerer with a dinosaur companion who himself has a dinosaur familiar. :-D

Grummsh, a human Hexcrafter Magus 3/Maneuver Master Monk 1/White-haired Witch++ who uses his white hair ability along with Hex Strike and Feral Combat Training to deliver a hex AND a shocking grasp, then get a free grapple attempt, and if he grapples the opponent can then constrict, strangle, or pin them. If he is currently grappling an opponent with his hair, he can cast a touch-range spell and it will be automatically delivered with no attack roll.

An unnamed Pack Lord Druid who takes Boon Companion three times, applying to each of his three wolf companions, then also takes Eldritch Heritage (Arcane) for a familiar, Boon Companion for that one, and Improved Familiar. At 15th level, he has three wolf companions who each have 8 hit dice, and he also has a Faerie Dragon familiar.

As you can tell, I'm a big fan of the Boon Companion feat. LOL

Sovereign Court

My favorite would have to be the musket master gunslinger build with deft shootist so that I don't provoke AoO, Signature Deed: Bleeding Wound for free bleed, and the snap shot family of feats along with combat reflexes for a lot of AoO against everything that moves anywhere near me

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I'm currently working on a very, very versatile character for PFS. Have a look:

STR 13 (bump at 4th)
DEX 16 (14+2)
CON 13 (bump at 8th)
INT 12
WIS 12
CHA 14

He'll be a half-orc (darkvision) with a host of alternate racial traits (+1 to all saves, +2 to perception to find hidden things like traps, treat spiked chains as martial weapons). He'll have 2 levels of paladin (divine hunter archetype), getting him Smite Evil, CHA to saves, good Fort/Will, and Precise Shot sans prereqs. He'll also have levels as an urban ranger, getting him Favored Enemy, Rapid Shot sans prereqs, Disable Device as a class skill, the ability to disarm magical traps, and eventually he'll get Improved Precise Shot sans prereqs. He'll also use both Weapon Finesse and Power Attack with his (two-handed!) spiked chain. He'll have Armor Expert and Dangerously Curious as his traits.

At level 4, for instance, he'll have the following capabilities:
• Melee +8 for 2d4+3 (or +6 for 2d4+9 with Power Attack)
• Ranged +6/+6 for 1d8+2 each (without penalty for firing into melee)
• +10 to search for traps
• +10 to disable traps
• +9 Diplomacy
• +10 UMD
• Before magic items, saves of +10/+9/+7

At 5th level, might take Iron Will. ;)


as a GM my favorite NPC, the ruler of the city:
Ninja, Horizon Walker, takes as many favorite terrains as he can, starting with urban, and then dominates it gaining not only ridiculous favored terrain bon in the city, but also favored ennemy bonus against anyone who comes from any city.
Vetinary from Discworld is the role model for this.

Then we've got the smartest guy in the room.
Psychonaut/Mindchemist.
Get those pearls of power lvl 5, lots of them. And get lots of awesome bonuses thanks to moment of prescience.
He is how I would make David Xanatos from Gargoyles.

Too bad Paizo made my goblins gunslinger with a large double hackbut impossible. He always shot when prone anyway, so didn't mind using it. He was kind of a sniper with lots of explosives.


<-- My current favorite

Liberty's Edge

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Half-Orc with Toothy racial trait to gain bite
2 level of ranger natural weapon style to gain claws
2 levels of Barbarian to gain Gore(when raging) and Rage
1 level of Sorcerer to qualify for Dragon Disciple
10 levels of Dragon Disciple
1 level lame oracle for cheesy fatigue immunity and no reduced speed from armor
3 levels of barbarian for imp. uncanny dodge
1 level of bard so I can sing of my heroic deeds(j/k probably fighter for the feat or barbarian for the rage power)

Flying, fire-breathing, raging half-orc who can turn himself into a dragon!

The character starts with a 2h weapon and bite attack then progresses to 3 natural attacks at 2nd level and 4 natural attacks at 4th level. With the focus on massive strength and all of the attacks being primary natural weapons he is getting 4 attacks at full BAB each with full str bonus to damage at 4th level. The static str and con bonuses from dragon disciple are fantastic. The various spells and other special abilities make this character truly unique and fun. At higher levels he gains


cartmanbeck wrote:

I just wanted to hear some of your fun builds, not necessarily optimized but just overall fun to play. I'm not talking about RPing here as much as finding random ways to make different feats and abilities work together that weren't necessarily intended (but also don't break the game).

Below are a few of mine:

Farland, a human Sorcerer with the Sylvan Wildblooded bloodline, gives him an animal companion. One of his first-level feats is Boon Companion to give him full effective druid level. His companion is a Deinonychus named Ptolemy. Since Ptolemy is the ONLY animal with a 14 Cha, after he takes a +1 Int bump at level 3, he qualifies for Eldritch Heritage. At level 5 he takes Eldritch Heritage (Arcane), granting him a familiar. His familiar is a Compsognathus, who grants Ptolemy a +4 Initiative and is MUCH smarter than Ptolemy himself.
End result: A sorcerer with a dinosaur companion who himself has a dinosaur familiar. :-D

Grummsh, a human Hexcrafter Magus 3/Maneuver Master Monk 1/White-haired Witch++ who uses his white hair ability along with Hex Strike and Feral Combat Training to deliver a hex AND a shocking grasp, then get a free grapple attempt, and if he grapples the opponent can then constrict, strangle, or pin them. If he is currently grappling an opponent with his hair, he can cast a touch-range spell and it will be automatically delivered with no attack roll.

An unnamed Pack Lord Druid who takes Boon Companion three times, applying to each of his three wolf companions, then also takes Eldritch Heritage (Arcane) for a familiar, Boon Companion for that one, and Improved Familiar. At 15th level, he has three wolf companions who each have 8 hit dice, and he also has a Faerie Dragon familiar.

As you can tell, I'm a big fan of the Boon Companion feat. LOL

I like your ideas, but the first one doesn't work:

A lot of people overlook that one of the prerequisites for Eldritch Heritage is Character level 3rd, so animal companions/etc cannot take it. :/

Silver Crusade

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I have a gnome sorcerer who can't do any damage. He's up to 3rd level, and he's done exactly 1 HP of damage to his enemies so far, by throwing an alchemist's fire. And for the record, it wasn't splash damage. I hit with the throw, but I rolled the minimum possible damage.

Then there's my leprechaun wannabe build. He's a halfling cleric to "Lady Luck" (Desna) who has an Irish name (Seamus), Irish accent, and the Luck domain to "spread the luck around". I plan to always apply the halfling cleric favored class bonus to get more uses of the Bit of Luck power every day.

I'm building another new character now who will be a halfling who starts out Dawnflower Dervish (bard) for one level so he can use a scimitar with his dex bonus on both the hit and damage rolls, along with the Battle Dance a few rounds per day and some low level spells. Then, he'll switch to rogue for a few levels until he qualifies for the Halfling Opportunist prestige class. I'll use Agile Maneuvers to make him effective at the Opportunist's Exploitive Maneuver ability.

By level 6, he'll easily have an AC of 24+, depending on what equipment I can afford by then, but Exploitive Maneuver will make his enemies frequently get penalties to hit him. So he should be able to tank effectively, and still deal out some damage, since all the multi-classing will only leave him one level behind a normal rogue on sneak attack damage until he hits the final level of Halfling Opportunist, which puts him another level behind the SA progression. Factor in the dex to hit and damage, and the fact that he's using a high crit range weapon, and he won't keep up with a power attacking barbarian, but he should be able to dish out some hits.

Silver Crusade RPG Superstar 2014 Top 16

Interzone wrote:
cartmanbeck wrote:

I just wanted to hear some of your fun builds, not necessarily optimized but just overall fun to play. I'm not talking about RPing here as much as finding random ways to make different feats and abilities work together that weren't necessarily intended (but also don't break the game).

Below are a few of mine:

Farland, a human Sorcerer with the Sylvan Wildblooded bloodline, gives him an animal companion. One of his first-level feats is Boon Companion to give him full effective druid level. His companion is a Deinonychus named Ptolemy. Since Ptolemy is the ONLY animal with a 14 Cha, after he takes a +1 Int bump at level 3, he qualifies for Eldritch Heritage. At level 5 he takes Eldritch Heritage (Arcane), granting him a familiar. His familiar is a Compsognathus, who grants Ptolemy a +4 Initiative and is MUCH smarter than Ptolemy himself.
End result: A sorcerer with a dinosaur companion who himself has a dinosaur familiar. :-D

Grummsh, a human Hexcrafter Magus 3/Maneuver Master Monk 1/White-haired Witch++ who uses his white hair ability along with Hex Strike and Feral Combat Training to deliver a hex AND a shocking grasp, then get a free grapple attempt, and if he grapples the opponent can then constrict, strangle, or pin them. If he is currently grappling an opponent with his hair, he can cast a touch-range spell and it will be automatically delivered with no attack roll.

An unnamed Pack Lord Druid who takes Boon Companion three times, applying to each of his three wolf companions, then also takes Eldritch Heritage (Arcane) for a familiar, Boon Companion for that one, and Improved Familiar. At 15th level, he has three wolf companions who each have 8 hit dice, and he also has a Faerie Dragon familiar.

As you can tell, I'm a big fan of the Boon Companion feat. LOL

I like your ideas, but the first one doesn't work:

A lot of people overlook that one of the prerequisites for Eldritch Heritage is Character level 3rd, so animal companions/etc cannot take it. :/

Why wouldn't having more than 3 hit dice count as Character level 3rd? Is an animal companion somehow not considered a character? Wouldn't it be considered an NPC with its hit dice as its "character level"?


1 person marked this as FAQ candidate.
cartmanbeck wrote:
Interzone wrote:


I like your ideas, but the first one doesn't work:
A lot of people overlook that one of the prerequisites for Eldritch Heritage is Character level 3rd, so animal companions cannot take it. :/
Why wouldn't having more than 3 hit dice count as Character level 3rd? Is an animal companion somehow not considered a character? Wouldn't it be considered an NPC with its hit dice as its "character level"?

Character level and HD are specifically different things. It's always been this way, as far as I can recall.

No, an animal companion is not considered a character, IMO. It's not a cohort.

Silver Crusade RPG Superstar 2014 Top 16

Donovan Lynch wrote:
cartmanbeck wrote:
Interzone wrote:


I like your ideas, but the first one doesn't work:
A lot of people overlook that one of the prerequisites for Eldritch Heritage is Character level 3rd, so animal companions cannot take it. :/
Why wouldn't having more than 3 hit dice count as Character level 3rd? Is an animal companion somehow not considered a character? Wouldn't it be considered an NPC with its hit dice as its "character level"?

Character level and HD are specifically different things. It's always been this way, as far as I can recall.

No, an animal companion is not considered a character, IMO. It's not a cohort.

I don't know if I agree with that. In 3.5, when level adjustment existed, then I'd say you're right, Character Level and Hit Dice weren't necessarily the same. Now that level adjustment is gone, hit dice are about the only thing that determines the level of any given creature. For example: if you give a succubus Rogue levels and treat her as an NPC, her character level would be equal to her total hit dice (8 racial, X number of Rogue levels).

I understand where you're coming from in that an animal companion or an eidolon isn't played by a character, they're determined by a class feature, but I still would consider them NPCs.


Animal companions get Hit Die when your druid/ranger/whatever levels - they don't gain Character Levels in the Animal Companion Class. In part because that isn't a class.

If, when your druid/ranger/whatever would gain a level, your animal companion could then take a level in Alchemist, Bard, Barbarian, Cavalier, Cleric, Fighter... etc etc, then yes, they'd have Character Levels and would qualify for Eldritch Heritage.

As they are animal companions and are only gaining Hit Die, then no - not so much.

EDIT: In your example of the succubus rogue, (8 racial hit die + X hit from rogue levels), her character level is X. Her EFFECTIVE Character Level (ECL) is 8+X, but that's only for determining her approximate challenge level. She still only has X levels in a class.

Dark Archive

Gestalt anything. Done.


cartmanbeck wrote:
Donovan Lynch wrote:
cartmanbeck wrote:
Interzone wrote:


I like your ideas, but the first one doesn't work:
A lot of people overlook that one of the prerequisites for Eldritch Heritage is Character level 3rd, so animal companions cannot take it. :/
Why wouldn't having more than 3 hit dice count as Character level 3rd? Is an animal companion somehow not considered a character? Wouldn't it be considered an NPC with its hit dice as its "character level"?

Character level and HD are specifically different things. It's always been this way, as far as I can recall.

No, an animal companion is not considered a character, IMO. It's not a cohort.

I don't know if I agree with that. In 3.5, when level adjustment existed, then I'd say you're right, Character Level and Hit Dice weren't necessarily the same. Now that level adjustment is gone, hit dice are about the only thing that determines the level of any given creature. For example: if you give a succubus Rogue levels and treat her as an NPC, her character level would be equal to her total hit dice (8 racial, X number of Rogue levels).

I understand where you're coming from in that an animal companion or an eidolon isn't played by a character, they're determined by a class feature, but I still would consider them NPCs.

I believe that if you have the animal companion class feature and take the leadership feat you can awaken your animal companion making them a cohort. Then maybe it would qualify for eldrich heritage


My face chained rogue. Main points include obfuscate story, charmer and pulling diplomacy starting attitude adjustment rules out of my arse.


I just got a chance to put aside the GMing for awhile and get a chance to play. One of my players decided to run the Carrion Crown adventure path. Since it is based in Ustalav and we all knew it would be undead heavy and that dhampirs are far more common, I decided to make a dhampir necromancer. The problem I ran into was I wanted to make a good-aligned necromancer. In a good-aligned party that is wanting to succeed against undead, a necromancer would suuuuck. However, I wanted to do it anyway. After some research I found the White Necromancer class by Eric Cradle. Great class! So far, I've made it to level two. I picked up Natural Charmer as my 1st level feat. Here's the rest of the build progression. I chose the Gravebound archetype for the class. I picked the Vampiric Empathy and Heir to Undying Nobility alternate racial traits along with Reactionary and Lesser Noble. Here goes:

Feats:
3rd: Spell focus (Necromancy)
5th: Augment Undead
7th: White Undead Leadership
9th: Undead Master
11th: Necrotic Spell
13th: Siphon Spell
15th: Ectoplasmic Spell
17th: Thanatopic Spell
19th: Quicken Spell

Spells known: (* means necromancy spell)
3rd: hide from undead
4th: detect poison and lesser animate dead* (swap cure light wounds with inflict light wds.)
5th: ray of enfeeblement*, spectral hand*
6th: arcane mark and inflict serious wds. (change out a spell if necessary)
7th: protection from evil, ghoul touch* and vampiric touch*
8th: light and animate dead* (change out a spell if necessary)
9th: see invisibility, fly and greater invisibility
10th: dancing lights and greater bone shards (change out a spell if necessary)
11th: silence, gaseous form, inflict critical wounds*, and chain of bones
12th: create undead* (change out a spell if necessary)
13th: enervation*, undead anatomy II*, and harm*
14th: waves of exhaustion* (change out a spell if necessary)
15th: suffocation*, undead anatomy III*, and control undead*
16th: create greater undead* (swap undead anatomy II* with wall of bones)
17th: heal and undead anatomy IV*
18th: mass suffocation* (swap undead anatomy III* with disintegrate)
19th: polar ray and energy drain*
20th: wail of the banshee* (change out a spell if necessary)

What is White Undead Leadership you ask? We homebrewed a variant to Libris Mortis's Undead Leadership to fit the White Necromancer.


Why do I like him though? Not only is the class one of the most flavorful and original I've seen in a long long time, it's his personality. He's a Baron of a pathetic noble house in the region of Ulcazar. The Van Richten's. Yes, like Van Richten from Ravenloft. He's a follower of the Ustalavian sect of Pharasman Penitence worship. Suffering equals enlightenment. He's driven by dark, carnal desires that he fights daily. The taste of blood is orgasmically intoxicating to him. He self-flagellates to purge himself of sin. He speaks in an outrageous Romanian/Russian accent. He's bisexual. He's a man/womanizer. He honors the dead. He believes that atonement for the evil dead is found in willing service to good causes in their unlife. He's very charismatic. He's condescending to non-nobles. He's inadvertently helped our two paladins in the very first session fall from grace temporarily by seducing both of them into an orgy with a NPC. That was a first. He beat himself with a cat o'' nine tails mercilessly several times to unconsciousness for that one. He killed another PC mistakenly for committing a crime that the PC didn't commit but we never found out the truth. It's complicated. He has only two attack spells: ray of frost and disrupt undead. He's a LOT of fun.


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Oh, you like Boon Companion, do you? Here's a build that can have three full-level rhinoceros companions at level 12, sharing several charge-based teamwork feats with all three.

If you prefer to incapacitate your targets, here's a tactic for turning into a plant and nauseating enemies with your 15 foot tentacles.

But my current favorite build would have to be this gestalt debuffer, based on an interesting shenanigan I found with Toppling Spell, Vicious Stomp, and the Wolf Style feat line.

Basics of the build: Level 9, druid on one side of the gestalt, a brawler/fighter/monk mix on the other. He uses a toppling magic missile (aspirant's bond, Naga Aspirant ability) to make trip attempts against 5 enemies, with a +29 trip bonus. Any enemies that are tripped fall into an adjacent square of his choosing (Wolf Trip). He then gets an attack of opportunity against all of them with a +22 bonus against AC-4 (Vicious Stomp). If he's flanking any of them (and chances are he will be, because he chooses where they land), he gets to add his Wisdom (+8) to the attack roll (pack tactics Wolf Domain ability). If he hits them, the damage will activate Wolf Savage, giving them a DC 24 Fort save vs. bestow curse.

Dark Archive

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I am working on a build to complete my Huge Quest. It's current iteration is as follows, tracking its strength score on it's way from pretty strong to I AM BECOME HUGE.

Abs the Flexsmith
Half Elf Multiclass Monstrosity 11
Str 16 Dex 12 Con 14 Int 11 Cha 12 Wis 10
Vital Skills: Acrobatics, Knowledge (Arcane), Profession (Flexsmith)
Vital Items: +2 Courageous Furious Weapon, Muleback Chords, Belt of Giant's Strength, Masterwork Backpack

0) Racial +2 Strength (Str 18)

1) Martial Artist Monk 1, (b)Improved Unarmed Strike, (b)Skill Focus: Profession (Flexsmith), (b)Stunning Fist, Intimidating Prowess (Str 18)

2) Barbarian 1 (Rage +4, Str 22)

3) Barbarian 2, Rage Power: No Escape, Dragon Style (Str 22)

4) Ragechemist Alchemist 1 (Mutagen +4, Enlarge Person Infusion +2, Str 28)

5) Ragechemist Alchemist 2, Dragon Ferocity (Rage Mutagen +2, Str 30)

6) Summoner 1 with a small-sized Skill Monkey or Knowledge Bot build for the Eidolon (Str 30)

7) Dragon Disciple 1, Power Attack (Str 30)

8) Dragon Disciple 2 (Ability Boost +2, Str 32)

9) Dragon Disciple 3, Multitalented Mastery (Str 32)

10) Dragon Disciple 4 (Ability Boost +2, Bull's Strength or Belt of Giant Strength +4, Str 38)

11) Martial Artist Monk 2, (b)Improved Grapple, Weapon Focus (Unarmed Strike) (+2 Furious Courageous weapon, +2, Str 40)

Light Load carrying capacity with Muleback Chords, Anthaul and Masterwork Backpack: 44,736 lbs.

Edit: And the build is PFS legal as long as you switch out the Summoner dip for it's Unchained version (Serpentine Azatas make the best skill monkeys). Skald couples well with the Barbarian's Rage, but it doesn't learn any of your signature spells, so you'll be more reliant on potions. Sorcerers are nice but they can't cast in the armor you'll most likely be wearing.


Well, i have this 64 yrs old human fighter im dying to play. He´s the old grandfather with strong and gnarled hands, he spreads the wisdom of an old man in a hostile world to the next generation. He is a lover of chess and complains when his tubby cat Mittens tips the pieces.

He does not seek conflict, he tries to resolve conflict with words. But when words are not enough, he got his trusty sword and magic potions.

Stats are not really important, but lets just say hes not incompetent when it comes to a fight.


Rosc wrote:

I am working on a build to complete my Huge Quest. It's current iteration is as follows, tracking its strength score on it's way from pretty strong to I AM BECOME HUGE.

Abs the Flexsmith
11) Martial Artist Monk 2, (b)Improved Grapple, Weapon Focus (Unarmed Strike) (+2 Furious Courageous weapon, +2, Str 40)

Edit: And the build is PFS legal as long as you switch out the Summoner dip for it's Unchained version (Serpentine Azatas make the best skill monkeys). Skald couples well with the Barbarian's Rage, but it doesn't learn any of your signature spells, so you'll be more reliant on potions. Sorcerers are nice but they can't cast in the armor you'll most likely be wearing.

Courageous was nerfed into uselessness.

Dark Archive

Manly-man teapot wrote:
Rosc wrote:

I am working on a build to complete my Huge Quest. It's current iteration is as follows, tracking its strength score on it's way from pretty strong to I AM BECOME HUGE.

Abs the Flexsmith
11) Martial Artist Monk 2, (b)Improved Grapple, Weapon Focus (Unarmed Strike) (+2 Furious Courageous weapon, +2, Str 40)

Edit: And the build is PFS legal as long as you switch out the Summoner dip for it's Unchained version (Serpentine Azatas make the best skill monkeys). Skald couples well with the Barbarian's Rage, but it doesn't learn any of your signature spells, so you'll be more reliant on potions. Sorcerers are nice but they can't cast in the armor you'll most likely be wearing.

Courageous was nerfed into uselessness.

Wait how so?


Rosc wrote:
Manly-man teapot wrote:
Rosc wrote:

I am working on a build to complete my Huge Quest. It's current iteration is as follows, tracking its strength score on it's way from pretty strong to I AM BECOME HUGE.

Abs the Flexsmith
11) Martial Artist Monk 2, (b)Improved Grapple, Weapon Focus (Unarmed Strike) (+2 Furious Courageous weapon, +2, Str 40)

Edit: And the build is PFS legal as long as you switch out the Summoner dip for it's Unchained version (Serpentine Azatas make the best skill monkeys). Skald couples well with the Barbarian's Rage, but it doesn't learn any of your signature spells, so you'll be more reliant on potions. Sorcerers are nice but they can't cast in the armor you'll most likely be wearing.

Courageous was nerfed into uselessness.
Wait how so?

http://paizo.com/paizo/faq/v5748nruor1gg#v5748eaic9tf0


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Dal Selpher wrote:

Animal companions get Hit Die when your druid/ranger/whatever levels - they don't gain Character Levels in the Animal Companion Class. In part because that isn't a class.

If, when your druid/ranger/whatever would gain a level, your animal companion could then take a level in Alchemist, Bard, Barbarian, Cavalier, Cleric, Fighter... etc etc, then yes, they'd have Character Levels and would qualify for Eldritch Heritage.

As they are animal companions and are only gaining Hit Die, then no - not so much.

EDIT: In your example of the succubus rogue, (8 racial hit die + X hit from rogue levels), her character level is X. Her EFFECTIVE Character Level (ECL) is 8+X, but that's only for determining her approximate challenge level. She still only has X levels in a class.

Let me counter with

Core Rule Book, spell lists wrote:

Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, still have character levels equal to their Hit Dice.

link

So an animal companion counts as class levels = HD

.

Back on topic, I have a ton.
-Gunslinger (pistolero or bolt ace) with a 2 level dip in alchemist to grab extra arm to be able to reload freely while dual-wielding.
-Cave druid, one level of barbarian, vital strike, furious finish, wild shape into a carnivorous crystal, cast strong jaw on your slam, use furious finish vital strike for 192+str damage.
-Human cleric of gorum. Channel Smite and guided hand at level 1. Wis to attack rolls, with a greatsword. Also fun to stack neg energy channel and vital strikes for one big hit each round.
-Dwarf Daring champion. Laugh as you remind everyone that a heavy pick is a one-handed piercing weapon. Laugh even more when you're adding damage equal to 2.5 times your level against targets of your challenge.


Speaking of druid, how about a fighter/druid/stalwart defender that turns into a Huge earth elemental, wields a lucerne hammer, and makes immobilizing attacks of opportunity with a 30 ft reach?

Dark Archive

Manly-man teapot wrote:
Rosc wrote:
Manly-man teapot wrote:
Rosc wrote:

I am working on a build to complete my Huge Quest. It's current iteration is as follows, tracking its strength score on it's way from pretty strong to I AM BECOME HUGE.

Abs the Flexsmith
11) Martial Artist Monk 2, (b)Improved Grapple, Weapon Focus (Unarmed Strike) (+2 Furious Courageous weapon, +2, Str 40)

Edit: And the build is PFS legal as long as you switch out the Summoner dip for it's Unchained version (Serpentine Azatas make the best skill monkeys). Skald couples well with the Barbarian's Rage, but it doesn't learn any of your signature spells, so you'll be more reliant on potions. Sorcerers are nice but they can't cast in the armor you'll most likely be wearing.

Courageous was nerfed into uselessness.
Wait how so?
http://paizo.com/paizo/faq/v5748nruor1gg#v5748eaic9tf0

Well, bright side is that it's only 2 points of strength shaved off the build, -and- it saves me some money on loot. Now I can get a Furious Amulet of Mighty Fists and get a bit more bang for the buck.

Plus, I forgot the stat points from leveling up so it evens out at 40 anyway.


I started working on a Mystic Theurge - he's geared a bit towards optimization (but only because building an effective Mystic Theurge requires you to invest some love.)

But he's a bit... different, deliberately playing against type. Middle-age with prematurely grey hair, wide-brimmed hat, duster, smokes cigars, typical wandering loner type.

1st level is the Spellslinger Wizard archetype to help complete the cowboy look. I recommend barring Abjuration, Divination, Enchantment, and Transmutation as the majority of your gun-compatible spells are Conjuration, Evocation, Illusion, and Necromancy (and because those schools are well-covered by cleric.)

2nd is the first level of separatist cleric of Black Butterfly, taking the Void and Honor domains, and continuing the whole loner build by following Desna's shadow, goddess of solitude. You'll also have the Magical Knack trait choosing cleric to keep your cleric caster level up. Important to note is that the Spellslinger features don't specify arcane spells, so feel free to use your cleric spells through your gun, too!

3rd level is another level of Spellslinger before continuing to advance cleric at levels 4 and 5.

During the first 5 levels, he picks up Eclectic Training (if using the Spellcasting Guild rules from Inner Sea Magic, consider taking a trait that grants extra starting gold to start with a masterwork gun and to begin play with admission fees paid and money left over to pay for tuition. Personally, I'd ask to make it a feat, because getting such a powerful ability for something as common as gold still strikes me as unbalanced - but man do you need it as a MT.)

Choosing Wizard for Eclectic Training increases your effective casting ability for wizard by one (yes, including spells known and spells per day), allowing you to qualify for your first level of Mystic Theurge at level 6.

By level 7 or 8, you'll qualify for Esoteric Training by keeping up with your Guild work (you're supposed to make 4-6 checks per level; presumably, you're working on writing your papers during the mornings and evenings - alternatively, I still contend this should cost a feat instead for an ability so good.) Esoteric Training increases your effective casting in wizard by an additional 2 levels (again, including spells known and spells per day), raising up your effective wizard spellcasting to your character level; it also increases your effective cleric casting by 1, putting your effective cleric casting only 1 level behind your total level (while your caster level remains maxed out thanks to Magical Knack.)

For stats, assuming a 20-pt buy, play a middle-aged Garuda-Blooded Aasimar with the Deathless Spirit and Immortal Spark alternate racial features (for lesser age resistance), and take S10,D14,C12,I16,W15,Ch7 for an adjusted S10,D16,C12,I17,W18,Ch8 (with lesser age resistance active.) Obviously, you increase Int at level 4.

As all Mystic Theurges, you end up with next to no class features (like a whopping 2 daily uses of a 2d6 channel energy), and if Eclectic / Esoteric Training have cost you feats (still my recommendation), you're also pretty feat-starved, so there's a real cost to being awesome at casting spells.

At 15th level, you finish up Mystic Theurge casting spells as a 15th level wizard and a 14th level cleric. At 16th, take another level of cleric to raise your cleric casting to 15 and get your 8th-level spells. 17th and 18th are two more levels of cleric or wizard, depending on whether you want to get 9th level cleric or wizard spells first, and your last two levels are in the other class, so that your level 20 capstone ends with you as an effective level 17 wizard and cleric (with a 19 caster level on your cleric side thanks to Magical Knack) and able to cast both 9th level cleric and wizard spells!


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A "Pageant of the Peacock"-bard with Item Creation feats: bluffing your way through Golem creation... and actually succeeding!

Fake it so you'll make it.


VRMH wrote:

A "Pageant of the Peacock"-bard with Item Creation feats: bluffing your way through Golem creation... and actually succeeding!

Fake it so you'll make it.

Oh that is horrible

...ly brilliant

Liberty's Edge

VRMH wrote:

A "Pageant of the Peacock"-bard with Item Creation feats: bluffing your way through Golem creation... and actually succeeding!

Fake it so you'll make it.

This'll take a while. Pageant only lasts 10 minutes per round expended, so you need 24 rounds to get in 4 hours of work (or that's how many GMs will rule, anyway). And that's on top of any rounds you actually use that day.

I'm not saying it's not a good plan, but it'll take longer than the more conventional route, probably especially while adventuring.


Gulthor wrote:

I started working on a Mystic Theurge - he's geared a bit towards optimization (but only because building an effective Mystic Theurge requires you to invest some love.)

But he's a bit... different, deliberately playing against type. Middle-age with prematurely grey hair, wide-brimmed hat, duster, smokes cigars, typical wandering loner type.

1st level is the Spellslinger Wizard archetype to help complete the cowboy look. I recommend barring Abjuration, Divination, Enchantment, and Transmutation as the majority of your gun-compatible spells are Conjuration, Evocation, Illusion, and Necromancy (and because those schools are well-covered by cleric.)

2nd is the first level of separatist cleric of Black Butterfly, taking the Void and Honor domains, and continuing the whole loner build by following Desna's shadow, goddess of solitude. You'll also have the Magical Knack trait choosing cleric to keep your cleric caster level up. Important to note is that the Spellslinger features don't specify arcane spells, so feel free to use your cleric spells through your gun, too!

3rd level is another level of Spellslinger before continuing to advance cleric at levels 4 and 5.

During the first 5 levels, he picks up Eclectic Training (if using the Spellcasting Guild rules from Inner Sea Magic, consider taking a trait that grants extra starting gold to start with a masterwork gun and to begin play with admission fees paid and money left over to pay for tuition. Personally, I'd ask to make it a feat, because getting such a powerful ability for something as common as gold still strikes me as unbalanced - but man do you need it as a MT.)

Choosing Wizard for Eclectic Training increases your effective casting ability for wizard by one (yes, including spells known and spells per day), allowing you to qualify for your first level of Mystic Theurge at level 6.

By level 7...

I did not know about Inner Sea Magic's Esoteric Training. I bet they'll nerf that eventually though. Before that I think the only way of getting a better Mystic Theurge is to abuse the mistakenly written text of the Scaled Disciple feat.

Quote:

Scaled Disciple (Kobold)

Your draconic heritage manifests as divine power.

Prerequisite(s): Ability to spontaneously cast divine spells, kobold.

Benefit(s): You gain a +1 bonus to your caster level when casting spells included in the dragon domain* or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.

Quote:
and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels.

It doesn't say that you can't increase arcane spellcasting levels as well as divine casting levels. That still only gets you up to 8th level/8th level casting or 7th level/9th level casting though. Also these are both only spontaneous casting classes (possibly Arcanist may work but personally I don't think so.)

How does Esoteric Training work? Is it possible to stack these?


Nipin wrote:

Half-Orc with Toothy racial trait to gain bite

2 level of ranger natural weapon style to gain claws
2 levels of Barbarian to gain Gore(when raging) and Rage
1 level of Sorcerer to qualify for Dragon

...

This one reminded me of my bard/cavalier/battle herald/dragon disciple.

Half orc with their mount feat, the feat that let's your AC level based on character instead of cavalier level, take pteranodon mount. Never got to finish it, but I loved the character concept.

Oh and he was mythic, so he was able to get like a +80 to intimidate at level 4 or something.

Half orc General, riding above his troops giving bonuses, plus a little casting.


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Played a human court bard diplomancer/enchanter:

1st level diplomacy =
skill ranks +1,
stat +5 (20 charisma - 25 point build),
+3 class skill,
+1 court bard (gets 1/2 level bonus and 1 reroll/day),
+2 silver-tongued (human racial feat also allows you to move attitudes 3 steps),
+2 persuasive,
+3 skill focus (diplomacy),
+1 trait
for a grand total of +18 diplomacy plus you can move attitudes 3 steps and you have 1 free re-roll on a diplomacy check/day.

About level 9 I will also take Voice of the Sybil, why? Just because.

The save DCs for enchantment spells were also increased due to the debuffing performance but at level 3,5 & 7 I took spell focus, greater spell focus & persistent spell.

Worshipped Shelyn and tried to use their astounding social skills to get evil to repent but was also a pretty good buffer too.

Also took human fire oracle with the haunted curse, the benefit? Blasts, healing and some utility - a 'one class mystic theurge' of sorts.


From time to time I try to figure out a good way to build a Ghoul Blooded Sorcerer who is built around the claws. Nagaji would add a nice Strength bonus, but the it may be better to pick a race that would grant extra uses of my claws.


At my group, there was once talk of a hypothetical Barbarian/Bloodrager/Skald. "He can rage while he rage while he rage!" Granted, it doesn't actually work that way, but it was good for a quick laugh. :P

As far as ACTUAL wacky nonsense concepts I've seen in action, there's this barbarian named Grog who fights with a Merciful greatsword, and, somehow - I don't know the specifics, and I'm too new at this to really guess them - hits waaaay harder with "nonlethal" damage then with lethal. He frequently KILLS people with nonlethal damage.

Grand Lodge

I'm building a Gnome Rogue/Warpriest, who will be dual-weilding starknives. I'm calling her the "Desna Buzzsaw"

She's mostly taking the Warpriest to get access to Divine Spells, and some bonus feats.

don't know if she'll be effective at higher levels, her base damage without sneak attack is only 1d4+3


AntipodeF wrote:
As far as ACTUAL wacky nonsense concepts I've seen in action, there's this barbarian named Grog who fights with a Merciful greatsword, and, somehow - I don't know the specifics, and I'm too new at this to really guess them - hits waaaay harder with "nonlethal" damage then with lethal. He frequently KILLS people with nonlethal damage.

I accidentally did that TWICE last session. Stupid unexpected crits...

(Note to self: When using a Merciful weapon, if you ALMOST drop them with the first attack, don't use Power Attack on the second.)

Liberty's Edge

Nezzarine Shadowmantle wrote:

I just got a chance to put aside the GMing for awhile and get a chance to play. One of my players decided to run the Carrion Crown adventure path. Since it is based in Ustalav and we all knew it would be undead heavy and that dhampirs are far more common, I decided to make a dhampir necromancer. The problem I ran into was I wanted to make a good-aligned necromancer. In a good-aligned party that is wanting to succeed against undead, a necromancer would suuuuck. However, I wanted to do it anyway. After some research I found the White Necromancer class by Eric Cradle. Great class! So far, I've made it to level two. I picked up Natural Charmer as my 1st level feat. Here's the rest of the build progression. I chose the Gravebound archetype for the class. I picked the Vampiric Empathy and Heir to Undying Nobility alternate racial traits along with Reactionary and Lesser Noble. Here goes:

Feats:
3rd: Spell focus (Necromancy)
5th: Augment Undead
7th: White Undead Leadership
9th: Undead Master
11th: Necrotic Spell
13th: Siphon Spell
15th: Ectoplasmic Spell
17th: Thanatopic Spell
19th: Quicken Spell

Spells known: (* means necromancy spell)
3rd: hide from undead
4th: detect poison and lesser animate dead* (swap cure light wounds with inflict light wds.)
5th: ray of enfeeblement*, spectral hand*
6th: arcane mark and inflict serious wds. (change out a spell if necessary)
7th: protection from evil, ghoul touch* and vampiric touch*
8th: light and animate dead* (change out a spell if necessary)
9th: see invisibility, fly and greater invisibility
10th: dancing lights and greater bone shards (change out a spell if necessary)
11th: silence, gaseous form, inflict critical wounds*, and chain of bones
12th: create undead* (change out a spell if necessary)
13th: enervation*, undead anatomy II*, and harm*
14th: waves of exhaustion* (change out a spell if necessary)
15th: suffocation*, undead anatomy III*, and control undead*
16th: create greater undead* (swap undead anatomy II* with wall of bones)
17th:...

Out of curiosity, can you elaborate on this White Necromancer class by Eric Cradle?


Pathfinder Lost Omens Subscriber

I actually read about the White Necomancer class and it looks pretty fun. It is like the sorcerer class in terms of cha and limited spells.

Just yesterday, I found a source from Little Red Goblin Games called Tome of Ethical Necromancy. That is a great source if you want to make a good aligned necromancer.


where was that bloodrager/skald build i had... ah there it is,

half-orc bloodrager who swaps out for familiar (preferably fox mauler), fighter (eldritch guardian)2, skald, rest bloodrager.

Get a bite attack from the race trait, and take weapon focus bite. now heres the key part, amplified rage. and as you have share training, the fox doesnt have to meet the prerequisites for feats. you now have +8 to str and con, and your familar gets +12 str (+6 from battle form, +2 from raging song, and +4 for amplified rage.) and +6 to Con.

The Exchange

AntipodeF wrote:
At my group, there was once talk of a hypothetical Barbarian/Bloodrager/Skald. "He can rage while he rage while he rage!" Granted, it doesn't actually work that way, but it was good for a quick laugh. :P

Just read that and had Dragonball Z flashbacks: 'he's raged so much he's gone blond!' :)

Liberty's Edge

Nezzarine Shadowmantle wrote:
After some research I found the White Necromancer class by Eric Cradle. Great class! So far, I've made it to level two. I picked up Natural Charmer as my 1st level feat. Here's the rest of the build progression. I chose the Gravebound archetype for the class.
Ioun wrote:
I actually read about the White Necomancer class and it looks pretty fun. It is like the sorcerer class in terms of cha and limited spells.

Oh, I'm definitely very familiar with the White Necromancer from Kobold Press :)

I guess my real question was about the "by Eric Cradle" part ...

If the OP just got the name wrong, then now worries! But if there really is someone named Eric Cradle claiming he wrote this class, then there might be a wee problem ...

FYI, the White Necromancer[/url] was expanded and updated in the New Paths Compendium, also from Kobold Press :)


Probably my favorite is the one I've been playing since we started Pathfinder with the v3.5 to PF conversion of Rise of the Rune Lords. At the time he was a Rogue 3/Swashbuckler 3/ Swordsage 4 but was re-made fully into Pathfinder with Rogue 6/Stalker 3/Shadow Dancer 1. Still adds Dex to damage via Path of War, has maneuvers and stances, can shadow-jump, and is a LOT of fun to play. Dealing 6 or 7d6 per attack (two-weapon fighting, of course) + Dex with two shortswords is a LOT of fun, especially if I can get 4 to 5 attacks per turn. Plus my DM has allowed 3.5 Skill Tricks, which getting me into position and deal SA a bit easier.


A friend of mine and I are doing some test builds, so she can get more experienced with character building. We are doing them at 1, 7, and 12.

My level 1 is a Halfling Druid (Goliath Druid,) with a T-Rex AC.
7 is a Merfolk Samurai (Sword Saint,) just because I think it's funny.
12 is going to be a Drow Magus (Eldritch Archer) 9/Arcane Archer 3. Nothing too ground breaking. I am looking most forward to the Druid, though.


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The infamous crocodile thrower. Skinwalker, crocodile person. Take levels of barbarian until you have foe hammer and hurler greater. Then levels of packlord druid. As many crocadiles as possible.

Then you may walk around a battlefield throwing crocodiles at people or hitting them in the face with them.


Any wizard with knowledge engineering/chemistry, profession Alchemy, craft arms and armor. Spend almost all of your spare time studying repeating mechanisms, make a repeating double barrel crossbow, upgrade it to have magazine's made of bags of holding. Research contact explosives and make explosive bolts, then for s!$&s and giggles add an under barrel launcher for various ordinances and enchant it so that it either makes the bolt larger in size or produces multiple bolts per shot. Add animate and permancy for a machine gun effect.

Sovereign Court

Not all that effective against some foes, and it'd be annoying for a long campaign - I call him Garland (I will knock you all down!)

Maneuver Master/Undefoot Adept/Qinggong Monk

Vicious Stomp
Bullied Trait
Improved Trip
Combat Reflexes
Greater Trip

etc.

So MANY AOOs.

Note: Does it amuse anyone else that this thread was brought back by a necromancer build? :P


Know it all:
A half-elf augur skald with improved improvisation, breadth of experience, and improved monster lore. You ID any monster with 16+Int+Cha, easily around a +21. Without actually putting ranks in any of them.

The World's Fastest Sloth!:
An Elf wizard with fleet of foot, expeditious retreat, and fleet as many times as possible. Throw in a sloth familiar perched on your back and you have a sloth that can move 3600 feet a minute...on your back. For added flavor make it a sloth specialist thassilonian wizard.

Silver Crusade RPG Superstar 2014 Top 16

Wow, I had totally missed that this thread got necro'd! Catching up now! :)


Lumpy Giant Hater:
Lumpy is a nature-loving dwarf. He hates giants. I mean, really REALLY hates giants. They are just too ridiculously big, and someone needs to cut them down to size.

Alternate racial trait: Giant hunter (replaces hatred, +1 attacks vs giants).

Level 1-4: Druid (Goliath Druid)
Level 5: Ranger (Favored Enemy Giant)

At level 1, pick up Heavy Armor Proficiency. Buy a set of mwk stone plate (which won't slow your movement because you're a dwarf).

At level 5, pick up Shapeshifting Hunter, which lets you stack Ranger and Druid levels for purposes of selecting/improving Favored Enemy. Pump it all into Humanoid (giant).

From there in, go back to druid. At level 7 you'll be capable of assuming the form a a giant yourself, gaining a +4 size bonus to strength on top of the +4 untyped attack and damage bonus from favored enemy, and a +1 attack bonus from Giant Hunter, and a +4 dodge bonus to AC vs giants. Because your variant wild shape transforms you from one humanoid into another humanoid, your armor continues working normally even if it's not magic, and your melee weapons resize to match your new form. You don't need to worry about Natural Spell, because you transform into humanoids which can cast spells normally.

For extra silliness, add variant multiclass Barbarian to the mix.

Heaven help any giant that gets in your way. And you'll probably be tolerably decent against other enemies, also.

The Sleepless Trickster:
This is just a neat trick for arcane trickster, really.

Race: not especially important, but elf or half-elf would go well.

Class: Wizard. Evocation school, to gain the ability to change energy damage types a few times each day.

Variant Multi-class: Rogue. Nets you trapfinding at level 3, and sneak attack at prescribed levels starting at 7.

Levels 1-5: Wizard. You need to pick up Alertness at level 1 or level 5 (your choice).

Level 6: Sleepless Detective. Gets you 1d6 sneak attack, and lets you use your INT mod for a bunch of skills, notably Perception.

Level 7: Wizard. Thanks to variant multiclassing, your sneak attack is now at 2d6.

Level 8-17: Arcane Trickster for sneak attack and spellcasting progression.

At level 8, you'll have the ability to sneak attack with your rays, and you'll have Greater Invisibility.

By level 11, you're just 1 caster level behind a full wizard, and 1 sneak attack die behind a full rogue. Magical Knack or an Orange Prism Ioun stone basically fixes the CL deficiency, and if you care to burn a feat on it, the Accomplished Sneak Attacker feat from the Dirty Tactics Toolbox will get that up to full. Your skill points will be a bit scattered about due to all the requirements for the two prestige classes, but you'll be getting quite a few of them anyway, so no biggie.

I'm playing a PC based on this right now, and it's a ton of fun. The only real disadvantage is that the build is seriously starved for feats.

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