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Build a survivor?


Advice


Party is playing Carrion Crown, and I'm looking for ideas for a new character that is very defensive but still effective. (defensive I'd say involves good AC and saves).

Party has a summoner(synthesist), ranger, and druid (via skype, may not always be there), and will have a paladin (other player that died last night)

Group plays low wealth, so at level 8 I'm getting NPC starting wealth (6,000 gold). Loot we've found so far has been poor, so wealth wise I won't be much if any behind the curve of the rest of the party. If a build relies on specific magic items, then it won't work for this campaign.

Without spoiling Carrion Crown, from what I understand is there will be lots of undead and few large or larger sized enemies.

I was a witch until I died, staying in the back does not constitute a good defense, as I was down in 2 rounds when a BBEG turned on me (and I even dropped down a hole to try and survive.. yes I had invis (see note on undead) and flight (there isn't always room to stay out of reach)).

I don't mind a crane riposte build, that's kind of what I've been looking at, though something that can cast could be very useful in this kind of campaign.

25 point buy, core races only, but any printed pathfinder rule is ok.


So maybe a cleric? While you will have a paladin, it would be nice to have some more dedicated healing from the looks of it. And they can have decent armor and weapons when compared to witch. Not to mention that, as you said, you are facing undead.

Travel domain is always a good choice, since it gives you +10 to movement, so that could counteract speed reductions due to armor.


Cleric is pretty open, and while I've debated cleric, nothing has really grabbed my attention yet.

I haven't played many casters yet, so simply naming a caster class doesn't help me much. A rough build idea with maybe brief notes on how they work at least lets me figure out if I can or want to make it work.

Lantern Lodge

Race-
Human

-Classes-
Fighter (Lore Warden) 14/ Monk (Monk of the Four Winds / Monk of the Sacred Mountain) 4/ Shadow Dancer (Prestige Class) 2

-Stats (25 point buy)-
STR 14 (+6 magic item) = 20
DEX 16 (+4 leveling)(+6 magic item) = 26
CON 15 (+2 racial)(+1 leveling) = 18
INT 14
WIS 10
CHA 08

-Saves-
fort 22
ref 22
will 13

ac 47 (+5 combat expertise)(+3 fighting defensively) = 55
touch 24 (+5 combat expertise)(+3 fighting defensively) = 32
flat-footed 29

to hit with unarmed attacks with weapon finesse 26 (-4 combat expertise)(-1 fighting defensively) = 21

-Traits-
Threatening Defender

-Feat / Level Progression-
F01) Shield Focus, Combat Reflexes, Stand Still
F02) Combat Expertise, Weapon Finesse
M03) Elemental Fist, Dodge, Crane Style
M04) Toughness, Deflect Arrows
F05) Missile Shield
F06) Crane Wing
F07) Saving Shield
F08) Bodyguard
F09) Crane Riposte
F10) Greater Shield Focus
F11) Disruptive
F12) Spellbreaker
F13) Pin Down
F14) Ray Shield
F15) Draconic Defender
F16) Mobility
M17) Monastic Legacy
S18) NONE
S19) Deepsight
M20) NONE

-Magic Gear-
Bracers of Armor(+8)
Heavy Mythril Shield (+5 Arrow Catching, Arrow Deflection)
Ring of Protection (+5)
Ring of Regeneration
Amulet of Natural Armor(+5)
Belt of Physical Might (+6 str / +6 dex)
Cloak of Resistance (+5)

-Tanking Method-
Fight with ur other character standing behind u since any thing that enters ur threaten area will not be able to exit ur threaten area via Stand Still and Pin Down as well all incoming missile attacks would veer towards u via Arrow Catching. When making an attack action fight defensively and use combat expertise to up personal ac and grant 1 adjacent party member a natural armor bonus equal to the dodge bonus from combat expertise and fighting defensively via Draconic Defender. Use AoO to grant aid another ac to an adjacent party member via Bodyguard and an immediate action grant shield bonus via Saving Shield. Negate 1 melee attack, 1 ranged spell attack, and 3 ranged missile attacks a round via Crane Wing, Ray Shield, Deflect Arrows, Missile Shield, and Arrow Deflection.

Lantern Lodge

-Race / Class-
Half - Elf / Summoner (Synthesist), Paladin 2, Monk 1

-Stats with out Eidolon (25 point buy)-
STR 07 (+6 item)(-6 age) = 07
DEX 07 (+6 item)(-6 age) = 07
CON 10 (-6 age) = 04
INT 13 (+3 age) = 16
WIS 17 (+6 item)(+3 age) = 26
CHA 18 (+2 racial)(+3 age)(+5 leveling)(+6 item) = 34

-Saves with out Eidolon-
Fort = 28
Reflex = 25
Will = 40

AC = 36
Touch = 23
Flat - Foot = 28

-Stats with Eidolon-
STR 29
DEX 28
CON 13
INT 16
WIS 26
CHA 34

-Saves with Eidolon-
Fort = 32
Reflex = 37
Will = 44

AC = 72 (76 with combat expertise)
Touch = 31
Flat - Foot = 58

-Eidolon Abilities-
Base - Darkvision, Evasion, Improved Evasion, Devotion, Multiattack
Form - Biped - claws, limbs (arms), limbs (legs)
Claws (x2)
limbs (arms) (x2)
Immunity (acid, cold, electricity, fire, and sonic)
Spell Resistance (28)
Flight Su (30ft)
Improved Natural Armor (8)
Improved Damage (claws)

-Class / Feat Progression-
M 01 Dodge, Skill Focus Perception, Toughness
P O2
P 03 Combat Expertise
S 04
S 05 Extra Evolution
S 06
S 07 Combat Reflexes
S 08
S 09 Extra Evolution
S 10
S 11 Vigilant Eidolon
S 12
S 13 Extra Evolution
S 14
S 15 (insert feat here)
S 16
S 17 (insert feat here)
S 18
S 19 Extra Evolution
S 20

-Gear-
Bracers of Armor
Ring of Protection
Ring of Forcefangs
Cloak of Resistance
Amulet of Natural Armor
Headband of Mental Prowess (wis and cha)
Belt of Physical Might (str and dex)


My favorite defensive build is to go with a Stonelord Paladin. You give up spell casting and smite evil is massively changed, but you gain a ton of defensive abilities in their place. You also get a permanent Earth Elemental companion. Since you'd like ti see a build, here's what I would recommend:

Str: 16 (14, add 2 from leveling)
Dex: 16
Con: 16
Int: 14
Wis: 10
Cha: 12

Alternative Racial Traits:
Magic Resistance

Traits:
Threatening Defender
Deep Guardian

Feats:
1 - Combat Expertise
3 - Improved Trip
5 - Combat Reflexes
7 - Stand Still

Equipment: 4650/6000 gp spent
+1 Dwarven Dorn Dergar - 2350 gp
+1 Steel Lamallar Armor - 1300 gp
+1 Cloak of Resistance - 1000 gp

Variant Channeling:
Protection (+2 AC)

With this build, your standard AC is 22, your SR is 13, you have DR 4 / Adamantine and a 25% Fortification bonus. You can boost your AC by using Combat Expertise (+3), entering your Defensive Stance (+2 AC) or spending 2 uses of Lay on Hands to Channel Protection (+2 AC). That's 29 AC if you combine everything, and your attacks with your Dorn Dergar will still be +12/+7.

You have a few options when it comes to combat tactics. You can trip enemies, making them easier to hit. You have a reach weapon for AoOs and can choose to either do more damage or protect your allies by forcing enemies to stop. At level 9 you can pick up the feat Steady Engagement to get a free trip attempt on targets you successfully stop with Stand Still.

Instead of Smite Evil you have 8 rounds per day of Stone Strike. This gives you a +2 Bonus on Attack, Damage, CMB, CMD and your attacks count as Magical and Adamantine for bypassing DR. The bonus lasts until the start of your next turn, so your AoOs are boosted too.


Lythe Featherblade wrote:


I was a witch until I died, staying in the back does not constitute a good defense, as I was down in 2 rounds when a BBEG turned on me (and I even dropped down a hole to try and survive.. yes I had invis (see note on undead) and flight (there isn't always room to stay out of reach)).

You realize that while undead are immune to mind-affecting effects, Invisibility isn't a mind-affecting power (it's actually a glamer; glamers aren't mind-affecting), and that they can't see through it without further gear/powers?


At level 8, while raging, you will do 2d4+22 to critters, 2d8+25 to casters. (28 and 31 if using power attack and raging...)
Your mount has all your rage powers/abilities. (like superstitious, DR 4/-, and +3 natural armor)
Your saves are rediculously high, if saving v. magical effects (lets face it, 80% of the saves are magic related)

You do +2 damage against Undead.
An additional +1 if the save involves Arcane magic.
You are easy to hit compared to some, but you have DR 4/- and nearly 100 hp.

At level 10 take Beast Totem, Greater for Pounce!

A superstitious barbarian just fits with Carrion Crown.

Defense is Offense!
Human (Shoanti) Barbarian (Invulnerable Rager) 8
CG Medium Humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 17 (+6 armor, +2 Dex, +3 natural)
hp 94 (8d12+40)
Fort +11, Ref +4, Will +5; +1 trait bonus vs. arcane spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities (This makes your saves +17 Fort, +10Ref , +11 Will, if they are being rolled as a result of anything magical.)
DR 4/-;, 8/lethal; Resist cold 1, extreme endurance cold
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Beast Totem, Lesser) +9 x2 (1d6+7/x2) and
. . Earth breaker +14/+9 (2d6+22/x3) and
. . Falchion +14/+9 (2d4+22/18-20/x2)
Special Attacks rage (20 rounds/day), rage powers (beast totem +3 ac, beast totem, lesser, ferocious mount, ferocious mount, greater, superstition +6, witch hunter [+3])
--------------------
Statistics
--------------------
Str 22/28, Dex 14, Con 15/21, Int 8, Wis 12, Cha 7
Base Atk +8; CMB +17; CMD 27
Feats Extra Rage Power, Extra Rage Power, Mounted Combat, Power Attack -3/+6, Raging Vitality
Traits Subject of Study (Undead), Superstitious (Kellid)
Skills Acrobatics +8, Climb +8, Escape Artist -1, Fly -3, Handle Animal +5, Perception +12, Ride +8, Stealth -3, Swim +8
Languages Common, Shoanti
Other Gear Lamellar (steel) armor, Earth breaker (for Blunt), Falchion (for mayhem), Belt of giant strength +2.

1735 GP left. (I would buy special materials for weapons)
--------------------
TRACKED RESOURCES
--------------------
Rage (20 rounds/day) (Ex) - 0/20
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (1) You have the specified Damage Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Mount (Ex) Your mount rages, too.
Ferocious Mount, Greater (Ex) Mount gains constant rage powers.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (20 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Subject of Study (Undead) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided
Superstition +6 (Ex) +6 save vs. magic while raging.
Superstitious (Kellid) +1 on saving throws against arcane spells
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.

Swap out Witch Hunter for Leadership if allowed (and make a Half Elf Synthesist, Quadraped Cohort with Mount). If you don't get to use mounts much, get rid of the mounted feats.


Are you allowed to take item crafting feats? If you are, can you use them to double your starting gold?

Bladebound Magus plus arcane pool means you have an effective +4 weapon for free, plus can cast in medium armor and all the other magus spells. If the GM frowns mightily in your direction about the bladebound, you can go regular magus and just cast greater magic weapon at the beginning of the day.

Cleric with sun domain (for anti-undead) and strength domain (for combat ability) can work too. cast magic vestment twice on your armor and shield, cast magic weapon for your sword, and you're good for 8 hours of combat. Or you can use the spells to buff your warriors with a magic weapon of their own.


Pathfinder Adventure Path, Modules Subscriber

Play another paladin with high charisma and strength, extra lay on hands, and improved lay on hands. You will have awesome saves and tons of instant self healing. You can have a 10 to 12 CON, as self healing compensates, and high CHA gives you the saves. Likewise dump WIS.

Smite Evil should give the GM nightmares in Carrion Crown.


I think a dirge bard would be quite suitable for your entire party and this AP from what you write. Here is my suggestion with a 1 level dip into ranger (for damage, spells for wands, save boosts and armor and weapon proficiencies assuming the 25pt, 6000gp, core race build. I also assumed two traits, if they are not available only little changes (will-1, CL-1):

--------
CC Dirge Bard
Human Bard (Dirge Bard, Sound Striker) 7 Ranger 1
NN Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 68 (1d10+7d8+16)
Fort +9, Ref +10, Will +7
Resist Haunted Eyes
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Cold Iron Longspear +10/+5 (1d8+4/x3) and
. . Masterwork Scimitar +10/+5 (1d6+3/18-20/x2) and
. . Masterwork Whip +11/+6 (1d3+3/x2) and
. . Whip +10/+5 (1d3+3/x2)
Ranged Composite longbow (Str +3) +8/+3 (1d8+3/x3) and
. . Sling +8/+3 (1d4+3/x2)
Special Attacks Bardic Performance (move action) (20 rounds/day), Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (3 targets) (DC 17), Bardic Performance: Inspire Courage +2, Bardic Performance: Weird Words (7 attacks @ 1d8+4, Bardic Performance: Wordstrike (1d4+7)
Bard (Dirge Bard, Sound Striker) Spells Known (CL 8, +9 melee touch, +8 ranged touch):
3 (2/day) Confusion (DC 17), Good Hope
2 (4/day) False Life, Glitterdust, Invisibility, Mirror Image
1 (5/day) Cure Light Wounds (DC 15), Beguiling Gift (DC 15), Chord of Shards (DC 15), Saving Finale (DC 15), Solid Note
0 (at will) Mage Hand, Prestidigitation (DC 14), Light, Detect Magic, Disrupt Undead, Summon Instrument, Unwitting Ally (DC 14)
Ranger Spells Prepared (CL 0, 9 melee touch, 8 ranged touch):
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 11, Cha 18
Base Atk +6; CMB +9; CMD 21
Feats Arcane Strike, Bard Weapon Proficiencies, Great Fortitude, Improved Whip Mastery, Weapon Focus (Whip), Whip Mastery
Traits Indomitable Faith, Magical Knack (Bard [Dirge Bard, Sound Striker])
Skills Acrobatics +7, Bluff +8 (+10 vs. Undead), Climb +6, Diplomacy +8, Escape Artist +5, Fly +1, Handle Animal +8, Heal +4, Knowledge (arcana) +7 (+9 vs. Undead), Knowledge (dungeoneering) +7 (+9 vs. Undead), Knowledge (engineering) +7 (+9 vs. Undead), Knowledge (geography) +7 (+9 vs. Undead), Knowledge (history) +7 (+9 vs. Undead), Knowledge (local) +7 (+9 vs. Undead), Knowledge (nature) +7 (+9 vs. Undead), Knowledge (nobility) +7 (+9 vs. Undead), Knowledge (planes) +7 (+9 vs. Undead), Knowledge (religion) +13 (+15 vs. Undead), Perception +8 (+10 vs. Undead), Perform (dance) +8, Perform (keyboard instruments) +15, Perform (percussion instruments) +12, Ride +1, Sense Motive +4 (+6 vs. Undead), Spellcraft +5, Stealth +9, Survival +5 (+7 vs. Undead, +6 to track), Swim +6, Use Magic Device +8
Languages Common
SQ Bardic Knowledge +3, Favored Enemy (Undead +2), Haunting Refrain -2, Secrets of the Grave (+3), Toccata and Fugue of the Danse Macabre, Track +1, Wild Empathy +5
Combat Gear +1 Buckler, +1 Chain shirt, Arrows (20), Blunt arrows (20), Composite longbow (Str +3), Masterwork Cold Iron Longspear, Masterwork Scimitar, Masterwork Whip, Sling, Sling bullets (10), Whip (2); Other Gear Cloak of resistance +1, Musical instrument: accordion, Musical instrument: drum, Wand of cure light wounds
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Bardic Performance (move action) (20 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (3 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Weird Words (7 attacks @ 1d8+4 each) (DC 17) (Su) Standard (can't reduce), ranged touch for sonic dam to targets in 30 ft (Fort ½).
Bardic Performance: Wordstrike (1d4+7) (Su) Standard (can't reduce), sonic dam to object, living creature takes half.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Haunted Eyes (Ex) +4 to saves vs fear, energy drain, death and necromancy effects.
Haunting Refrain -2 (Su) Demoralize with perform, foes take penalty on save vs fear effects.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Magical Knack (Bard [Dirge Bard, Sound Striker]) +2 CL for a specific class, to a max of your HD.
Secrets of the Grave (+3) (Ex) Undead lose imm to mind affecting, bonus to Knowledge (religion) vs undead.
Toccata and Fugue of the Danse Macabre Your spooky music blurs the boundaries between life and death, confusing the senses of undead creatures.

Prerequisite: Perform (keyboard) or Perform (wind) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effec
Track +1 +1 to survival checks to track.
Whip Mastery Using a whip does not provoke attacks of opportunity
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

GP left: 504
--------

Notes about this type of build:


  • The major power of the dirge bard is to use enchantment spells on undead (as long as they do not only target humanoids). That makes spells like confusion a really nice choice for you. Boost your DCs (e.g. headband of charisma) as soon as you can.
  • Favored enemy undead ups your damage and attack potential.
  • Arcane strike makes your weapons magical (DR & incorporeal!) and gives bonuses on damage.
  • You have the good hope spell which will allow you to not only boost your companions, but also to affect the skeletons you can create at bard level 10.
  • Inspire courage etc. will benefit yourself and all your companions, so that will help.
  • Wordstrike is pretty powerful here: No save, no attack role, no spell resistance - but 1d4+bard level damage, works on undead since it works on objects (weird words doesn't). Particularly useful when you ready on an undead spellcaster. And it's classy ;-)
  • You threaten and deal lethal damage with a whip in 5 and 10 feet, you can use it to swing yourself around (couple with solid note spell) and to do lethal damage. Great for disarming and tripping as well, just pull another whip if you fail your roll too badly. Also, whips are cheap.
    You might want to consider getting combat reflexes at level 9.
  • False life will help you increase your HPs further.
  • The selected masterpiece can be a lifesaver since you can hide from undead.
  • You gain further bonuses on identifying undead and are particularly resistent (haunty eyes) against many dreadful effects typical for them.
  • Once you obtain it, you can wear mithral medium armor and thus get a mithral breastplate (ranger proficiency). This will boost your ac further.
  • Mirror image is your friend, glitterdust, too.
  • I did not add haste since I assume your summoner has it.
  • I did not add all standard gear (cauldrons, waterskins etc.), enough funds are left, though.
  • You get to choose two necromancy spells at that level from other spell lists. I took disrupt undead (always useful for level 0 spell) and false life.
  • Favored class bonuses (bard) went to HP.

This is not a pure AC or damage optimized build, but aimed at general usability and survivability - a mixture of everything.
You could, for example, get a better shield or fight defensively. I suggest buckler here since you then can continue casting.

In combat you would have the following effects against undead:
whip (1H): +11+2(favored enemy)+2(inspire courage)=+15 attack, 1d3+3+2(favored enemy)+2(inspire courage)+2(arcane strike)=1d3+9 damage
longspear (2H): +10+2+2=+14 attack, 1d8+4+2+2+2=1d8+10 damage
scimitar (1H): +10+2+2=+14 attack, 1d6+3+2+2+2=1d6+9 damage
scimitar (2H): +10+2+2=+14 attack, 1d6+4+2+2+2=1d6+10 damage
longbow (2H): +8+2+2=+12 attack, 18d+3+2+2+2=1d8+9 damage
When you add good hope (not a lot at this level, but more later) you increase attack and damage by another 2. So you get
whip (1H): +17, 1d3+11
longspear (2H): +16, 1d8+12
scimitar (1H): +16, 1d6+11
scimitar (1H): +16, 1d6+12
longbow (2H): +14, 1d8+11

Hope this helps :-)

EDIT: fixed typos, added necromancy spell and favored class bonus note, whip damage type.


Ascalaphus wrote:
Lythe Featherblade wrote:


I was a witch until I died, staying in the back does not constitute a good defense, as I was down in 2 rounds when a BBEG turned on me (and I even dropped down a hole to try and survive.. yes I had invis (see note on undead) and flight (there isn't always room to stay out of reach)).
You realize that while undead are immune to mind-affecting effects, Invisibility isn't a mind-affecting power (it's actually a glamer; glamers aren't mind-affecting), and that they can't see through it without further gear/powers?

It wasn't undead that killed me, the point is more that even with standard caster defenses there was nothing I could do once the BBEG turned on me.


Ah, like that then.

Well, I'd second the dirge bard. It's more original than playing a paladin in Carrion Crown, but it's also got the right tools for the job. Acceptable saves (strong Ref and Will) with a bonus specifically against death-y stuff, able to affect undead with mind-affecting stuff (which is half the bard list) and a few more oddball abilities.

AC is so-so; you can use light armor and a shield, that's not perfect, but it's something; a chain shirt (4 ac) and a shield (2 ac), plus some enhancement bonuses, gets you going.


It is challenging to create a survivor type of character with funds this low at that level. Here is an alternative suggestion to my dirge bard proposal above:

CC Monk/Rgr/Sorc Mix 25pt
Human Monk (Sensei) 4 Ranger 2 Sorcerer (Wildblooded) 2
LN Medium Humanoid (human)
Init +4; Senses Perception +16
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 16 (+2 Dex, +1 dodge)
hp 60 (2d10+4d8+2d6+16)
Fort +10, Ref +10, Will +13; +2 vs. enchantment
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Temple sword +12/+7 (1d8+4/19-20/x2) and
. . Unarmed strike +11/+6 (1d8+2/x2)
Ranged Masterwork Composite longbow (Str +2) +9/+4 (1d8+2/x3)
Special Attacks advice: inspire courage +1, bardic performance: inspire competence +2, favored enemy (undead +2), heavenly fire (8/day), ki strike, magic
Sorcerer (Wildblooded) Spells Known (CL 4):
1 (6/day) Shield, Mage Armor
0 (at will) Acid Splash, Prestidigitation (DC 15), Light, Detect Magic, Disrupt Undead
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 20, Cha 8
Base Atk +6; CMB +9 (+11 Grappling); CMD 27 (29 vs. Grapple)
Feats Deadly Aim -2/+4, Dodge, Eschew Materials, Furious Focus, Improved Grapple, Improved Unarmed Strike, Mobility, Power Attack -2/+4, Precise Shot, Stunning Fist (5/day) (DC 19)
Traits Magical Knack (Sorcerer [Wildblooded]), Reactionary
Skills Acrobatics +13 (+17 to jump), Bluff -1 (+1 vs. undead), Climb +6, Escape Artist +13, Handle Animal +3, Heal +11, Knowledge (arcana) +5 (+7 vs. undead), Knowledge (dungeoneering) +5 (+7 vs. undead), Knowledge (geography) +5 (+7 vs. undead), Knowledge (history) +5 (+7 vs. undead), Knowledge (local) +5 (+7 vs. undead), Knowledge (nature) +5 (+7 vs. undead), Knowledge (religion) +13 (+15 vs. undead), Perception +16 (+18 vs. undead), Perform (oratory) +3, Ride +6, Sense Motive +9 (+11 vs. undead), Spellcraft +5, Stealth +10, Survival +9 (+11 vs. undead, +10 to track), Swim +6, Use Magic Device +3
Languages Common, Giant
SQ ac bonus +6, advice (9 rounds/day), combat styles (archery), insightful strike, ki defense, ki pool, mutated bloodlines (empyreal), slow fall 20', stunning fist (stun, fatigue), track, unarmed strike (1d8), wild empathy
Combat Gear Oil of magic weapon, Wand of cure light wounds, Wand of Mage Armor; Other Gear +1 Temple sword, Arrows (40), Blunt arrows (20), Masterwork Composite longbow (Str +2), Cloak of resistance +1
--------------------
Special Abilities
--------------------
AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Advice (9 rounds/day) (Ex) A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds
Advice: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empyreal Your heavenly power derives from insight rather than force of personality.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Heavenly Fire (8/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.
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.
Magical Knack (Sorcerer [Wildblooded]) +2 CL for a specific class, to a max of your HD.
Mobility +4 to AC against some attacks of opportunity.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (5/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
Track +1 +1 to survival checks to track.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Funds left 466 GP

Notes about this build:


  • Your sorcerous abilities enhance your general abilities. So you use them primarily for buffing and for always having some kind of weapon at hand.
  • Ranger allows you to use wands of cure light wounds etc., gives you bonuses against undead and the helpful precise shot feat.
  • Ki allows you to buff your abilitites further.
  • Sensei not only gives you some bardic performances, but allows you to attack with your wisdom bonus - so you can continue boosting that. It also helps your sorcerer and ranger spellcasting (if you should add levels there, e.g. to get into arcane archer or eldritch knight or such more easily later on)
  • If you cannot take two traits for free, replace improved grapple with additional traits feat.
  • Improved grapple gives you another combat option and improves your chances at not being grappled. If you prefer you could also take defensive combat training or some other feat instead.

Your default AC is 19. Adding your options this means:
Base: 19
Mage armor: 23
Shield: 27
Ki (AC): 31
Mobility: 35
This should help you avoid most attacks, especially since a lot of this applies to touch AC or incorporeal AC as well. Your CMD is also quite acceptable, and escape artist should help you if your CMB is too low.

The temple sword is an acceptable weapon as well, you might want to add improved trip as a feat if you want to make full use of it. Otherwise you can use your wisdom bonus to attack with it, and furious focus will guarantee your best bonus to hit with your first power attack - always apply when moving. The stats above assume you are two-handing the temple sword, releaseing the grip when casting or doing something else. So that would mean for 2H temple sword for single attacks:
Base: +12 (1d8+4)
Power attack: +12 (1d8+8)
Inspire courage: +13 (1d8+9)
Against undead: +15 (1d8+11)
If you just 1H it or do a full attack, you would simply attack with a -2 penalty.
For ranged attacks with the composite longbow you would be looking at
Base: +9 (1d8+2)
Deadly aim: +7 (1d8+6)
Inspire courage: +8 (1d8+7)
Against undead: +10 (1d8+9)

I would suggest getting - besides standard gear which I did not include - various low level scrolls like gravity bow, magic weapon, invisibility etc. to increase your utility options.

Hope this helps and you like some of the ideas. Happy gaming :-)


If you were thinking of cleric and wanting to go with Crane feats, they go well with Dervish Dance due to both requiring a free hand....

You could worship Saranrae and take the Dawnflower Dissident prestige class. At level 8, you could have 3 levels in it for game start. It's an interesting class with some survival-based abilities, but unfortunately they seem to all be towards the later levels of the class.... Namely, Shift Blame (as written, it can force foes to hit each other!), Morning Light, and the capstone, Flight of the Pheonix, which makes it nearly impossible for you to actually die (as long as you don't Leeroy Jenkins the Pheonix).

Just a thought for the cleric option.

RPG Superstar 2012 Top 32

Yeah, cleric and paladin seem pretty keen for an undead-heavy campaign. Maybe an oracle of some kind? Inquisitor? Cavalier? Bard?

With 4 other PCs, you have a relatively large party, so you might be able to use Teamwork feats and mass buffs a lot.

I was going to suggest a bludgeoner/enforcer paladin, but undead are immune to non-lethal damage.

Sangalor's bard/ranger looks real interesting too!

Andoran

Cannot say enough good things about the bard. Dirgebard looks especially interesting for CC. If my current character dies, that'd be my choice as well (probably a cleric/dirgebard of Pharasma).

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