Good Choices for this (Hypothetical) Extremely Epic Lvl Character?


Advice


Okay, I'm not Good at explaining Why I need to Know, So I'll Just Explain the what:

There's a character I'm trying to work out the details of (Mechanically) that runs on the Logic of having gone above and beyond the point they are equal to the Gods ages ago.

Basically The Character so far is detailed as so:
20 Levels of Standard Barbarian.
20 levels of Barbarian with the "Urban Barbarian" Archetype.
20 levels of Ninja.
1-20 levels of Cavalier with "Beast Rider" and "Emissary" Archetypes; and is "Order of the Dragon".

...I've bitten off more than I can chew here, but I kinda need to work all this out.

I'm not exactly looking to get it optimized, just pointed in the right direction to have it not... fail Horribly.


Does the character actually need stats? The gods don't have stats per the usual game, and run on the power of plot.

Dark Archive

I'm pretty sure you can't (RAW) take Barbarian twice, even with an archetype, though I can't find the wording at the moment.


Umbral Reaver wrote:
Does the character actually need stats? The gods don't have stats per the usual game, and run on the power of plot.

Well... Considering that the setting for the campaign in question has Gods that are just as fair game for death as any other character; and walk the same streets as everyone else... yeah, figuring it all out is necessary.

...Don't dwell on that though...

The topic at hand is Things like Which Rage Powers the character should have, Feats, and Ninja Tricks. As well as whatever other Things The character might have had before that point, or is likely to have afterwards.

And Might I emphasis that the character in question is not a god "Yet", and is not an antagonist, but the equivalent of a PC.


Shin Bilirubin wrote:
I'm pretty sure you can't (RAW) take Barbarian twice, even with an archetype, though I can't find the wording at the moment.

The core didn't exactly say give "exact" guidelines on (RAW) Epic Levels either, so I made something up in House-Rules: If a Class has reached Completion, Further Levels count as if they were Dual classed, and thus count as if it were a different class.

Its a screwy Solution I know, but just humor me. It's more fun that way.


Pathfinder doesn't let you take a base class and later apply an archetype. I'm going to make a change so - fighter 20, urban barbarian 20, ninja 20, Cavalier 20 and just let everthing stack. I built this quickly in Hero Lab just to get an idea of what you might be looking at.

No gear, no race, stats all 10, no feats/powers/rage/ninja ticks chosen. A few assumptions, favored class is fighter and for every level of it you got an extra hitpoint. Average HP was assigned. Here is what the statblock looked like -

Unnamed Hero
No Race Barbarian (Urban Barbarian) 20 Cavalier (Emissary, Beast Rider) 20 Fighter 20 Ninja 20
Medium
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 464 (20d12+40d10+20d8)
Fort +42, Ref +30 (+6 vs. traps), Will +24 (+5 vs. fear)
Defensive Abilities Bravery +5, Improved Uncanny Dodge (Lv >=44), Trap Sense; DR 5/; Resist Cockatrice's Skills
--------------------
Offense
--------------------
Speed 30 ft., Light Steps
Special Attacks Braggart, Cavalier's Charge, Cockatrice's Demanding Challenge +20 (7/day), Hidden Master, Ki Attack Speed, Mighty Charge, Sneak Attack +10d6, Steal Glory
Spell-Like Abilities Hidden Master
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +75; CMB +75; CMD 85
Feats Dazzling Display (Braggart), Mobility, Mounted Combat, Mounted Skirmisher, Trick Riding
Skills Modifiers +0 Ride while riding your bonded mount., Ki Jump (Running Start, 1/2 DC), No Trace +6
Languages Common
SQ Animal Companion Link, Armor Mastery, Controlled Rage, Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control +10, Erratic Charge, Indomitable Will, Ki Movement, Ki Pool, Ki Stealth, Moment of Triumph +0 (1/day), Mounted Acrobatics, Mounted Dervish, Poison Use, Rage (42 rounds/day), Weapon Mastery (-Choose-)

--------------------
Special Abilities
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Mastery (Ex) DR 5/- while wearing armor
Braggart (Ex) Demoralize as a standard action, +2 to hit demoralized targets.
Bravery +5 (Ex) +5 Will save vs. Fear
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Cockatrice's Demanding Challenge +20 (7/day) (Ex) +20 to damage target, -2 AC vs. others when used, +6 damage when you are the only one threatening the target.
Cockatrice's Skills +0 (Ex) +0 to DC vs. demoralization.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +10 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Dazzling Display (Braggart) Your skill with your favored weapon can frighten enemies.

Prerequisite: Weapon Focus, proficiency with the selected weapon.

Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of p
Erratic Charge (Ex) At 17th level, an emissary learns to ride through the thick of combat, striking and then moving away with blinding speed. Whenever the emissary is mounted and takes the charge action, he can first move 10 feet and make a melee attack. This first atta
Hidden Master (Su) At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invi
Improved Uncanny Dodge (Lv >=44) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 44+.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start, 1/2 DC) (Su) Jumping is always counted as being at a running start and Jumping DCs are halved.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Mighty Charge (Ex) Double weapon's threat range while charging and execute a maneuver if you hit.
Mobility +4 to AC against some attacks of opportunity.
Moment of Triumph +0 (1/day) (Ex) +0 to ability checks, atack damage, saves, skills, AC, 1/day.
Mounted Acrobatics (Ex) At 9th level, an emissary is even more adept at hopping on and off his steed, and even dropping alongside its flanks mid-gallop. He gains Trick Riding as a bonus feat, even if he does not meet the prerequisites. The emissary can employ this feat even
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Mounted Dervish (Ex) At 14th level, an emissary becomes a fearsome, mobile foe on the battlefield. He gains Mounted Skirmisher as a bonus feat, even if he does not meet the prerequisites. In addition, whenever the emissary is mounted and takes the charge action, he adds
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
No Trace +6 (Ex) Survival DCs to track you are at +6, gain +6 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Rage (42 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Sneak Attack +10d6 +10d6 damage if you flank your target or your target is flat-footed.
Steal Glory (Ex) You may make an AoO against a target who recieves a critical hit.
Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Trick Riding You do not need to make Ride checks for DC 15 or lower tasks, and gain 1 extra use of Mounted Combat/round.
Weapon Mastery (-Choose-) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.

He also has a 16HD animal companion. I made the assumption of a horse with average HP.

Animal Companion
Horse
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +1
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 25 (+4 Dex, -1 size, +16 natural)
hp 120 (+48)
Fort +13 (+4 vs. suffocation or hot or cold environments), Ref +14, Will +6
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +18 (1d4+7/x2) and
Hooves x2 (Horse) +18 x2 (1d6+7/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 17, Int 2, Wis 12, Cha 6
Base Atk +12; CMB +20; CMD 34 (38 vs. Trip)
Feats Endurance, Mobility, Multiattack (Multiattack / Extra Attack)
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+12 jump), Fly +2, Stealth +0, Swim +7 (+11 vs. exhaustion)
Languages
SQ Combat Riding [Trick], Devotion +4, Improved Evasion, Multiattack / Extra Attack

--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

The horse has 4 additional attribute point increases and 8 additional feats that it can learn.

Couple of notes - with 10 int you get 360 skill points. Just from level ups you get 20 attribute increases to stats. 40 Feats from levels, 10 ninja tricks, 11 feats from fighter, 4 Weapon Training choices from fighter, 4 feats from Cavalier, 10 Rage Powers from Barbarian.

That's as much work as I am going to put into this, so have fun.


Hawktitan wrote:

Pathfinder doesn't let you take a base class and later apply an archetype. I'm going to make a change so - fighter 20, urban barbarian 20, ninja 20, Cavalier 20 and just let everthing stack. I built this quickly in Hero Lab just to get an idea of what you might be looking at.

No gear, no race, stats all 10, no feats/powers/rage/ninja ticks chosen. A few assumptions, favored class is fighter and for every level of it you got an extra hitpoint. Average HP was assigned. Here is what the statblock looked like -

Unnamed Hero
No Race Barbarian (Urban Barbarian) 20 Cavalier (Emissary, Beast Rider) 20 Fighter 20 Ninja 20
Medium
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 464 (20d12+40d10+20d8)
Fort +42, Ref +30 (+6 vs. traps), Will +24 (+5 vs. fear)
Defensive Abilities Bravery +5, Improved Uncanny Dodge (Lv >=44), Trap Sense; DR 5/; Resist Cockatrice's Skills
--------------------
Offense
--------------------
Speed 30 ft., Light Steps
Special Attacks Braggart, Cavalier's Charge, Cockatrice's Demanding Challenge +20 (7/day), Hidden Master, Ki Attack Speed, Mighty Charge, Sneak Attack +10d6, Steal Glory
Spell-Like Abilities Hidden Master
--------------------

Um... You do realize I said "Order of the Dragon" Right? Not Cockatrice.

Apart from that, It's a bit hard to read the block below Special Abilities.

Every other problem here is probably my fault (For not Mentioning that the double Barbarian with separate Archetype was a House Rule Quicker.)

Still, thanks for such detail; it will be a great help.


Sorry, selected the wrong order. New statblock posted with Order of the Dragon. Cleaned it up a little. As far as your double barbarian thing you are on your own as to how you want to handle that if you still want to.

Unnamed Hero
No Race Barbarian (Urban Barbarian) 20 Cavalier (Emissary, Beast Rider) 20 Fighter 20 Ninja 20
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 464 (20d12+40d10+20d8)
Fort +42, Ref +30 (+6 vs. traps), Will +24 (+5 vs. fear)
Defensive Abilities Bravery +5, Improved Uncanny Dodge (Lv >=44), Trap Sense; DR 5/—
--------------------
Offense
--------------------
Speed 30 ft., Light Steps
Special Attacks Cavalier's Charge, Dragon's Demanding Challenge +20 (7/day), Hidden Master, Ki Attack Speed, Mighty Charge, Sneak Attack +10d6
Spell-Like Abilities Hidden Master
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +75; CMB +75; CMD 85
Feats Mobility, Mounted Combat, Mounted Skirmisher, Trick Riding
Skills Modifiers +0 Ride while riding your bonded mount., Dragon's Skills, Ki Jump (Running Start, 1/2 DC), No Trace +6
Languages Common
SQ Act as One (1/combat), Aid Allies +6, Animal Companion Link, Armor Mastery, Controlled Rage, Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control +10, Erratic Charge, Indomitable Will, Ki Movement, Ki Pool, Ki Stealth, Mounted Acrobatics, Mounted Dervish, Poison Use, Rage (42 rounds/day), Strategy, Weapon Mastery (-Choose-)

--------------------
Special Abilities
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.

Act as One (1/combat) (Ex) You and allies make an immediate move and attack, and receive +2 AC.

Aid Allies +6 (Ex) Aid Another grants +6

Animal Companion Link (Ex) You have a link with your Animal Companion.

Armor Mastery (Ex) DR 5/- while wearing armor

Bravery +5 (Ex) +5 Will save vs. Fear

Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.

Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.

Crowd Control +10 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.

Damage Reduction (5/-) You have Damage Reduction against all attacks.

Dragon's Demanding Challenge +20 (7/day) (Ex) +20 to damage target, -2 AC vs. others when used, allies gain +6 to hit the target of your challenge.
Dragon's Skills +10 (Ex) +10 to Survival checks for allies.

Erratic Charge (Ex) At 17th level, an emissary learns to ride through the thick of combat, striking and then moving away with blinding speed.

Hidden Master (Su) At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibile or true seeing can reveal.

Improved Uncanny Dodge (Lv >=44) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 44+.

Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.

Ki Jump (Running Start, 1/2 DC) (Su) Jumping is always counted as being at a running start and Jumping DCs are halved.

Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.

Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.

Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.

Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.

Mighty Charge (Ex) Double weapon's threat range while charging and execute a maneuver if you hit.

Mobility +4 to AC against some attacks of opportunity.

Mounted Acrobatics (Ex) At 9th level, an emissary is even more adept at hopping on and off his steed, and even dropping alongside its flanks mid-gallop. He gains Trick Riding as a bonus feat, even if he does not meet the prerequisites. The emissary can employ this feat even
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.

Mounted Dervish (Ex) At 14th level, an emissary becomes a fearsome, mobile foe on the battlefield. He gains Mounted Skirmisher as a bonus feat, even if he does not meet the prerequisites. In addition, whenever the emissary is mounted and takes the charge action, he adds 10 feet to his mounts speed.

Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.

No Trace +6 (Ex) Survival DCs to track you are at +6, gain +6 to Disguise and Stealth when you are stationary and not acting.

Poison Use You don't accidentally poison yourself with blades.

Controlled Rage (42 rounds/day) (Ex) +8 Str, +8 Con, +8 Dex, use in +2 increments and you can still use Int, Dex and Charisma based skills.

Sneak Attack +10d6 +10d6 damage if you flank your target or your target is flat-footed.

Strategy (Ex) Grant varying bonuses to allies within 30'

Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.

Trick Riding You do not need to make Ride checks for DC 15 or lower tasks, and gain 1 extra use of Mounted Combat/round.

Weapon Mastery (-Choose-) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.

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