Jack Rift |
Been a fun read, thanks guys! Makes me want to finish my Lore Warden/Swordlord(PrC)/Dualist now. Just need to figure out the feats. He was for a custom Carrion Crown Campaign, so would max at lvl 16 or 17.
Will do, most likely only one level in Aldori Swordlord, to get agile with dueling sword (even if not magic) and Dueling Mastery even without prerequisites, so +2 shield bonus and and init I think. Plus, let's me bs dueling sword as piercing for Duelist PrC.
Rynjin |
1 person marked this as a favorite. |
I found the best weapon in the game, now I'm gonna make a character out of it.
Lawful Good Male Human Fighter (Lore Warden) 9/Monk (Flowing Monk) 1
Stats:
Str: 20
Dex: 15
Con: 14
Int: 13
Wis: 13
Cha: 7
AC: 22
CMD: 30
Initiative: +4
Traits: Reactionary, Eyes and Ears of the City
Feats:
1.) Weapon Focus: Battle Ladder
Fighter Bonus: Exotic Weapon Proficiency: Battle Ladder
Human Bonus: Power Attack
2.) Combat Reflexes
Lore Warden Bonus: Combat Expertise
3.) Medium Armor Proficiency
Monk Bonus: Improved Trip
5.) Two-Weapon Fighting
6.) Weapon Specialization: Battle Ladder
7.) Greater Trip
8.) Felling Smash
9.) Greater Weapon Focus
10.) Vicious Stomp
Attacks: +3 Battle Ladder +23/+18 (1d6+16, 20/x2), Unarmed Strike +17/+12 (1d6+8, 20/x2)
OR POWER ATTACK
+3 Battle Ladder +20/+15 (1d6+25, 20/x2), Unarmed Strike +14/+9 (1d6+14, 20/x2)
OR TWO WEAPON FIGHTING
+3 Battle Ladder +21/+21/+16 (1d6+16/1d6+16/1d6+14), Unarmed Strike +15/+15/+10 (1d6+8, 20/x2)
OR TWO WEAPON FIGHTING AND POWER ATTACK
+3 Battle Ladder +18/+18/+13 (1d6+25/1d6+25/1d6+23), Unarmed Strike +12/+12/+7 (1d6+14, 20/x2)
CMB: +18 (Trip +31, +33 with Redirection)
Class Features: Weapon Training (+2 Double Weapons, +1 Close Weapons), Improved Unarmed Strike, Stunning Fist (DC 16), Know Thy Enemy, Redirection (Reflex DC 12), Bravery +2
Skills:
Kn. Dungeoneering +14
Profession: Carpenter +14
Craft: Alchemy +14
Perception +14
Gear: Gloves of Dueling (15k), +3 Battle Ladder (18k), +3 Mithril Breastplate (13k), +2 Belt of Physical Might (Str/Dex), Cloak of Resistances +2, +1 Ring of Protection
Jackie was a simple carpenter, but when his village was attacked by goblins, he heeded the call to action! Grabbing his trusty Battle Ladder he raced into action, and the rest, as they say, is history!
Jackie the Carpenter! A real Golarion hero!
He seems fun. Can deal solid damage in a stand up fight, but can also do very well (I think) at tripping and therefore incapacitating enemies.
And it's a LADDER. I mean, come on. What's better than beating people to death with a step ladder?
Rynjin |
1 person marked this as a favorite. |
Chaotic Neutral Male Human Ranger 10
Stats:
Str: 22
Dex: 14
Con: 14
Int: 12
Wis: 14
Cha: 7
AC: 22 (+25 vs Plants)
Initiative: +4 (+8 Forest)
Saves: Fort +12, Ref +12, Will +9
Traits: Reactionary, Indomitable Faith
1.) Exotic Weapon Proficiency: Ripsaw Glaive
1.) Medium Armor Proficiency
2.) Cleave
3.) Power Attack
5.) Favored Defense
6.) Great Cleave
7.) Furious Focus
9.) Intimidating Prowess
10.) Dreadful Carnage
Weapons: +3 Ripsaw Glaive +19/+14 (1d10+9, 20/x3)
OR POWER ATTACK
3 Ripsaw Glaive +16/+11 (1d10+18, 20/x3)
OR FAVORED ENEMY
3 Ripsaw Glaive +25/+20 (1d10+15, 20/x3)
OR FAVORED ENEMY AND POWER ATTACK
3 Ripsaw Glaive +22/+17 (1d10+24, 20/x3)
Skills:
Climb +19
Intimidate +17
Kn. Geography +14
Kn. Nature +14
Perception +14 (+23 Forest)
Profession: Lumberjack +15
Survival +15 (+23 Forest)
Swim +19
Class Features: Favored Enemy (Plants +6), Favored Terrain (Forest +4), Track, Forest Ghost, Hunter's Bond, Woodland Stride, Swift Tracker, Evasion
Gear: +3 Ripsaw Glaive (18k), +3 Mithral Breastplate (13k), +4 Belt of Giant's Strength (16k), +2 Headband of Inspired Wisdom (4k), +3 Cloak of Resistances (9k), +1 Ring of Protection
1st (4/day): Lead Blades (2), Defoliate (2)
2nd (3/day): Barkskin (2), Forest Friend
3rd (1/day): Aqeuous Orb (1)
Richard "Orange" Ajennt has always wanted to be a Lumberjack and woodsman. From a young age he was fascinated at other people's complacence to the encroaching floral menace that permeates the land. He's dedicated his life to fighting this danger, and his single-minded dedication to the eradication of the plant hordes has granted him certain specialized skills to aid him in his crusade.
Stalwart companion of Jackie Woods, the two work in tandem much of the time, both in combat and in business. Rick's skill at woodcutting is unparalleled, and he sees it as both his duty and his privilege to provide high quality lumber at low prices to his friend.
He is a true destroyer of plants, and can make them tremble with fear at the whirring sound of his serrated doombringer. The sight of woodchips flying, leaves falling, and flower petals scattering galvanizes Rick, and brings dismay to his leafy foes in return.
As an aside, I like the idea of thinking of the Forest Friend spell as being plants being too afraid to mess with Rick and his posse.
Lemmy |
Hey there, guys... I'm back!
This time I wanted to try something a little different than my previous builds... A caster. Almost. Well, a pseudo-caster that is not trully a caster, except for the fact that he totally is... Yeah, alchemists are confusing like that...
This is the 1st time I actually built an Alchemist... I've seen a few in play, but I never built one myself.
I'm not sure how good he actually is, but here it goes:
Male Elf Alchemist 1
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d8+4)
Fort +2, Ref +6, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Club +2 (1d6+2/x2) and
. . Gauntlet +2 (1d3+2/x2)
Ranged Bomb +5 (1d6+3 Fire/x2) and
. . Shortbow, Comp. (Str +0) +4 (1d6/x3)
Special Attacks bomb 1d6+3 (4/day) (dc 13)
Alchemist Spells Prepared (CL 1):
1 (2/day) Shield, Cure Light Wounds
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 16, Wis 12, Cha 7
Base Atk +0; CMB +2; CMD 16
Feats Brew Potion, Throw Anything, Toughness +3
Traits Indomitable Faith, Warrior of Old
Skills Disable Device +6, Escape Artist +5, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +7, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +5; Racial Modifiers +2 Perception, alchemy +1
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elven magic, mutagen (dc 13)
Other Gear Studded leather armor, Club, Gauntlet, Shortbow, Comp. (Str +0), 3 GP
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
No thing jaw-dropping here... 1st level is not exactly where most builds shine. Only cool thing is that Archie gets free proficiency with bows for being an Elf. Toughness helps to compensate for his Con modifier. He also uses a gauntlet to threaten adjacent squares.
Sadly, Archie doesn't even have money for a composite longbow yet. He only has 2 spells per day and the top damage he can deal is 1d6+3 from his 4 daily Bombs. He does have a nice set of skills to help his friends, though... Even so, he's definitely not themost useful party member right now... -.-'
----------------------------
Male Elf Alchemist 3
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 23 (3d8+6)
Fort +3, Ref +7, Will +3; +2 vs. enchantments, +2 bonus vs. poison
Immune magic sleep; Resist elven immunities, poison resistance +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +4 (1d4+2/19-20/x2)
Ranged Bomb +8 (2d6+3 Fire/x2) and
. . Masterwork Composite longbow (Str +2) +8 (1d8+3/x3) and
. . Paueliel Composite longbow (Str +2) +8 (1d8+3/x3) and
. . Tanglefoot Bomb (2d4 rds) +8 (Entangled)
Special Attacks bomb 2d6+3 (6/day) (dc 14)
Alchemist Spells Prepared (CL 3):
1 (4/day) Shield (x2), Comprehend Languages, Cure Light Wounds
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 16, Wis 12, Cha 7
Base Atk +2; CMB +4; CMD 18
Feats Brew Potion, Point Blank Shot, Throw Anything, Toughness +3
Traits Indomitable Faith, Warrior of Old
Skills Disable Device +10, Escape Artist +7, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +9, Spellcraft +9 (+11 to determine the properties of a magic item), Stealth +7; Racial Modifiers +2 Perception, alchemy +3
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ discoveries (tanglefoot bomb [2d4 rds]), elven magic, fast poisoning (move action), mutagen (dc 14), poison use, swift alchemy
Other Gear +1 Chain shirt, Cestus, Masterwork Composite longbow (Str +2), Paueliel Composite longbow (Str +2), Alchemist's kit, 460 GP
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+3 (6/day) (DC 14) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Ah, Archie is finally useful. Using his Tanglefoot Bomb to entangle his opponents is really good. And he can actually deal some damage, now. 4 "spells" per day is not great, but he can at least do something useful now... I had never realized how limited is the 1st-level "spell" list of Alchemists. Well, at least he can cast shield and Comprehend Languages, that gotta be useful at some point...
----------------------------
Male Elf Alchemist 6
CG Medium Humanoid (elf)
Init +7; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 42 (6d8+12)
Fort +6, Ref +11, Will +5; +2 vs. enchantments, +4 bonus vs. poison
Immune magic sleep; Resist elven immunities, poison resistance +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Silversheen Cestus +7 (1d4+2/19-20/x2)
Ranged +1 Adaptive Paueliel Composite longbow (Str +2) +12 (1d8+4/19-20/x3) or
. . (Rapid Shot) +1 Adaptive Paueliel Composite longbow (Str +2) +10/+10 (1d8+4/19-20/x3) and
. . Bomb +11 (3d6+3 Fire/x2) and
. . Masterwork Composite longbow (Str +2) +12 (1d8+3/19-20/x3) and
. . Tanglefoot Bomb (2d4 rds) +11 (Entangled)
Special Attacks bomb 3d6+3 (9/day) (dc 16), discoveries (explosive missile, precise bombs, tanglefoot bomb [2d4 rds])
Alchemist Spells Prepared (CL 6):
2 (4/day) Restoration, Lesser, Barkskin (x2), Invisibility
1 (5/day) Shield (x2), Comprehend Languages (x2), Disguise Self
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 10, Int 16, Wis 12, Cha 7
Base Atk +4; CMB +6; CMD 20
Feats Brew Potion, Point Blank Shot, Rapid Shot, Throw Anything, Toughness +6
Traits Indomitable Faith, Warrior of Old
Skills Disable Device +14, Escape Artist +11, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +15, Spellcraft +12 (+14 to determine the properties of a magic item), Stealth +11; Racial Modifiers +2 Perception, alchemy +6
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elven magic, fast poisoning (swift action), mutagen (dc 16), poison use, swift alchemy
Other Gear +1 Chain shirt, +1 Adaptive Paueliel Composite longbow (Str +2), Masterwork Composite longbow (Str +2), Silversheen Cestus, Belt of incredible dexterity +2, Bracers of falcon's aim, Cloak of resistance +1, Alchemist's kit, 555 GP
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+3 (9/day) (DC 16) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Explosive Missile Use bomb with ranged weapon.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
As expected, this is where Archie starts to shine. He now has a nice selection of spells, enough Bombs to last a whole and the ability to shoot them with his bow. He can also safely bomb his targets without harming allies who are in the bomb's area of effect, thanks to Precise Bombs.
However, his will saves are starting to lag bahind... Having to invest in Int makes it really difficult for Archie to buy Wisdom boosters. Elven Immunities help a little, though. Wayfinder + Clear Spindle combo doesn't hurt either.
----------------------------
Male Elf Alchemist 10
CG Medium Humanoid (elf)
Init +8; Senses low-light vision; Perception +19
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 17 (+6 armor, +6 Dex, +1 deflection)
hp 78 (10d8+30)
Fort +12, Ref +17, Will +9; +2 vs. enchantments
Immune magic sleep, poison; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Silversheen Cestus +11/+6 (1d4+3/19-20/x2)
Ranged +1 Composite longbow (Str +2) +16/+11 (1d8+4/19-20/x3) and
. . +2 Adaptive Composite longbow (Str +0) +17/+12 (1d8+6/19-20/x3) or
. . (Rapid Shot) +2 Adaptive Composite longbow (Str +0) +15/+15/+10 (1d8+6/19-20/x3) and
. . Bomb +15/+10 (5d6+4 Fire/x2) and
. . Confusion Bomb (10 rds) +15/+10 (3d6+4 Fire + Confusion/x2) and
. . Tanglefoot Bomb (2d4 rds) +15/+10 (Entangled)
Special Attacks bomb 5d6+4 (14/day) (dc 19), discoveries (confusion bomb [10 rds], explosive missile, precise bombs, tanglefoot bomb [2d4 rds], wings [10 minutes/day])
Spell-Like Abilities Light (At will)
Alchemist Spells Prepared (CL 10):
4 (2/day) Freedom of Movement (x2)
3 (4/day) Heroism (x3), Fly
2 (5/day) Restoration, Lesser, Barkskin (x3), Invisibility
1 (6/day) Shield (x3), Comprehend Languages (x2), Disguise Self
--------------------
Statistics
--------------------
Str 16, Dex 22, Con 12, Int 18, Wis 12, Cha 7
Base Atk +7; CMB +10; CMD 27
Feats Brew Potion, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Throw Anything, Toughness +10
Traits Indomitable Faith, Warrior of Old
Skills Disable Device +21, Escape Artist +16, Fly +19, Knowledge (arcana) +19, Knowledge (nature) +19, Perception +19, Spellcraft +17 (+19 to determine the properties of a magic item), Stealth +18, Survival +1 (+3 to avoid becoming lost); Racial Modifiers +2 Perception, alchemy +10
Languages Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ elven magic, fast poisoning (swift action), mutagen (dc 19), poison use, swift alchemy
Other Gear +2 Mithral Chain shirt, +1 Composite longbow (Str +2), +2 Adaptive Composite longbow (Str +0), Silversheen Cestus, Belt of physical perfection +2, Bracers of falcon's aim, Cloak of resistance +3, Feather step slippers, Handy haversack (2 @ 44 lbs), Headband of vast intelligence +2 (Fly), Ioun stone (pale green prism (cracked, saves), Ring of protection +1, Wayfinder (empty), Alchemist's kit, Masterwork tool (Disable Device), Masterwork tool (Knowledge [arcana]), Masterwork tool (Knowledge [nature]), Masterwork tool (Stealth), Portable alchemist's lab, 375 GP
--------------------
Special Abilities
--------------------
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+4 (14/day) (DC 19) (Su) Thrown Splash Weapon deals 5d6+4 fire damage.
Confusion Bomb (10 rds) (Su) The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemi
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Explosive Missile Use bomb with ranged weapon.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.
Wings (10 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min.
Archie's spell are something to behold, right now... He has 5h of Heroism (which help with his saves), 5h of Barkskin and little more than 3h of Freedom of Movement (which will certainly save his life a few times per day)! He can Fly 10min per day with using spells and can throw confusion Bombs, which, BTW, have no save! :D
The Archery feat chain is pretty much complete, from now on, Archie can spend his feats on Extra Discovery, Iron Will or whatever else he wants... That's pretty cool.
----------------------------
All in all, Archie is a decent secondary striker. He could grab the Infusion discovery to be more of a support character, but I like him as a combat archer. He has useful skills to help the party can take care of himself even when the Tank is too busy to protect him. His bombs can potentially end an encounter and he has enough to throw 2~3 of them every combat and still have a couple left.
The party shouldn't rely on him as a primary source of DPR, but they'll like having him around.
If anyone is wondering, the reason Archie doesn't have any ranks in Fly or UMD, despite both being (useful) class skills is because they are both better suited for Int Headbands, IMO. They're not very useful when magic is unavailable (e.g.: inside an AMF), so why not tie them to a magic item?
Nicos |
I wante to build a huntmaster from along time. I multiclassed him with fighter cause Outflank have +4 BAB as prerequisite. I am somewhat disapointed that the Dog animal compaino is that weak, the only thin I can make him good at is a flanking partner so I give him outflank too.
The build is not impresive but it more or less solid.
Human
Fighter 4 - Huntmaster 6.
=== Stats ===
Str 18 (20),Dex 14,con 14 (16),Int 14,Wis 12, Cha 8
=== Defense ===
AC: 27 (+12 armor, +2 dex, +1 dodge, +1 natural, +1 def)
Hp: 89 (10d10+30)
CMD: 29
=== Saves ===
Fort +16
Ref +11
Will +11 (+2 against fear)
=== Attacks ===
+2 Adamantine earthbreaker +17/+9 (1d12+18, 20/x2)
CMB: +15
=== Traits===
Defender of the society, carefully hiden.
=== Feats and talents===
1. Power attack, Furious focus, Dodge
2. Combat reflexes
3. Iron will
4. Blind fight
5. Boon companion, outflank
6.
7. Lunge
8.
9. Ligthing reflexes
10. Step up.
=== Skills ===
Intimidate +15, Diplomacy +15, Knowledge (nature) +16, Knowledge (Religion) +16,Knowledge (Dungeoneering) +11, Survival +14, Perception +6, Handle animal +10, Sense motive +10, Swim +7, Climb +7.
=== Special ===
Swift Tracker
Animal Trainer
Takedown
Tactician
Bestial Challenge
Challenge 1/day (+6 mg)
Specialized Knowledge
Order of the Tome
=== Gear ===
+2 Full plate
+2 Adamantine earthbreaker
+2 Belt of str and con
+1 Ring of protection
+1 amulet of natural armor
+3 Cloack of resistance
Clear spindle ioun stone + wayfinder
sash of the war champion
Cracked pale green prism Ioun stone (saves)
Circlet of persuation
Size Medium;
Speed 40 ft.;
AC 27 (+5 armor, +8 natural, +4 dex);
Hp[b] 67 (9d8+47)
[b]Attack bite: +12 (1d6+8);
Ability Scores Str 21, Dex 18, Con 17, Int 3, Wis 12, Cha 6;
Special Qualities low-light vision, scent.
Feats: Light armor proficiency, Outflank, Iron will, Lighthing reflexes, Great fortitude
Gear +1 Amulet of natural armor, +1 Cloack of resistance, +1 Mithral chain shirt
Saves Fort +11, Ref +12 (plus evasion), Will +6
Marthkus |
Lemmy |
Brian the Strong and Fair:
I don't want to sound overly critical, but I don't really like Brian.
I don't particularly like UMD for Fighters... UMD takes a considerable amount of investment to be reliable, especially for a class that gets no real benefit from a high Cha score. Also, spending half you skill points to be a 2nd rate caster doesn't seem like a very good idea for me, especially when you can't take 10 on UMD and rolling a 1 shuts down the item for 24h.
Other than the investment in UMD, the build is very vanilla. It seems to be an effective build, but not a very interesting one, IMO.
Nicos' Trench Fighter:
Nicos asked my opinion on this build a while ago, but just now I finally got around to checking out the archetype. Basically, it's a Gunslinger-wannabe Fighter archetype.
It's more effective than Gunslingers at levels 3 and 4, since it gets to add Dex to damage earlier. I believe it consistentlydeals more damage on other levels too, though I'm too lazy to figure out how much more.
It seems like a solid build, with good defenses and offense, but to be honest, I'd still rather play a full gunslinger instead of Trench Fighter X/Gunslinger Y.
Better saves, better skills and Grit are worth more than a little extra damage (Gunslingers already have astronomical DPR) and the archetype loses Armor Training, basically giving up any AC advantage it might have (It has a decent AC, but not greater than your average Gunslinger. Why use heavy armor when your Dex modifier is a +6 and going up?). I'd give him a buckler, because who cares about that -1 to attack rolls when you target touch AC 95% of the time?
This doesn't mean it's a bad build. Au contraire, it seems very effective.
Trench Fighter does get to complete the TWF tree considerably faster, though, so at low levels it has a huge advantage in damage if that's the combat style the player wants.
That said, this archetype seems better suited as a 3-level dip than as a full class, though. But that's not unusual for Fighters.
Lemmy |
Brian only uses 1/3 of his skill points on UMD. He gets a bonus skill focus at 8, so by 10 he is auto casting any and all wands. Until then he gets to use wands of CLW out of combat instead of potions.
Still, too much investment for little return, IMO... I'd just leave wands to casters and focus on being a better martial character and/or increase my versatility in some way where I won't be so less effective than a caster who is not even trying, but that's me.
I don't consider vanilla a bad thing. So an effective build is what I'm looking for.
Vanilla is not a bad thing. It's just not the most interesting build to look at... Don't take it personally, I've said the same thing about a few other builds in this thread.
There are many vanilla builds I enjoy playing... I'm just pointing out I think it's more fun when build threads are used to share and read unusual builds.Rynjin |
So now that Trench Fighter has been revealed to me, I had an idea for what might be a fun char to play.
LN Male Aasimar (Garuda Blooded) Fighter (Trench Fighter) 3/Inquisitor 7
Initiative: +11
AC: 25
Saves: Fort +13, Ref +12, Will +12
Str: 12
Dex: 22
Con: 14
Int: 12
Wis: 16
Cha: 7
Traits: Reactionary, Magical Knack
Feats:
1.) Deadly Aim
1.) Point Blank Shot
2.) Weapon Focus
3.) Precise Shot
Bonus: Gunsmithing
Bonus: Exotic Weapon Proficiency: Firearms
5.) Two-Weapon Fighting
Bonus: Enfilading Fire
7.) Improved Two-Weapon Fighting
9.) Clustered Shots
Bonus: Back to Back
Attacks: Revolver +18/+13 (1d8+7, 20/x4)
OR TWO WEAPON FIGHTING
2 Revolvers +16/+16/+11/+11 (1d8+7, 20/x4)
OR DEADLY AIM
Revolver +15/+10 (1d8+13, 20/x4)
OR TWO WEAPON FIGHTING DEADLY AIM
2 Revolvers +13/+13/+8/+8 (1d8+13, 20/x4)
Skills:
Acrobatics +16
Craft Alchemy +5
Kn. Planes +17
Kn. Religion +17
Perception +19
Sense Motive +19
Survival +16
Class Features: Trench Warfare (Revolver), Bravery +1, Black Powder Inquisition, Bane (7 rounds/day), Discern Lies (7 rounds/day), Stern Gaze (+3), Detect Alignment, Cunning Initiative, Monster Lore. Judgement (3/day), Track (+3), Solo Tactics
Gear: +4 Belt of Dexterity (16k), +1 Revolver x2 (8k total), +3 Cloak of Resistance (9k), +3 Mithral Breastplate (13k), 2 Weapon Cords, Bracers of Falcon's Aim (4k), 3.5k in ammo, 8.5k left
0th: Create Water, Detect Magic, Light, Brand, Guidance, Detect Poison
1st (5/day): Bless (9 minutes), Wrath (+3 attack/damage, 1 minute), Shield of Faith (+3 AC), True Strike, Ear Piercing Scream
2nd (4/day): Litany of Defense, Invisibility, Resist Energy, Silence
3rd (2/day): Greater Magic Weapon, Dispel Magic
Still technically a martial character I think. To-hit's a little low but doesn't matter as much for touch attacks I'd think.
Could save a bit of money by casting Greater Magic Weapon on one gun at the start of the day.
Bigdaddyjug |
If you have 7 levels of inquisitor and don't budget for a Bane Baldric you're going to regret it.
Leonardo Trancoso |
Mr. Scar don't care of take damages
Attributes: (20 point buy)
STR - 20 (14 +6 enhancement)
DEX - 10
CON - 27 (18 +3 lvs + 6 enhancement)
INT - 14
WIS - 10
CHA - 10
Racial Trait:
Heart of the Wilderness: half their character
level to their Constitution score when determining the
negative hit point total necessary to kill them.
Feats:
1st - Endurance
1st - Diehard
3rd - Combat Expertise (-4 attack + 4dodge)
5th - Stalwart (-4 dodge + 4 RD)
7th - Deathless Initiate (fight at negative hp)
9th - Power Attack
11th - Improved Stalwart (-4 dodge + 8 RD)
Rage Powers:
2 - guard life
4 - Renwed Vigor
6 - Gaurd life, greater
8 - increased damage reduction
10 - increased damage reduction
12 - increased damage reduction
Rage Rounds: 34
positive HP:227 (d12 +1favorite class + 11cons(with rage))
0 HP: convert 24 damage points to nonlethal (guard life)
negative HP: -40 (diehard, deathless initiate)
RD: 17/-
Greatsword +1 Furious
Attack:+15/+10
Greatsword: 2d6 + 31
Lemmy |
It is Mithral. 4k for Mithral, 9k for +3 = 13k if I remember right. The SRD has been uncooperative today so I've been doing a lot off of memory.
Though dropping it to +2 and grabbing that Bane Baldric may be good too.
+2 Breastplate: 4350 GP
+3 Breastplate: 9350 GP+2 Mithral Breastplate: 8200 GP (The Price for being Masterwork is already included in the price for being Mithral)
So there you go... You save 1150gp... That's another Pearl of Power right there! Or, since, you're not a caster, buy a Wand of CLW and some potions.
prototype00 |
So I was thinking to myself, prototype00, you have a good concept in the Conqueror Ooze, but you haven't made a build yet. So I wanted to do some stress testing and what better place to post the results?
*Note: Build is when wildshaped into a Carnivorous Crystal with Strong Jaw, Greater Magic Fang, Longstrider and Barkskin running*
Galeena
Female Oread Druid (Cave Druid) 8 Monk (Martial Artist) 2
NG Medium Outsider (native)
Init +3; Senses Perception +18
--------------------
Defense
--------------------
AC 25, touch 21, flat-footed 23 (+1 Dex, +4 natural, +2 deflection, +1 dodge)
hp 73 (10d8+20)
Fort +12, Ref +8, Will +16; +2 bonus vs. exceptional, supernatural, and spell-like abilities of oozes and aberrations
Defensive Abilities evasion, eyes of darkness (4 rounds/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Slam +19 (12d8+11/x2)
Special Attacks flurry of blows +18/18/13 (12d8+11/x2)
Druid (Cave Druid) Spells Prepared (CL 10):
4 (3/day) Shadow Conjuration (DC 19), Strong Jaw (x3) (DC 19)
3 (4/day) Magic Fang, Greater (x2), Deeper Darkness, Resinous Skin (x2)
2 (4/day) Resist Energy, Barkskin (x2), Blindness/Deafness (DC 17), Animal Aspect
1 (6/day) Longstrider (x2), Sleep (DC 16), Hairline Fractures (DC 16), Mighty Fist of the Earth (x3)
0 (at will) Resistance, Read Magic, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 29, Dex 12, Con 12, Int 12, Wis 20, Cha 5
Base Atk +7; CMB +16; CMD 37 (Can't be tripped)
Feats Blind-Fight (Domain, taken lvl 2), Combat Reflexes (2 AoO/round) (Monk Bonus Feat lvl 2, taken lvl 10), Dodge (Monk Bonus Feat lvl 1, taken lvl 1), Feral Combat Training (Slam) (5th lvl), Improved Unarmed Strike (Monk Bonus Feat lvl 1, taken lvl 1), Natural Spell (7th lvl), Shaping Focus +2 (9th lvl), Stunning Fist (4/day) (DC 20) (Monk Bonus Feat lvl 1, taken lvl 1), Toughness +10 (1st lvl), Weapon Focus (Slam) (3rd lvl)
Traits Magical Knack (Druid [Cave Druid]), Reactionary
Skills Acrobatics +14 (+10 jump), Knowledge (dungeoneering) +16, Knowledge (nature) +5, Linguistics +2, Perception +18, Sense Motive +18, Survival +20
Languages Aklo, Common, Druidic, Terran, Undercommon
SQ ac bonus +5, crystalline form (1/day), ferrous growth (1/day), lightfoot, nature bond abilities (night), night hunter (4 rounds) (8/day), resist subterranean corruption, spontaneous casting, stunning fist (stun), tunnelrunner, unarmed strike (1d6), wild empathy, wild shape (4/day), wild shape (animal), wild shape (ooze), wild shape (elemental)
Combat Gear Extend metamagic rod (lesser) (3/day), Jingasa of the fortunate soldier (1/day); Other Gear Belt of giant strength +4, Cloak of resistance +2, Handy haversack (empty), Headband of inspired wisdom +4, Ioun stone (dusty rose prism), Ring of protection +2, 3000 GP
A bit low on the AC side, but having three attacks at +18/+18/+13 and doing 12d8 + 11 damage per hit is not a bad benchmark to have reached, I think.
But how do people feel about it?
prototype00
Rynjin |
So somebody mentioned something about Dex to damage on Crossbows as an early level ability being OP or summat if a Dex based character (like a Rogue) dipped that class.
Let's find out.
Lawful Evil Hobgoblin Rogue (Swashbuckler) 7/Trench Fighter 3
Str: 14
Dex: 22
Con: 14
Int: 10
Wis: 12
Cha: 11
AC: 25
Saves: Fort +10, Ref +15, Will +6 (+9 vs Fear)
Initiative: +8
Traits: Reactionary, Strong Willed (I can never remember the exact name of this one)
Feats:
1.) Exotic Weapon Proficiency: Firearms
1.) Gunsmithing
2.) Two-Weapon Fighting
3.) Rapid Shot
Bonus: Martial Weapon Proficiency: Kukri
5.) Point Blank Shot
7.) Snap Shot
9.) Improved Two-Weapon Fighting
Rogue Talents:
5.) Weapon Training (Revolver)
7.) Combat Trick: Deadly Aim
9.) Combat Trick: Clustered Shots
Ranged: Revolver +18/+13 (1d8+7 plus 4d6 Sneak Attack, 20/x4)
OR TWO WEAPON FIGHTING
2 Revolvers +16/+16/+11/+11 (1d8+7 plus 4d6 Sneak Attack, 20/x4)
OR DEADLY AIM
Revolver +15/+10 (1d8+13 plus 4d6 Sneak Attack, 20/x4)
OR TWO WEAPON FIGHTING DEADLY AIM
2 Revolvers +13/+13/+8/+8 (1d8+13 plus 4d6 Sneak Attack, 20/x4)
OR TWO-WEAPON FIGHTING DEADLY AIM RAPID SHOT
2 +1 Revolvers +11/+11/+11/+6/+6 (1d8+13 plus 4d6 Sneak Attack, 20/x4)
Melee:
+1 Kukri +11/+6 (1d4+3, plus 4d6 Sneak Attack, 18-20/x2)
OR TWO WEAPON FIGHTING
2 +1 Kukri +9/+9/+4/+4 (1d4+3, plus 4d6 Sneak Attack, 18-20/x2)
Class Features: Sneak Attack +4d6, Evasion, Uncanny Dodge, Trench Warfare (Revolver), Bravery +1, Daring +2
Gear: +4 Belt of Dexterity (16k), +1 Revolver x2 (8k total), +3 Cloak of Resistance (9k), +3 Mithral Breastplate (13k), 2 Weapon Cords, Bracers of Falcon's Aim (4k), 3.5k in ammo, +1 Kukri x2 (4k total) 4500 gold left
Hm.
I'm not seeing "Overpowered" or a choice which would make it a super common dip, but it actually looks pretty solid to me. What does everyone else think?
At 11, if I snagged Weapon Finesse he could be a reasonably well hitting melee character as well (it'd bump his to-hit by +4 at least) to give him a non lolworthy backup.
All in all while I might hesitate to play it in a real game (takes too long to come together, isn't spectacular but not too bad either), it could make a reasonably scary miniboss/high level boss minion I think.
Lemmy |
I'd prefer if it added Str though... That's kinda of what the lever does. It makes the same amount of Str add even more tension on the crossbow's strings...
In facts, if "realism" is a thing, crossbows should probably add more Str to damage rolls than longbows...
That said... a Gunslinger archetype that uses crossbows instead of pistols would be really cool.
proftobe |
I'd prefer if it added Str though... That's kinda of what the lever does. It makes the same amount of Str add even more tension on the crossbow's strings...
In facts, if "realism" is a thing, crossbows should probably add more Str to damage rolls than longbows...
That said... a Gunslinger archetype that uses crossbows instead of pistols would be really cool.
I think a cool idea would be to have a str built into the crossbow kind of like how comp longbow's work, but more mechanical and the higher the str the harder it would be to reload.
A 3PP company did an awesome archetype for crossbow gunslingers, but I always forget who(My buddy owns the PDF) and my Search Fu is amazingly bad for these kinds of things.
prototype00 |
As far as the consensus on the board seems to be, you can't stack INA with Strong Jaws *One makes your natural attack one size larger, the other makes it two sizes larger*.
Shaping focus is kind of required for the damage (you don't get this wildshape if you aren't 10th level) and natural spell is druid mandatory.
No worries though, in later levels I multiclass barbarian and rage cycle with furious focus and vital strike for an eventual 416 base damage (greater vital strike + furious focus), which makes the character a more one hit kill type.
prototype00
gustavo iglesias |
I'd prefer if it added Str though... That's kinda of what the lever does. It makes the same amount of Str add even more tension on the crossbow's strings...
In facts, if "realism" is a thing, crossbows should probably add more Str to damage rolls than longbows...
That said... a Gunslinger archetype that uses crossbows instead of pistols would be really cool.
I used for a lot of time a home rule:
Heavy Crossobows can be "mighty". They add their own mighty bonus to damage, regardless of the user STR. A mighty crossbow require a number of extra rounds to reload equal to the STR bonus. A character with a high STR bonus reduce the number of extra rounds in his STR modifier.
So a Heavy Crossbow mighty +4, would add +4 to damage. A character with STR 10 would require 4 extr rounds to reload it, but a Character with STR 18 would reload it using the standard crossbow rules.
Lemmy |
Hmmm... I was messing around with my homebrew Rogue and revised Rogue Talents and decided to build a duelist Rogue to see how she would fare. (Although I removed the deadly Substance ability since I haven't reviewd it yet)
Since the work was done, I decide I might as well post it here. :)
Female Half-Elf Rogue 1
CG Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
. . Rapier +3 (1d6+1/18-20/x2) and
. . Rapier +3 (1d6+1/18-20/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 13
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits Indomitable Faith, Resilient
Skills Acrobatics +7, Bluff +5, Diplomacy +5, Disable Device +8, Escape Artist +7, Intimidate +5, Perception +6 (+7 to locate traps), Sense Motive +4, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ elf blood, trapfinding +1
Other Gear Hide shirt, Buckler, Dagger, Rapier, Rapier, Shortbow, 43 GP
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
So far, nothing jaw-dropping here. The only difference between Sandra and an standard Rogue is the Poison Use ability and her proficiency with bucklers and whips. Okay.
----------------------------
Female Half-Elf Rogue 3
CG Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +1 shield, +3 Dex)
hp 23 (3d8+6)
Fort +3, Ref +6 (+1 bonus vs. traps), Will +4; +2 vs. enchantments
Defensive Abilities evasion, trap sense; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+2/19-20/x2) and
. . Masterwork Cold Iron Rapier +6 (1d6+2/18-20/x2) and
. . Silversheen Rapier +6 (1d6+2/18-20/x2)
Ranged Masterwork Composite shortbow (Str +1) +6 (1d6+1/x3)
Special Attacks sneak attack +2d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 13
Base Atk +2; CMB +3; CMD 16
Feats Combat Reflexes (4 AoO/round), Weapon Finesse
Traits Indomitable Faith, Resilient
Skills Acrobatics +9, Bluff +7, Diplomacy +7, Disable Device +10, Escape Artist +9, Intimidate +7, Perception +8 (+9 to locate traps), Sense Motive +6, Sleight of Hand +9 (+13 to conceal a weapon), Stealth +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ elf blood, trapfinding +1
Other Gear +1 Chain shirt, Buckler, Dagger, Masterwork Cold Iron Rapier, Masterwork Composite shortbow (Str +1), Silversheen Rapier, 183 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Underhanded (Ex) A Rogue with this talent using the Weapon Finesse feat can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand attacks. This is considered precision damage.
Aha, here comes the first significant change. Underhand allows Rogues to add Int instead of Str to damage rolls, but such damage is considered precision damage and does not increase for attacks made with 2-handed weapons.
----------------------------
Female Half-Elf Rogue 6
CG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +2 shield, +5 Dex)
hp 42 (6d8+12)
Fort +5, Ref +11 (+2 bonus vs. traps), Will +6; +2 vs. enchantments
Defensive Abilities evasion, trap sense, uncanny dodge; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Silversheen Rapier +10 (1d6+4/18-20/x2) and
. . Dagger +9 (1d4+3/19-20/x2) and
. . Masterwork Cold Iron Rapier +10 (1d6+3/18-20/x2)
Ranged Masterwork Composite shortbow (Str +1) +10 (1d6+1/x3)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 13, Int 16, Wis 10, Cha 13
Base Atk +4; CMB +5; CMD 20
Feats Combat Reflexes (6 AoO/round), Extra Rogue Talent (Rogue), Weapon Finesse
Traits Indomitable Faith, Resilient
Skills Acrobatics +14, Bluff +10, Diplomacy +10, Disable Device +17, Escape Artist +14, Intimidate +10, Perception +11 (+14 to locate traps), Sense Motive +9, Sleight of Hand +14 (+18 to conceal a weapon), Stealth +14, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elf blood, rogue talents (assault leader [1/day], black market connections, deft palm, underhanded [1/day]), trapfinding +3
Other Gear +1 Mithral Chain shirt, +1 Buckler, +1 Silversheen Rapier, Dagger, Masterwork Cold Iron Rapier, Masterwork Composite shortbow (Str +1), Belt of incredible dexterity +2, Cloak of resistance +1, Headband of vast intelligence +2 (Use Magic Device, 183 GP
--------------------
Special Abilities
--------------------
Assault Leader (Ex) Add a +1 bonus to attack rolls made against opponents the Rogue is flanking.
Black Market Connections (600gp) (Ex) Rogues can use their connections with shady suppliers to obtain items that are not easily acquired without having the right contacts. As a result, she may carry unspecified equipment worth up to 100 gp per Rogue level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a move action, the Rogue may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the Rogue can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deft Palm (Ex) Once per turn,you can use a swift action to either make a Sleight of Hand check resisted by your target's Perception check or a Bluff check resisted by your target's Sense Motive check. If the your are successful, you gains a +1 bonus to all attacks made against that target until the the start of your next turn. However, when using this ability, the maximum number of Sneak Attack damage dice that apply to your attacks is that of a Rogue half your level.damage dice that apply to your attacks is that of a Rogue half your level.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded (Ex)A Rogue with this talent using the Weapon Finesse feat can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This is considered precision damage.
Now we're talking. Sandra got Assault Leader to increase her bonus against flanked-opponents and Deft Palm to gain the ability to increase her to-hit in exchange for lowering her Sneak Attack damage. Basically, she can give up half her SA damage dice for a +2 bonus to attack rolls against 1 enemy. A nice trade, if the opponent has high AC, is immune to precision damage or is not currently flanked or flat-footed. Black Market Connections allow our heroine to act like an emergency casters, although in a very limited fashion, so she can save the party in a desperate situation by producing an emergency scroll or potion, provided she has the money to do so. A very cool ability, IMHO.
----------------------------
Female Half-Elf Rogue 10
CG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 20 (+7 armor, +3 shield, +5 Dex)
hp 78 (10d8+30)
Fort +9, Ref +15 (+3 bonus vs. traps), Will +12; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge (lv >=14), trap sense; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Silversheen Rapier +13/+8 (1d6+4/18-20/x2) and
. . +2 Silversheen Rapier +14/+9 (1d6+5/18-20/x2) and
. . Dagger +12/+7 (1d4+3/19-20/x2) and
. . Masterwork Cold Iron Rapier +13/+8 (1d6+3/18-20/x2)
Ranged +1 Paueliel Composite shortbow (Str +1) +13/+8 (1d6+2/x3)
Special Attacks sneak attack +5d6
Spell-Like Abilities
. . Minor Magic (Detect Magic) (at will)
. . Minor Magic (Acid Splash) (at will)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 15, Int 16, Wis 10, Cha 16
Base Atk +7; CMB +8; CMD 23
Feats Combat Reflexes (6 AoO/round), Extra Rogue Talent (Rogue), Extra Rogue Talent (Rogue), Force of Personality, Weapon Finesse
Traits Indomitable Faith, Resilient
Skills Acrobatics +18, Bluff +16, Diplomacy +16, Disable Device +23, Escape Artist +18, Intimidate +16, Perception +15 (+20 to locate traps), Sense Motive +13, Sleight of Hand +18 (+22 to conceal a weapon), Stealth +18, Survival +0 (+2 to avoid becoming lost), Use Magic Device +16; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elf blood, rogue talents (assault leader [1/day], black market connections, deft palm, minor magic [detect magic] [3/day], skill mastery [roll skill checks twice], slippery mind, underhanded [3/day]), trapfinding +5
Combat Gear Wand of Acid Splash, Wand of cure light wounds; Other Gear +3 Mithral Chain shirt, +2 Buckler, +1 Paueliel Composite shortbow (Str +1), +1 Silversheen Rapier, +2 Silversheen Rapier, Dagger, Masterwork Cold Iron Rapier, Belt of physical might (Dex & Con +2), Cloak of resistance +3, Feather step slippers, Headband of mental prowess (Int & Cha +2) (Use Mag, Wayfinder (empty), 1133 GP
--------------------
Special Abilities
--------------------
Assault Leader (Ex) Add a +2 bonus to attack rolls made against opponents the Rogue is flanking.
Black Market Connections (1000gp) (Ex) Rogues can use their connections with shady suppliers to obtain items that are not easily acquired without having the right contacts. As a result, she may carry unspecified equipment worth up to 100 gp per Rogue level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a move action, the Rogue may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the Rogue can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deft Palm (Ex) Once per turn,you can use a swift action to either make a Sleight of Hand check resisted by your target's Perception check or a Bluff check resisted by your target's Sense Motive check. If the your are successful, you gains a +2 bonus to all attacks made against that target until the the start of your next turn. However, when using this ability, the maximum number of Sneak Attack damage dice that apply to your attacks is that of a Rogue half your level.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Minor Magic (Detect Magic & Acid Splash) (at will) (Sp) Gain the chosen cantrips as at-will spell-like abilities.
Poison Use You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Skill Mastery Whenever you make an skill check for a skill in which you have at least 1 rank you can roll twice and take the better result.
Slippery Mind (Ex) You can make a Reflex save instead of a Will save to resist any spells, spell-like abilities or any other supernatural effect that possess or exercises mind control over you..
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Underhanded (Ex)A Rogue with this talent using the Weapon Finesse feat can choose to apply her Intelligence modifier (up to her Rogue level) instead of her Strength modifier to damage rolls made with melee weapon. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This is considered precision damage.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.
Sandra is now a very versatile character! She's no caster and doesn't have the raw damage output of martial classes, but she's more than capable of holding her own in combat and brings a lot of problem-solving skills to the table.
Skill Mastery allows her to reroll skill checks for any skill that she is trained in and Minor Magic lets her casts 2 Wizard/Sorcerer cantrips at will, instead of the regular 1 cantrip 3 tmes a day (because that's completely useless). She took Detect Magic for better Trapfinding and Acid Splash for the occasional touch AC Sneak Attack. Her survivability also increased considerably.
Force of Personality (a 3.5 feat I allow in my games) allows her to add Cha instead of Wis to her Will save, her Wayfinder + Ioun Stone makes Sandra downright immune to possession and mind control effects caused by evil creatures, and Slippery Mind allows her to make Reflex saves instead of will saves against those same effects caused by everyone else.
----------------------------
I honestly think this is a balanced homebrew. The character still feels like a Rogue, but is far more effective than the standard class. Being able to contribute both in and outside of combat without overshadowing specialized classes. She will never out-damage a Fighter or even a Ranger, and she can't compete with the problem-solving abilities of full casters, but she pulls her weight and brings a lot of extra options to the party.
Al of that was accomplished with minor changes to the class (proficiency with whips and bucklers, Poison Use at 1st level and Improved evasion at 11th. Ninjas Get normal Evasion at 2nd level) and a revision of Rogue Talents.
Rynjin |
Somebody gave me a neato idea earlier so I'm gonna do a quick sketch of it before I forget and fill out the rest later.
Vishkanya Barbarian (Brutal Pugilist?) based around grappling. Has the Hive Totem line.
Basically his main goal is to cause ALL the ability damage, through Vishkanya poison, Hive Totem Poison, and the Bonebreaker/Neckbreaker Feats. Maybe toss some other things in there too.
Feat allocation...difficult.
gustavo iglesias |
There I go.
This is my current character, built at lvl 6 (because of a TPK :P). I think lvl 1 - 5 are perfectly playable, though. I'm playing with 15 point buy, so it's a bit better if you play with PFS standard 20pb. I'd use those points to give him a real Charisma Score.
Tran Darok the Troll-Slayer
Dwarf Quinngong-Weapon Adept 1
Senses: darkvision 60 ft
=== Stats ===
Str 15,Dex 14 Con 14 Int 10 ,Wis 16 Cha 5
=== Defense ===
AC: 16 (+2 dex, + 3 wis, +1 dodge)
Touch AC: 16
FF AC: 13
HP: 11
CMD: 15
=== Saves ===
Fort +4
Ref +4
Will +5
(*+4 against spell, SLA and poisons, +1 vs Mind Affecting)
=== Attacks ===
Temple sword: +2/+2 1d8+3
CMB: +2
=== Traits===
Defensive Strategist, Fate's Favored.
Alternate racial traits:
Giant Hunter
Xenophobic
Rock Stepper
=== Feats and talents===
1. Dodge, Unarmed Strike, Steel Soul
Acrobatics +6 Sense motive +7, perception +7, Linguistics +1
=== Special ===
Perfect Strike (1/day)
=== Gear ===
Temple sword
Spare coins and stuff
Nothing special. He has a half-decent armor and the equivalent of a longsword. He's pretty much a poor's man longsword fighter right now. If your party has a Wizard, Sorcerer or Bard who is willing to buff you with 1h Mage's Armor, you are the best lvl 1 tank in the group, though
Dwarf Quinngong-Weapon Adept 1
Senses: darkvision 60 ft
=== Stats ===
Str 15,Dex 14 Con 14 Int 10 ,Wis 16 Cha 5
=== Defense ===
AC: 24 (+4 Armor +2 dex, + 3 wis, +5 dodge)
Touch AC: 20
FF AC: 17
HP: 23
CMD: 15
=== Saves ===
Fort +5
Ref +5
Will +6
(*+4 against spell, SLA and poisons, +1 vs Mind Affecting, +2 vs Enchantment)
=== Attacks ===
Temple sword: +5/+5 1d8+3
CMB: +2
=== Traits===
Defensive Strategist, Fate's Favored.
=== Feats and talents===
1. Dodge, Unarmed Strike, Steel Soul
2- Weapon Focus (temple Sword), Improved Grab
3- Crane Style
Acrobatics +8 Sense motive +8, perception +9, Linguistics +2 Stealth +7
=== Special ===
Perfect Strike (1/day)
=== Gear ===
Masterwork Temple sword
Armbands of the Brawler
Mage armor Potions x4
Spare coins, saving money
Now you start to look good defensively. With party's buffs, or paying 50g per potion, you can more or less guarantee mage armor in important fights and when dungeon crawling. Crane Style gives you -2 to hit and +4 AC, and your AC is quite good for the level
Dwarf Quinngong-Weapon Adept 6
Senses: darkvision 60 ft
=== Stats ===
Str 16,Dex 14 Con 14 Int 10 ,Wis 16 Cha 5
=== Defense ===
AC: 31 (+4 Armor +2 dex, + 3 wis, +1 Monk, +5 dodge, +2 Luck, +1 Deflection, +3 Natural Armor) +4 Shield for 1 minute, +4 Dodge/ki point.
Touch AC: 24
FF AC: 24
HP: 46
CMD: 33 (36 vs grapple, 39 vs trip, 37 vs overrun)
=== Saves ===
Fort +7
Ref +7
Will +8
(*+4 against spell, SLA and poisons, +1 vs Mind Affecting, +2 vs Enchantment)
=== Attacks ===
Mw Temple sword Crane Style and Arcane Strike: +8/+8/+3 1d8+8
CMB: +10 (+13 Grappling, +14 Trip)
=== Traits===
Defensive Strategist, Fate's Favored.
=== Feats and talents===
1. Dodge, Unarmed Strike, Steel Soul
2- Weapon Focus (temple Sword), Improved Grab
3- Crane Style
5- Arcane Strike
6- Improved Trip, Weapon Spec (temple Sword)
Acrobatics +11 Sense motive +11, perception +12, Linguistics +2 Stealth +10
=== Special ===
Perfect Strike (1/day)
Barkskin
True Strike
Ki Pool (6)
Fast movement 20'
=== Gear ===
Masterwork Temple sword
Armbands of the Brawler
Jingasa of Fortunate Soldier
Cracked Pale Green prism ioun stone in wayfinder
Mage armor Potions x4 for emergencies
Abjurer's Cloak of Hedge Wizard
ring of Protection +1
There we go. The damage output isn't that great, but we have a few good tricks. True Strike + Disarm (even provoking) is a good combat-ending vs some enemies. A well placed trip helps you to improve your +hit for the rest of your turn, and gives you an AoO when he tries to get up. And +10 to attack when flanking isn't that bad. In some combats you can affort not to fight in defensive stance and get +12/+12/+7, which isn't bad for this level with 3 attacks.
Your weapon is still Masterwork only, but you have Arcane Strike, so it counts as magic regardless.
The good part is your AC. You are currently untouchable, basically. As long as you can pump your Barkskin, and a fellow mage cast Mage Armor on you -buy a pearl of power if you need-, you can only be hit by 20s, mostly. You can cast Shield vs BBEG too.
Dwarf Quinngong-Weapon Adept 6
Senses: darkvision 60 ft
=== Stats ===
Str 17 (19),Dex 14(16) Con 14 Int 10 ,Wis 16 (18) Cha 5
=== Defense ===
AC: 36 (+4 Armor +3 dex, + 4 wis, +2 Monk, +5 dodge, +2 Luck, +1 Deflection, +1 Insight +4 Natural Armor) +4 Shield for 1 minute, +4 Dodge/ki point, +4 vs 1 attack per round
Touch AC: 27
FF AC: 27
HP: 67
CMD: 39 (42 vs grapple, 46 vs trip, 43 vs overrun)
=== Saves ===
Fort +11
Ref +12
Will +13
(*+4 against spell, SLA and poisons, +1 vs Mind Affecting, +2 vs Enchantment)
=== Attacks ===
+3 Temple sword Crane Style and Arcane Strike: +15/+15/+10 1d8+12
CMB: +17 (+20 Grappling, +22 Trip)
=== Traits===
Defensive Strategist, Fate's Favored.
=== Feats and talents===
1. Dodge, Unarmed Strike, Steel Soul
2- Weapon Focus (temple Sword), Improved Grab
3- Crane Style
5- Arcane Strike
6- Improved Trip, Weapon Spec (temple Sword)
7- Crane Wing
9- Crane Riposte
10- Improved Critical
Acrobatics +15 Sense motive +15, perception +16, Linguistics +2 Stealth +14
=== Special ===
Perfect Strike (1/day)
Barkskin
True Strike
Ki Pool (9)
Fast movement 20'
Purity of Body
Wholeness of Body
Evasion
=== Gear ===
+3 Temple sword
Armbands of the Brawler
Jingasa of Fortunate Soldier
Cracked Pale Green prism ioun stone (attack)
Cracked Pale Green prism ioun stone (saves)
Mage armor Potions x4 for emergencies
Abjurer's Cloak of Hedge Wizard
ring of Protection +2
Sihedron's Amulet (this character is playing in RoRL currently)
Dusty Rose Prism Ioun Stone in Wayfinder
+2 headband of wisdom
+2 belt of Stregth & dexterity
Now the character is very close to it's intended goal: being hit with 20s and saving with 2+. With an AC of 40 vs the first attack of each round and 36 with the rest, he's quite safe for most combats. He can put Shield 1/day for 44/40 AC, and he could even pump it +4 per round for a good amount of time (and get another +4 vs giants, btw). His CMD is +39, and even better vs grab, trip and overrun (the most used by monsters). His lowest save vs a spell is +15 (fortitude), and his highest is +20 vs a Mind Affecting enchantment. His damage isn't stellar, but it's respectable, specially if he pumps ki points into extra attacks. He's only a couple of levels away of being able to self-restoration and having magic resist.