Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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shallowsoul wrote:
Is HeroLab a one time buy or do I need to keep paying to upgrade it?

You pay for each pack you want, as if you were buying virtual books.

e.g.: You buy he core pack, you get the CRB, you can then buy the packs for APG, UM, UC, etc.
But once you buy a data pack, you don't need to pay for it ever again.

Kinda like buying pdfs.


@bookrat
The new Verin seem pretty cool, but I think you wrote Weapon Focus when you meant Weapon Finesse. ^^


Lemmy wrote:

@bookrat

The new Verin seem pretty cool, but I think you wrote Weapon Focus when you meant Weapon Finesse. ^^

You're right. I did. Fixed.


shallowsoul wrote:
Nicos wrote:

@Shallowsoul

SInce you have an elf and you are not Twf then consider to use a elven sword two handed. You save a feat (exotic weapon proficiency) and your damage rise du to power attack with a two handed weapon.

EDIT: is one of my favorite builds, the elven who finesse/two handed a sword and moonwalk in fullplate.

I can two hand this one as well and gain the bonus from Power Attack. The only difference is 1d8 instead of 2d4.

And the feat.


i really don't recommend a character whose primary combat style is dependent on a specific item, a specific series of positions, or an addiction to consumables.

so i'm not a fan of


  • wizards or witches whom are screwed once they lose their spellbook/familiar
  • non-rogues who rely on agile weapons for their primary combat style
  • dervish dancers
  • rogues who depend on sneak attack and some form of agile weapon or dervish dance
  • exotic weapon users whose power drops drastically when they cannot pick up their desired exotic weapon
  • characters who rely too much on buffs they cannot supply to themselves, whether by ally or consumable. unless they can guarantee that ally's consistent attendance
  • characters who blow through buffs to keep up with unbuffed true martial. two or 3 rounds to temporarily surpass the martial is fine, but not spending 5 or more turns and still being weaker than the martial guy
  • characters who cannot combat fliers due to the lack of a ranged weapon
  • one trick ponies

but then i am used to a 25 point buy and a 8-12 person party, where combat takes forever, before pets or summons, where looking up a rule takes too long, so disputes utilize DM fiat, and the group's intelligence is divided by 12 because of the massive number of players, and the need to take the path of least resistance. if each PC had a cohort, we could technically do WoW Raid style instances.

Weekly William doesn't have your typical dungeon crawling crew. he has more of a small raiding party.


I agree with you Lumiere, but my main concern is not losing said item/enhancement, because after a while, you can comfortably carry 2~3 spares.
Any wizard should have at least 2 extra spellbooks, kept at different places. A Dervish Dancer should carry 2 or 3 scimitars, and maybe ask one of his friends to carry another one for him. Same goes for a gunslinger and his firearms or a Zen Archer and his bow.

No matter how versatile you are, have backups. Even when I play a character without a single weapon specific feat, I still carry 2 or 3 spares, one of which will be a weapon with a different type of damage (e.g.: if you focus on falchions, carry a warhammer). And a freaking bow!
I said it before, and I'1ll say it again: there no reason to not carry abow if you are proficient with it. Even if you have low Dex, get a freaking bow! Low accuracy is much better than no accuracy at all!

My main concern is how to survive until said item/enhancement is available. Dervish Dancer is a not so problematic because you get it at level 2, and it can't be dispelled.

But Agile/Guided weapons take a long while to be affordable (they'll cost about 8300gp, which is only realistically affordable at 6th level.

Specialization is a double-edged sword. Don't let your enemies use it to slit your throat!


Lemmy wrote:

I agree with you Lumiere, but my main concern is not losing said item/enhancement, because after a while, you can comfortably carry 2~3 spares.

Any wizard should have at least 2 extra spellbooks, kept at different places. A Dervish Dancer should carry 2 or 3 scimitars, and maybe ask one of his friends to carry another one for him. Same goes for a gunslinger and his firearms or a Zen Archer and his bow.

No matter how versatile you are, have backups. Even when I play a character without a single weapon specific feat, I still carry 2 or 3 spares, one of which will be a weapon with a different type of damage (e.g.: if you focus on falchions, carry a warhammer). And a freaking bow!
I said it before, and I'1ll say it again: there no reason to not carry abow if you are proficient with it. Even if you have low Dex, get a freaking bow! Low accuracy is much better than no accuracy at all!

My main concern is how to survive until said item/enhancement is available. Dervish Dancer is a not so problematic because you get it at level 2, and it can't be dispelled.

But Agile/Guided weapons take a long while to be affordable (they'll cost about 8300gp, which is only realistically affordable at 6th level.

Specialization is a double-edged sword. Don't let your enemies use it to slit your throat!

considering how stingy weekly william is with treasure, we can't aquire even a +1 agile weapon until at least 10th level and any weapon under the GP limit, has only a 10% chance of being available (1 on a d10) instead of 75% and requires multiple high DC diplomacy checks (20+caster level)


Lumiere Dawnbringer wrote:

i really don't recommend a character whose primary combat style is dependent on a specific item, a specific series of positions, or an addiction to consumables.

so i'm not a fan of

  • wizards or witches whom are screwed once they lose their spellbook/familiar
  • Fair enough. I'm used to playing wizards, so I'm used to always fearing that my spell book might be lost.

    {quote] non-rogues who rely on agile weapons for their primary combat style or

  • dervish dancers

    To be fair, I wasn't expecting to use a build which required dervisch dance until I calculated the DPR and found that dervish dance was better than what I had originally planned. I agree that it is a weakness that the character build relies on a scimitar.

    Quote:
  • characters who rely too much on buffs they cannot supply to themselves, whether by ally or consumable. unless they can guarantee that ally's consistent attendance
  • characters who blow through buffs to keep up with unbuffed true martial. two or 3 rounds to temporarily surpass the martial is fine, but not spending 5 or more turns and still being weaker than the martial guy
  • I can't comment to the martial characters, but as a caster this is what I live for. To be fair, though, I haven't played a martial that is reliant upon casters.

    Quote:
  • characters who cannot combat fliers due to the lack of a ranged weapon
  • one trick ponies [/list]
  • Fair enough. Screw those guys.

    Quote:
    but then i am used to a 25 point buy and a 8-12 person party,

    I'm used to a 15 point buy and a 5 person party. As a DM and a player, we routinely use a 15 point buy, This thread has been a bonus for character creation. The 20 point buy has been fantastic.

    Quote:
    where combat takes forever, before pets or summons, where looking up a rule takes too long,

    This only applies to live games. In a PbP game, this is an insignificant concern.

    Quote:
    so disputes utilize DM fiat, and the group's intelligence is divided by 12 because of the massive number of players, and the need to take the path of least resistance. if each PC had a cohort, we could technically do WoW Raid style instances.
    Quote:

    Weekly William doesn't have your typical dungeon crawling crew. he has more of a small raiding party.

    I think I'm too drunk to comment. I'll check back later. ^.^


  • I have been tinkering around a bit. I can't post right now because I'm at college, waiting for my next class, but when I get home I'll share my "Holy Sheriff" build and an arrogant knight who is not a Cavalier/Samurai, as I don't particullary like them.

    In fact, I'll try to build a Cavalier or Samurai just to see what abomination I end up with. I don't really know or care about the class, so it should be an interesting experiment.

    BTW, where's Cheapy? He owes me some extra points!

    And Lumiere, do you have any interesting builds? I'd like to see what are your build priorities since you play with such a huge party.

    Silver Crusade

    Someone pointed out earlier that Cloak of Elvenkind and Shadow Armor don't stack and he was right so that was removed from the build but here he is at 10th level. Again, didn't go scouring all the books for that right piece of equipment or that "just right" feat.

    The Solemn Scout spoiler:
    “The Solemn Scout” 10th level elven Fighter.

    Str: 13
    Dex: 22
    Con: 12
    Int: 14
    Wis: 14
    Cha: 8

    HP: 10d10 + 10

    AC: 30

    Touch: 19

    Flat: 23

    Traits: Eyes and Ears of the City, Bandit

    Initiative: + 6

    Fort: + 10
    Ref: + 11
    Will: + 9 (+11 vs Enchantment Spells)(+ 12 vs Fear)

    +2 agile dueling sword: + 21/+ 16 1d8 + 12 17 – 20 x2

    +1 composite longbow: + 19/+ 14 1d8 + 3

    +2 agile dueling sword (Power Attack): + 18 / + 13 1d8 + 18 17 – 20 x2

    Feats : Exotic Weapon Proficiency (Dueling Sword), Iron Will, Weapon Focus (Dueling Sword), Weapon Finesse, Weapon Specialization, Skill Focus: (Perception), Stealthy, Dodge, Power Attack, Bloody Assault, Improved Critical

    Fighter: Armor Training 2, Weapon Training 2, Bravery 3

    Skills : Perception: + 31, Stealth: + 33, Survival + 15, Knowledge: Dungeoneering + 14, Ride: + 10, Acrobatics: + 12, Profession: (Soldier): + 8, Knowledge: Nature: + 8.

    Gear: +2 agile dueling sword, +3 shadowed mithral shirt, +2 buckler, Belt of Incredible Dex + 2,Eyes of the Eagle , Headband of Alluring Wisdom + 2, Ring of Protection + 2, + 1 composite longbow, Cloak of Resistance + 2, Amulet of Natural Armor + 1, Masterwork Tool + 2 (Stealth), Masterwork Tool + 2 (Perception),


    Lemmy wrote:

    I have been tinkering around a bit. I can't post right now because I'm at college, waiting for my next class, but when I get home I'll share my "Holy Sheriff" build and an arrogant knight who is not a Cavalier/Samurai, as I don't particullary like them.

    In fact, I'll try to build a Cavalier or Samurai just to see what abomination I end up with. I don't really know or care about the class, so it should be an interesting experiment.

    BTW, where's Cheapy? He owes me some extra points!

    And Lumiere, do you have any interesting builds? I'd like to see what are your build priorities since you play with such a huge party.

    well. what we prioritize varies with which of the 12 members you mean

    but we usually try to get as many healing wands as we can, preferring stuff like lesser vigor or infernal healing

    we try to build ourselves to survive the first round of full attacks, slaughter and retreat, guerilla style.

    and we generally prefer simple things like martials and such. we usually have difficulty finding a cleric, a wizard, or rogue. so we find ways to compensate

    like pseudomartials with self heals, bards who buff the party much more highly than any evocation spell can deal in damage

    and for every role, we have 2-3 fill in emergency backups. in otherwords, characters who help out in a pinch.


    Cheapy's Rating List Of Awesome Characters Who Get Bonus Points got cancelled to make way for a different show. Rumor has it was "Cheapy's OH GOD DEADLINES ARE FAST APPROACHING!", a new thriller.

    The good news is that everyone so far who has posted a build that has >= 10 Charisma gets a bonus point!

    And if your build had >= 11 Charisma, you get two bonus points!

    But wait! There's more. If you posted a build with >= 13 Charisma and didn't use Eldritch Heritage, you win! Yes! You win!


    Cheapy wrote:
    ...you win! Yes! You win!

    Are you sure? Because you just made me lose the game :<


    because of the level hit on bloodline

    Eldritch heritage is not really worth the boost without investing in robes of arcane heritage. which means, you payed 3 feats and 16,000 gold for +2 to hit, CMB, CMD and damage, and can ill afford to wait for the +3. however, you blew 7 points and charisma and didn't get the 4 point boost for dumping. so it is really 11 wasted points. which could have been spent kicking more martial arse.

    what you are really doing, is compensating for 11 wasted points you could have invested becoming more badass.

    and even with a bad charisma, you can still be an effective face.


    Cheapy wrote:


    But wait! There's more. If you posted a build with >= 13 Charisma and didn't use Eldritch Heritage, you win! Yes! You win!

    THis is full PF version for one old character of mine (Originally she have a couple of 3.5 feats, the ones that let you add the con bonus to the will saves)

    Abdril of the North:
    Abdril
    Chaotic Neutral
    Human - Invulnerable rager 10

    Speed: 50 ft
    Init: +2
    Senses:

    Stats
    Str 18 (20) , DEx 14 , Con 14 (16), Int 10, Wis 10 , cha 14(16)

    Defensive

    Hp: 80 (10d12+30)

    AC: 22
    Touch AC: 13
    FF AC: 20

    CMD: 28

    Offensive

    +1 Furious Greatsword: +16/+8 (2d6 +17 19-20/x2)+ Demoralize

    CMB: +15

    SAves

    Fort: +13
    Reflex: +8
    Will: +8

    Traits
    Sense motive as class skill, Berserker of the society.

    Feats & rage powers

    1. power attack, Raging vitality
    2. lesser spirit totem
    3. Furious focus
    4. Intimidating glare
    5. Iron will
    6. Spirit totem
    7. Cornugon smash
    8. Terriying howl
    9. Extra rage power (Internal fortitude)
    10. Greater spirit totem

    Skills

    Intimidate: +19
    Sense Motive: +14
    Perception: +13
    Swim: +6
    Climb: +6
    Acrobatics: +18

    Special
    Fast movement, rage 28/day, Invulnerability, Extreme Endurance, Cold

    resistance 3.

    Gear

    +1 Furious Great sword (8K), +1 Mithral breastplate (4K), Cloak of

    resistance +3 (9K), +2 Belt of dex and Str (10K), +2 heandband of Cha

    (4 K), Jingasa of the fortunate soldier (5K), Boots of striding and

    springing (5,5 K), circlet of persuation (4K), Ring of protectin +1

    (2K), Amulet of natural armor +1 (2K), +1 Adaptative composite

    longbow. Masterwork tool (intimidate)

    Raging Abdril:
    Raging Abdril
    Chaotic Neutral
    Human - Invulnerable rager 10

    Speed: 50 ft
    Init: +2

    Stats
    Str 22 (26) , DEx 14 , Con 20 (22), Int 10, Wis 10 , cha 14(16)

    Defensive

    Hp: 110 (10d12+60)

    AC: 20
    Touch AC: 11
    FF AC: 18

    CMD: 28

    DR: 5/-

    20% miss chance against ranged attacks and melee attacks made by

    creatures that are not adjacent to her.

    Offensive

    +1 Furious Greatsword: +20/+12 (2d6 +22 19-20/x2) + Demoralize

    plus

    Spirit: +13 (1d6+3 20/x2)

    CMB: +17 (+27 with strengh surge)

    Living enemies adjacent to the barbarian at the start of her turn take

    1d8 points of negative energy damage.

    SAves

    Fort: +15
    Reflex: +8
    Will: +10

    (inmune to sckened and nauseated)

    Traits
    Sense motive as class skill, Berserker of the society.

    Feats & rage powers

    1. power attack, Raging vitality
    2. lesser spirit totem
    3. Furious focus
    4. Intimidating glare
    5. Iron will
    6. Spirit totem
    7. Cornugon smash
    8. Terriying howl
    9. Extra rage power (Internal fortitude)
    10. Greater spirit totem

    Skills

    Intimidate: +19
    Sense Motive: +14
    Perception: +13
    Swim: +6
    Climb: +6
    Acrobatics: +18

    Special
    Fast movement, rage 28/day, Invulnerability, Extreme Endurance, Cold

    resistance 3.

    Gear

    +1 Furious Great sword (8K), +1 Mithral breastplate (4K), Cloak of

    resistance +3 (9K), +2 Belt of dex and Str (10K), +2 heandband of Cha

    (4 K), Jingasa of the fortunate soldier (5K), Boots of striding and

    springing (5,5 K), circlet of persuation (4K),Masterwork tool (intimidate)


    Lumiere Dawnbringer wrote:

    because of the level hit on bloodline

    Eldritch heritage is not really worth the boost without investing in robes of arcane heritage. which means, you payed 3 feats and 16,000 gold for +2 to hit, CMB, CMD and damage, and can ill afford to wait for the +3. however, you blew 7 points and charisma and didn't get the 4 point boost for dumping. so it is really 11 wasted points. which could have been spent kicking more martial arse.

    what you are really doing, is compensating for 11 wasted points you could have invested becoming more badass.

    and even with a bad charisma, you can still be an effective face.

    It depens. Not all bloodpowers depens on levels. For example the Laughing Touch from the Fey heritage (a wonderful defense against grapple).


    Nicos wrote:
    Lumiere Dawnbringer wrote:

    because of the level hit on bloodline

    Eldritch heritage is not really worth the boost without investing in robes of arcane heritage. which means, you payed 3 feats and 16,000 gold for +2 to hit, CMB, CMD and damage, and can ill afford to wait for the +3. however, you blew 7 points and charisma and didn't get the 4 point boost for dumping. so it is really 11 wasted points. which could have been spent kicking more martial arse.

    what you are really doing, is compensating for 11 wasted points you could have invested becoming more badass.

    and even with a bad charisma, you can still be an effective face.

    It depens. Not all bloodpowers depens on levels. For example the Laughing Touch from the Fey heritage (a wonderful defense against grapple).

    a standard action to disrupt a grapple, useable 3+cha times per day, light weapon works much better.


    Lumiere Dawnbringer wrote:
    Nicos wrote:
    Lumiere Dawnbringer wrote:

    because of the level hit on bloodline

    Eldritch heritage is not really worth the boost without investing in robes of arcane heritage. which means, you payed 3 feats and 16,000 gold for +2 to hit, CMB, CMD and damage, and can ill afford to wait for the +3. however, you blew 7 points and charisma and didn't get the 4 point boost for dumping. so it is really 11 wasted points. which could have been spent kicking more martial arse.

    what you are really doing, is compensating for 11 wasted points you could have invested becoming more badass.

    and even with a bad charisma, you can still be an effective face.

    It depens. Not all bloodpowers depens on levels. For example the Laughing Touch from the Fey heritage (a wonderful defense against grapple).
    a standard action to disrupt a grapple, useable 3+cha times per day, light weapon works much better.

    Disrupt the grapple and make the enemy unable to attack for that round.

    Dark Archive

    Cheapy - 14CHA ok?

    So in a recent game I had just started, I decided it was time for a Fighter (First time caller!)

    I had decided that I wanted a strong female fighter, and watched a fair bit of womens MMA and wrestling for inspiration, and after seeing a few decided that I was onto something.

    Notionally this character came into 'play' just after her tag-team partner had been killed, and was designed to work individually or paired up with a close in specialist. After too much time watching the (fake) wrestling, the idea that this woman might just go in to battle with a chair or other random weapon was just too cool so I went with it.
    She's an arena fighter after all, who doesn't want some crazy 'off the top turnbuckle with a foreign object' in their game?

    She's level 2, but I thought she'd be a blast as I levelled away.

    L2:

    S 18 D 14 C 13 I 8 W 10 Ch 14

    Female Tiefling (Pitborn) - Fighter (Two handed)2
    Init +2; Senses Dark Vision 60'; Perception +3

    --------------------
    DEFENSE
    --------------------
    AC 18, touch 13, flat-footed 17. (+6 armor, +2 Dex, +1 Trait)
    Scale
    hp 20 (2d10+2Con)
    CMD 18
    F 4/R 2/W 0
    (5 Resist Fire/Elec/Cold)
    --------------------
    OFFENSE
    --------------------
    Spd 30 (20) ft.

    Melee - MW Bardiche +7 (1d10+6/19-20x2)
    Melee - MW Bardiche +6 (1d10+9/19-20x2)(PA)
    Ranged - Sling +4 (1d6+4)

    CMB 6
    SKILLS

    Bluff* 2 (3)
    Diplomacy 6 (7)
    Intimidate 6 (7)
    Perform (Act) 3
    Perception 3

    Languages Common, Abyssal

    RACIAL
    --TIEFLING RACIAL TRAITS --
    • Str: +2, Int: -2, Cha: +2
    • TYPE: Outsider (Native)
    • SIZE: Medium
    • DARKVISION 60 FT: Tieflings can see in the dark up to 60 ft.
    • SOUL SEER Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
    • TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.
    • SKILL BONUS: Tieflings gain a +2 racial bonus on Disable Device and Perception checks made with this skill.
    • Automatic Languages: Common, Abyssal or Infernal
    • Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc

    TRAITS

    • DEFENDER OF THE SOCIETY (Combat): Your time spent fighting and studying the greatest warriors of the Society has taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. (PFCh: FcGd 62)

    • EXTREMELY FASHIONABLE (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Diplomacy is a class skill for you. (PFCo: AdvAr 30)

    FEATS
    • ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)

    • CATCH OFF-GUARD: You do not suffer any penalties for using an improvised melee
    weapon. Unarmed opponents are flat-footed to any attacks you make with an improvised melee weapon. (PFCR 119)

    • COMBAT REFLEXES: You may make a number of additional attacks of opportunity equal to your Dexterity bonus [+2]. With this feat, you may also make attacks of opportunity while flat-footed. (PFCR 119-120)

    • POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3 for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary natural weapons). Lasts until your next turn. (PFCR 131)

    • SHIELD PROFICIENCY: You can use a shield and take only the standard penalties.
    (PFCR 133)

    • TOWER SHIELD PROFICIENCY: You can use a tower shield and suffer only the standard penalties. (PFCR 135-136)

    CLASS:

    • FAVORED CLASS (Fighter) : You've gain the following bonuses: +2 Skill Point.
    • FIGHTER BONUS FEATS: At 1st level, and at every even level, a you gain a bonus feat from the Combat Feats list. (PFCR 55).
    • FIGHTER WEAPONS AND ARMOR: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).
    • SHATTERING STRIKE: You gain a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. (PFAPG 108).

    GEAR:

    ARMOUR Scalemail
    Bardiche, Silversheen. 763
    Sap (1)
    Sling (10 bullets)(.1)

    Backpack (2)
    Flint & Steel (1)
    Waterskin (1)
    50’ Silk rope (10)
    Bedroll, Blanket, toiletries (1)
    Rations x2 (1)
    Sunrod (2)

    781gp


    Here's Jim Irons. A Gunslinger who only fire bullets against evil!

    Jim Irons - 1st Level:
    Jim Irons
    Human (Keleshite) Gunslinger (Mysterious Stranger, Pistolero) 1
    LG Medium Humanoid (human)
    Init +5; Senses Perception +3
    --------------------
    Defense
    --------------------
    AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
    hp 12 (1d10+2)
    Fort +4, Ref +5, Will +0; +2 trait bonus vs. divinaton effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Ranged Pistol +5 (1d8+1/x4)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 16
    Base Atk +1; CMB +2; CMD 15
    Feats Gunsmithing, Point Blank Shot, Rapid Reload (Pistol)
    Traits Carefully Hidden, Reactionary
    Skills Acrobatics +7, Craft (alchemy) +5, Diplomacy +4, Knowledge (engineering) +4, Perception +3, Sense Motive +0
    Languages Common, Kelish
    SQ deed: focused aim (+3), deed: gunslinger's dodge (+2 ac), grit, up close and deadly +1d6
    Other Gear Lamellar cuirass, Firearm bullet (20), Pistol, Portable alchemist's lab, 128 GP
    --------------------
    Special Abilities
    --------------------
    Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
    Deed: Focused Aim (+3) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
    Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
    Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
    Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
    Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
    Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the

    At 1st level there is not much to see. He's got point-blank shot (already included in his stat block) and Rapid Reload (Pistol) He doesn't deal a lot of damage unless he spends grit on Up Close and Deadly (+1d6) or Focused Shot (+3), but he only has 3 grit points. Luckly, at this level you rarely need more than 1d6+4 to kill most enemies, so most of the time Jim recovers grit almost as often as he uses it.
    He crafts his own bullets, btw, so they are pretty cheap!
    -o-o-o-o-o-o-o-o-o-

    Jim Irons - 3rd Level:
    Jim Irons
    Human (Keleshite) Gunslinger (Mysterious Stranger, Pistolero) 3
    LG Medium Humanoid (human)
    Init +7; Senses Perception +5
    --------------------
    Defense
    --------------------
    AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 deflection)
    hp 27 (3d10+6)
    Fort +6, Ref +7, Will +3; +2 trait bonus vs. divinaton effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Ranged Pistol +5/+5 (1d8+1/x4)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 16
    Base Atk +3; CMB +4; CMD 18
    Feats Gunsmithing, Point Blank Shot, Rapid Reload (Pistol), Rapid Shot
    Traits Carefully Hidden, Reactionary
    Skills Acrobatics +9, Craft (alchemy) +5, Diplomacy +6, Knowledge (engineering) +4, Knowledge (religion) +3, Perception +5, Sense Motive +2, Sleight of Hand +7
    Languages Common, Kelish
    SQ deed: focused aim (+3), deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: utility shot, grit, up close and deadly +1d6
    Combat Gear Alchemist's fire (2); Other Gear Lamellar cuirass, Alchemical cartridge (paper) (20), Pistol, Cloak of resistance +1, Ring of protection +1, Portable alchemist's lab, 9 GP
    --------------------
    Special Abilities
    --------------------
    Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
    Deed: Focused Aim (+3) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
    Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
    Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
    Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
    Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
    Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
    Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
    Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the

    Now Jim can deal a bit more damage, thanks to Rapid Shot, but he's still no heavy-hitter. Getting Deadly Aim instead of Rapid Reload might have been a better idea. His Ac is still pretty bad, because he keeps struggling with encumbrance due to his portable alchemist's lab. Luckly, this won't be a problem for long.
    BTW, from now on, Jim will take +1/4 grit as his favored class bonus whenever he takes another level in gunslinger.

    -o-o-o-o-o-o-o-o-o-

    Jim Irons - 6th Level:
    Jim Irons
    Human (Keleshite) Gunslinger (Mysterious Stranger, Pistolero) 5 Paladin 1
    LG Medium Humanoid (human)
    Init +8; Senses Perception +8
    --------------------
    Defense
    --------------------
    AC 21, touch 14, flat-footed 17 (+5 armor, +2 shield, +4 Dex)
    hp 49 (6d10+12)
    Fort +9, Ref +9, Will +5; +2 trait bonus vs. divinaton effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Ranged +1 Pistol +10/+10/+5 (1d8+6/x4) and
    . . Masterwork Pistol +10/+10/+5 (1d8+5/x4)
    Special Attacks smite evil (1/day)
    Spell-Like Abilities Detect Evil (At will), Light (At will)
    Paladin Spells Prepared (CL 0):
    --------------------
    Statistics
    --------------------
    Str 12, Dex 19, Con 14, Int 10, Wis 8, Cha 16
    Base Atk +6; CMB +7; CMD 21
    Feats Deadly Aim -2/+4, Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload (Pistol), Rapid Shot
    Traits Carefully Hidden, Reactionary
    Skills Acrobatics +12, Craft (alchemy) +5, Diplomacy +12, Knowledge (engineering) +4, Knowledge (religion) +8, Perception +8, Sense Motive +8, Sleight of Hand +8, Survival -1 (+1 to avoid becoming lost)
    Languages Common, Kelish
    SQ aura of good, deed: focused aim (+3), deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: utility shot, grit, pistol training (+4, misfire value -2), stranger's fortune (3/day), up close and deadly +2d6
    Combat Gear Wand of cure light wounds; Other Gear +1 Mithral Chain shirt, +1 Mithral Buckler, +1 Pistol, Alchemical cartridge (paper) (40), Masterwork Pistol, Belt of incredible dexterity +2, Cloak of resistance +1, Handy haversack (1 @ 20 lbs), Wayfinder (empty), Portable alchemist's lab, 226 GP
    --------------------
    Special Abilities
    --------------------
    Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
    Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
    Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Deed: Focused Aim (+3) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
    Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
    Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
    Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
    Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
    Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
    Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
    Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
    Pistol Training (+4, misfire value -2) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
    Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
    Stranger's Fortune (3/day) (Ex) Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
    Up Close and Deadly +2d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
    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.

    finally Jim starts to shine! He now gets to add Dex to damage! And he took his 1st Paladin level too! Another one and his saves become really awesome! Then, Jim will have all he needs to survive the campaign. The rest is gravy.
    His base damage is 1d8+6. But he has Rapid Shot and Deadly Aim to boost that! Not to mention he can spend grit to add another 2d6 with Up Close and Deadly. Once per day he can use Smite Evil too! Which adds a +3 to his AC and to-hit, and a +1 to his damage.
    Oh, and he gets to ignore misfires 3 times per day. With some luck, this'll be more than he'll need!

    -o-o-o-o-o-o-o-o-o-

    Jim Irons - 10th Level:
    Jim Irons
    Human (Keleshite) Gunslinger (Mysterious Stranger, Pistolero) 6 Paladin 4
    LG Medium Humanoid (human)
    Init +10; Senses Perception +12
    --------------------
    Defense
    --------------------
    AC 25, touch 17, flat-footed 19 (+6 armor, +2 shield, +6 Dex, +1 deflection)
    hp 79 (10d10+20)
    Fort +17, Ref +18, Will +14; +2 trait bonus vs. divinaton effects
    Immune disease, fear
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Ranged +1 Pistol +17/+17/+12 (1d8+8/x4) and
    . . +2 Pistol +18/+18/+13 (1d8+9/x4)
    Special Attacks smite evil (2/day)
    Spell-Like Abilities Detect Evil (At will), Light (At will)
    Paladin Spells Prepared (CL 1):
    1 (2/day) Restoration, Lesser, Grace
    --------------------
    Statistics
    --------------------
    Str 12, Dex 22, Con 14, Int 10, Wis 8, Cha 20
    Base Atk +10; CMB +11; CMD 28
    Feats Deadly Aim -3/+6, Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload (Pistol), Rapid Shot, Snap Shot, Weapon Focus (Pistol)
    Traits Carefully Hidden, Reactionary
    Skills Acrobatics +16, Craft (alchemy) +5, Diplomacy +18, Knowledge (engineering) +4, Knowledge (religion) +8, Perception +12, Sense Motive +12, Sleight of Hand +10, Survival -1 (+1 to avoid becoming lost)
    Languages Common, Kelish
    SQ aura of courage, aura of good, deed: focused aim (+5), deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: utility shot, grit, lay on hands (2d6) (7/day), mercies (mercy [fatigued]), paladin channel positive energy 2d6 (3/day) (dc 17, pistol training (+6, misfire value -2), stranger's fortune (5/day), up close and deadly +2d6
    Combat Gear Pearl of power (1st level) (1/day), Wand of cure light wounds; Other Gear +2 Mithral Chain shirt, +1 Mithral Buckler, +1 Pistol, +2 Pistol, Alchemical cartridge (paper) (40), Belt of incredible dexterity +4, Cloak of resistance +1, Handy haversack (1 @ 20 lbs), Headband of alluring charisma +4, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (empty), Portable alchemist's lab, 226 GP
    --------------------
    Special Abilities
    --------------------
    Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
    Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
    Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
    Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Deed: Focused Aim (+5) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
    Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
    Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
    Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
    Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
    Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
    Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
    Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
    Immunity to Disease You are immune to diseases.
    Immunity to Fear (Ex) You are immune to all fear effects.
    Ioun stone (clear spindle) Sustains bearer without food or water.
    Lay on Hands (2d6) (7/day) (Su) You can heal 2d6 damage, 7/day
    Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
    Paladin Channel Positive Energy 2d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Pistol Training (+6, misfire value -2) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
    Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Smite Evil (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
    Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
    Stranger's Fortune (5/day) (Ex) Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
    Up Close and Deadly +2d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
    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.

    Finally, the build is complete! Gun 6/Pal 4 is all he needs! From now on, any combination of those classes works just fine, although I'd go Gun 16/Pal 4 or Gun 11/Pal 9.
    By this level, most creatures have relatively low touch AC, so Jim can reasonably land all his shots for about 40 damage (37 with his backup weapon). This is not counting Deadly Aim, Up Close and Deadly or Smite Evil.
    His saves and initiative are pretty awesome too!
    His utility includes not only being a pretty good party face, but also minor spell casting. He can only use 2 Paladin spells per day, but that's more than he'll need (although he has a 1st level pearl of power, just in case) and it allows him to use useful wands like CLW and Lesser Restoration.
    Sadly, his AC is not terrible but nothing to write home about either. at 15th level, Jim will take the Signature Deed feat, allowing him to use Up Close and Deadly on all his attacks!

    Oh, and BTW, Cheapy, this guys has Charisma above 14 and didn't take Eldritch Heritage. Since you never said I couldn't dump Wis, technically, I win. ^^

    For those who don't like dump stats, just lower his Str and boost his Wis to 10. You'll have a little trouble with encumbrance at low levels, but nothing too worrisome. If you find someone to carry that annoying portable alchemist's lab for you, then you've got it all! ^^


    Sorry Lemmy,

    My build posted up had a 14 Cha and was up before yours, so all you get is 2nd place :p

    Yours is also a Pally, so you kinda had to :)


    Shifty wrote:

    Sorry Lemmy,

    My build posted up had a 14 Cha and was up before yours, so all you get is 2nd place :p

    Yours is also a Pally, so you kinda had to :)

    Hey, Cheapy never said anything about having only 1 winner, nor did he say anything about Paladins... By RAW, I still win! lol.

    And I should get some extra points for posting the build at different levels and adding notes about what it does! ^^


    Nicos wrote:
    Cheapy wrote:


    But wait! There's more. If you posted a build with >= 13 Charisma and didn't use Eldritch Heritage, you win! Yes! You win!
    THis is full PF version for one old character of mine (Originally she have a couple of 3.5 feats, the ones that let you add the con bonus to the will saves)

    I like the idea of this build, using Cornugon Smash and Intimidating Glare then Terrifying Howl to make your enemies run like sissy cowards!

    However, I think action economy might limit it a lot. He needs at least 2 rounds to make it work, and Terrifyng Howl is a standard action, so I'm not sure it's really worth it, as he could be pouncing/full-attacking by then.

    He doesn't have much to do out of combat, but Acrobatics, Intimidate and Sense Motive can be really useful, and no need to mention Perception, right?


    Lemmy wrote:

    Hey, Cheapy never said anything about having only 1 winner, nor did he say anything about Paladins... By RAW, I still win! lol.

    And I should get some extra points for posting the build at different levels and adding notes about what it does! ^^

    All of the above is true :)

    This was an actual character in play though, so I didn't do a progression path as I usually develop the characters 'organically' through the campaign in response to what happens.

    Might have to roll it back to 1 and kick it as a PFS character.


    Shifty wrote:

    Sorry Lemmy,

    My build posted up had a 14 Cha and was up before yours, so all you get is 2nd place :p

    Yours is also a Pally, so you kinda had to :)

    He have the 3rd place and you the 2nd, seems like I ninjaded the ninja :)


    Nicos wrote:
    Shifty wrote:

    Sorry Lemmy,

    My build posted up had a 14 Cha and was up before yours, so all you get is 2nd place :p

    Yours is also a Pally, so you kinda had to :)

    He have the 3rd place and you the 2nd, seems like I ninjaded the ninja :)

    You are all going to have to take a step down to me. I posted a build on the previous page. And we're all behind Cheapy, who posted a build on page 1!


    But who has the highest Cha score? Jimmy over there eventually reaches Charisma 20! :D

    EDIT: BTW, why are we still arguing about who gets virtual pseduo-points???

    I want more builds!!!


    Lemmy wrote:

    But who has the highest Cha score? Jimmy over there eventually reaches Charisma 20! :D

    EDIT: BTW, why are we still arguing about who gets virtual pseduo-points???

    I want more builds!!!

    people with herolab should make the example :p


    I will like to see a good gnome fighter. Halfing are good with risky striker but I do not know if gnomes have a way to shine as fighters.


    @ Lemmy

    I have problem with the math of iron´s will save. I only can see

    paladin 4 = +4
    Gunslinger 6=+2
    Cha 20 =+5
    Wis 8 =-1
    Cloack =+1
    trait =+1

    for a Total of +12


    Nicos wrote:

    @ Lemmy

    I have problem with the math of iron´s will save. I only can see

    paladin 4 = +4
    Gunslinger 6=+2
    Cha 20 =+5
    Wis 8 =-1
    Cloack =+1
    trait =+1

    for a Total of +12

    Ah, but you forget, my friend, that Mysterious Strangers get a scaling bonus to will saves! ^^

    EDIT: To be fair, for some reason it does't show the ability on the stat block.. -.-' I'll check it when I get home.


    Gnomish Figher Level 1:
    Coty Deller
    Gnome Fighter (Two-Weapon Warrior) 1
    NG Small Humanoid (Gnome)
    Init +4; Senses Low Light Vision, Perception +3
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 Size)
    hp 14
    Fort +5, Ref +2, Will +1; +2 bonus vs. Illusions effects
    +4 Dodge bonus vs Giants
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee
    Gnome Hooked Hammer +4 (1d6+1/20x3) (B)
    Or
    Gnome Hooked Hammer +4 (1d4+1/20x4) (P)
    Or
    Gnome Hooked Hammer +2 (1d6+1/20x3) (B) &
    Gnome Hooked Hammer +2 (1d4+1/20x4) (P)

    +1 Attack vs reptile and goblin subtypes
    --------------------
    Statistics
    --------------------
    Str 12, Dex 15, Con 16, Int 13, Wis 10, Cha 12
    Base Atk +1; CMB +1; CMD 13
    Feats Two-Weapon Fighting, Gnome Weapon Focus
    Traits Reactionary, Indomitable faith
    Skills Know (dungeon): +7, Perception +3, Stealth +4, Survival +4,
    Languages Common, Gnome, Sylvan, Goblin
    SQ
    Gnome Magic: 1/day cast dancing lights, ghost sound, prestidigitation, and speak with animals.
    Gnomish Defensive: +4 AC vs giant subtypes
    Academician: +2 knowledge (dungeoneering)
    Hatred: +1 attack rolls against reptilian and goblin subtypes
    Keen Senses: +2 perception
    Illusion Resistant: +2 vs illusions

    Gnomish Figher Level 3:
    Coty Deller
    Gnome Fighter (Two-Weapon Warrior) 3
    NG Small Humanoid (Gnome)
    Init +4; Senses Low Light Vision, Perception +4
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 Size)
    hp 34
    Fort +6, Ref +3, Will +2; +2 bonus vs. Illusions effects, +1 vs fear effects
    +4 Dodge bonus vs Giants
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee
    Gnome Hooked Hammer +6 (1d6+1/20x3) (B)
    Or
    Gnome Hooked Hammer +6 (1d4+1/20x4) (P)
    Or
    Gnome Hooked Hammer +3 (1d6+1/20x3) (B) &
    Gnome Hooked Hammer +3 (1d4+1/20x4) (P)

    +2 Attack vs reptile and goblin subtypes
    --------------------
    Statistics
    --------------------
    Str 12, Dex 15, Con 16, Int 13, Wis 10, Cha 12
    Base Atk +3; CMB +3; CMD 15
    Feats Two-Weapon Fighting, Gnome Weapon Focus, Combat Expertise, Gnome Hatred
    Traits Reactionary, Indomitable faith
    Skills Climb +3, Know (dungeon): +7, Handle Animal +5, Intimidate +5, Perception +4, Stealth +4, Survival +5, Swim +3
    Languages Common, Gnome, Sylvan, Goblin
    SQ
    Gnome Magic: 1/day cast dancing lights, ghost sound, prestidigitation, and speak with animals.
    Gnomish Defensive: +4 AC vs giant subtypes
    Academician: +2 knowledge (dungeoneering)
    Hatred: +2 attack rolls against reptilian and goblin subtypes
    Keen Senses: +2 perception
    Illusion Resistant: +2 vs illusions
    Defensive Flurry: When making a full attack with both weapons, gain +1 dodge AC against melee attacks until the beginning of his next turn. This increases by +1 every four levels after 3rd.

    Gnomish Figher Level 6:
    Coty Deller
    Gnome Fighter (Two-Weapon Warrior) 6
    NG Small Humanoid (Gnome)
    Init +4; Senses Low Light Vision, Perception +7
    --------------------
    Defense
    --------------------
    AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Size)
    hp 70
    Fort +8, Ref +4, Will +5; +2 bonus vs. Illusions effects, +1 vs fear effects
    +4 Dodge bonus vs Giants
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee
    +1 Gnome Hooked Hammer +9/4 (1d6+1/20x3) (B)
    Or
    +1 Gnome Hooked Hammer +9/+4 (1d4+1/20x4) (P)
    Or
    +1 Gnome Hooked Hammer +8/+3 (1d6+2/20x3) (B) &
    +1 Gnome Hooked Hammer +8 (1d4+2/20x4) (P)

    +2 Attack vs reptile and goblin subtypes
    --------------------
    Statistics
    --------------------
    Str 12, Dex 15, Con 16, Int 13, Wis 10, Cha 12
    Base Atk +6; CMB +6; CMD 18 (+2 CMB/CMD vs trip)
    Feats Two-Weapon Fighting, Gnome Weapon Focus, Combat Expertise, Gnome Hatred, Iron Will, Improved Trip, Toughness
    Traits Reactionary, Indomitable faith
    Skills Climb +4, Know (dungeon): +8, Know (engineering) +5, Handle Animal +5, Intimidate +7, Perception +7, Stealth +5, Survival +6, Swim +4, Ride +5
    Languages Common, Gnome, Sylvan, Goblin
    SQ
    Gnome Magic: 1/day cast dancing lights, ghost sound, prestidigitation, and speak with animals.
    Gnomish Defensive: +4 AC vs giant subtypes
    Academician: +2 knowledge (dungeoneering)
    Hatred: +2 attack rolls against reptilian and goblin subtypes
    Keen Senses: +2 perception
    Illusion Resistant: +2 vs illusions
    Defensive Flurry: When making a full attack with both weapons, gain +1 dodge AC against melee attacks until the beginning of his next turn. This increases by +1 every four levels after 3rd.
    Twin Blades: +4 attack and damage when making a full attack with both weapons

    Gnomish Figher Level 10:
    Coty Deller
    Gnome Fighter (Two-Weapon Warrior) 10
    NG Small Humanoid (Gnome)
    Init +4; Senses Low Light Vision, Perception +10
    --------------------
    Defense
    --------------------
    AC 28, touch 16, flat-footed 26 (+9 armor, +2 Dex, +3 Nat, +3 Deflect, +1 Size)
    hp 124
    Fort +14, Ref +8, Will +9; +2 bonus vs. Illusions effects, +3 vs fear effects
    +4 Dodge bonus vs Giants
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee
    +2 Gnome Hooked Hammer +14/9 (1d6+3/20x3) (B)
    Or
    +2 Gnome Hooked Hammer +14/+9 (1d4+3/20x4) (P)
    Or
    +2 Gnome Hooked Hammer +13/+8 (1d6+4/20x3) (B) &
    +2 Gnome Hooked Hammer +13 (1d4+4/20x4) (P)

    As a standard action, you may attack with both weapons.
    Gain +2 AC while two weapon fighting.

    +2 Attack vs reptile and goblin subtypes
    --------------------
    Statistics
    --------------------
    Str 12, Dex 15, Con 18, Int 13, Wis 10, Cha 12
    Base Atk +10; CMB +11; CMD 25 (+4 CMB/CMD vs trip)
    Feats Two-Weapon Fighting, Gnome Weapon Focus, Combat Expertise, Gnome Hatred, Iron Will, Improved Trip, Toughness, greater trip, weapon focus (gnome hooked hammer), Weapon spec (gnome hooked hammer)
    Traits Reactionary, Indomitable faith
    Skills Climb +4, Know (dungeon): +8, Know (engineering) +5, Handle Animal +5, Intimidate +8, Perception +10, Stealth +9, Survival +9, Swim +4, Ride +5
    Languages Common, Gnome, Sylvan, Goblin
    SQ
    Gnome Magic: 1/day cast dancing lights, ghost sound, prestidigitation, and speak with animals.
    Gnomish Defensive: +4 AC vs giant subtypes
    Academician: +2 knowledge (dungeoneering)
    Hatred: +2 attack rolls against reptilian and goblin subtypes
    Keen Senses: +2 perception
    Illusion Resistant: +2 vs illusions
    Defensive Flurry: When making a full attack with both weapons, gain +2 dodge AC against melee attacks until the beginning of his next turn. This increases by +1 every four levels after 3rd.
    Twin Blades: +4 attack and damage when making a full attack with both weapons
    Doublestrike: As a standard action, you may attack with both weapons

    I know I messed up some things, because about halfway through, I changed up the stats and I don't think I caught everything. Anyways, He ain't a bad fighter. He'd probably be a lot better as a ranger.

    He has strong attacks against goblin subtypes and reptile subtypes. He has an even better defense against giant subtypes. He can cast some cantrips. He is an excellent tripper, which can be very useful with that gnome hooked hammer. His saves are solid, and even better against certain things (fear, illusion). He can up his defense, attack, and damage while two weapon fighting. His skills ain't that bad, either.

    I decided that since gnomes get a Con bonus, I would really play it up. I upped his con at level 4 and 8 to really give a boost to his HP, and I gave him toughness. This makes him tougher than most simply due to greater HP.


    So, what about a Cavalier with his squire (aka the weapon bearer squire archetype)?


    Nicos wrote:
    So, what about a Cavalier with his squire (aka the weapon bearer squire archetype)?

    Ew. Taking actions in combat (a full round action?!) to give someone a +1 instead of actually attacking yourself? You're better off aiding. And it costs you a feat! Take swift aid as a feat and you're already better off and it doesn't cost you an action.


    bookrat wrote:
    Nicos wrote:
    So, what about a Cavalier with his squire (aka the weapon bearer squire archetype)?
    Ew. Taking actions in combat (a full round action?!) to give someone a +1 instead of actually attacking yourself? You're better off aiding. And it costs you a feat! Take swift aid as a feat and you're already better off and it doesn't cost you an action.

    I know, but this is suposed to be a challenge right? :p


    bookrat wrote:

    I know I messed up some things, because about halfway through, I changed up the stats and I don't think I caught everything. Anyways, He ain't a bad fighter. He'd probably be a lot better as a ranger.

    He has strong attacks against goblin subtypes and reptile subtypes. He has an even better defense against giant subtypes. He can cast some cantrips. He is an excellent tripper, which can be very useful with that gnome hooked hammer. His saves are solid, and even better against certain things (fear, illusion). He can up his defense, attack, and damage while two weapon fighting. His skills ain't that bad, either.

    I decided that since gnomes get a Con bonus, I would really play it up. I upped his con at level 4 and 8 to really give a boost to his HP, and I gave him toughness. This makes him tougher than most simply due to greater HP.

    Hmmm... I'm not a fan of Gnomey here... He seems rather... Bland. His only "non-hitting stuff" tactic is Trip, which is okay, but a bit too overused by now (mostly because it's the most reliable maneuver, and evne so, it's still nothing to write home about) and the small size hurts his CMB and CMD.

    His low Str, lack of Weapon Finesse and high Con will turn him into a the guy who lives to see another day, but doesn't contribute much to the party.

    Maybe I'm missing something, but it doesn't seem very effective to me.

    EDIT: To be fair, Gnome is probably the worst race for Fighters.

    ---

    Oh, and Nicos, I checked Jim Irons' build. Like I said, he gets a bonus to will saves from his Mysterious Stranger archetype, +1 at 2nd level and another +1 every 4 levels.
    This ability is named "Lucky", but HL decided not to put it in the statblock for some reason.


    I Like this one, charisma be dammed :p

    Emkuru:

    Lawful evil
    Duergar - Spellbreaker 1 / Weapon master 10

    Speed: 20 ft
    Init: +2
    Sense: Darkvision (120 ft)

    Stats
    Str 18 (20) , DEx 14 , Con 16 , Int 12, Wis 16 , cha 4

    Defensive

    Hp: 107 (10d10 +1d8 +44)

    AC: 24
    Touch AC: 11
    FF AC: 23

    CMD: 31 ( 37 Against disarm/sunder the Greataxe)

    Offensive

    +3 Adamantine greataxe: +24/+16 (1d12 +20 20/x3)

    CMB: +15

    SAves

    Fort: +16
    Reflex: +10
    Will: +13 (roll twice and take the best against mind affecting effects)

    (+2 racial bonus on saves against spells and spell-like abilities)

    Immune to paralysis, phantasms, and poison.

    Tratis:
    +1 will, +1 reflex.

    Feats

    1. Power attack,
    2. Furious Focus, Weapon focus (Greataxe)
    3. Iron Will, Step Up
    4.
    5. Lingering Invisibility, Blind fight
    6.
    7. Ligthing reflexes, Toughness
    8.
    9. Greater weapon focus (Greataxe), Disruptibe
    10.
    11. Spellbreaker, Improved Blind fight

    Skills

    Perception +17
    Diplomacy +17
    Bluff +17
    Intimidate +17
    Swim +4
    Acrobatics +1
    Stealth +6
    Sense motive +7

    Special
    Weapon training 2 (Greataxe), Weapon Guard +3, Reliable Strike 2/day,
    Strong Willed, Judment 1/day, Stern gaze +1, Charm of Wisdom, Enlarge
    person 1/day, Invisibility 1/day.

    Gear

    +3 Adamantine greataxe (21 K), +3 Cloak of resistance ,+2 Shadowed Full
    plate mail (5,5 K), Gloves of dueling (15 K), Jingasa of the fortunate
    soldier (5K), Ring of protection (2 K), +2 Belt of giant strengh (4 K),
    Longbow.

    Ioun stones:

    Cracked Pale Green Prism (saves) (4 K)
    Dusty rose Prism + Wayfinder (5 K)

    Wands:

    x2 Cure light wounds (1,5 K)
    Bed of Iron (0,75 K)

    EDIT:
    By the way, I wanted to take Moonligth stalker but it have combat expertise as prerequisite. How I hate combat expertise :(


    Nicos wrote:

    I Like this one, charisma be dammed :p

    ** spoiler omitted **

    You want to explode Cheapy's head again, don't you? How did you even get a Charisma score of 4??

    EDIT: And Darkvision... And a bunch of other stuff... I think you wrote down the wrong race again, Nicos! ^^


    Lemmy wrote:
    Nicos wrote:

    I Like this one, charisma be dammed :p

    ** spoiler omitted **

    You want to explode Cheapy's head again, don't you? How did you even get a Charisma score of 4??

    AAAHHHHHHH!

    is a duergar. I fixed the description now.


    Lemmy wrote:

    EDIT: And Darkvision... And a bunch of other stuff... I think you wrote down the wrong race again, Nicos! ^^

    Yeah, I have a "template" with all the [b] [/ b], just to not write it again and again, but I always forget to change some things.


    @Lemmy

    Yeah, I'm not a big fan of him, either. And weapon finesse doesn't work with the gnome hooked hammer; I tried. A different weapon just didn't seem right. :) Regardless, a gnome fighter was requested and that's what I gave.


    bookrat wrote:

    @Lemmy

    Yeah, I'm not a big fan of him, either. And weapon finesse doesn't work with the gnome hooked hammer; I tried. A different weapon just didn't seem right. :) Regardless, a gnome fighter was requested and that's what I gave.

    Well, I said a GOOD gnome fighter :p


    bookrat wrote:

    @Lemmy

    Yeah, I'm not a big fan of him, either. And weapon finesse doesn't work with the gnome hooked hammer; I tried. A different weapon just didn't seem right. :) Regardless, a gnome fighter was requested and that's what I gave.

    Gnomes are pretty weak Fighters.

    Halflings at least have a bonus to Dex for good archers/duelists, and the boost to all saves is pretty awesome.
    Actually, Halfings are pretty much better gnomes. Gnomes should have gotten a Int bonus instead of Cha bonus, this way they might actually have been better than Halflings at something.
    I'm trying to make a Barbarian Gnome. The Str boost from Rage might help a little. That said, it's not a very creative build, just your usual Pounce/Spell Sunder guy with anger-management issues.


    holy cow lemmy,, how your option Vs numberthread was locked?

    Also, no real feedbackon emkuru :(


    Nicos wrote:

    holy cow lemmy,, how your option Vs numberthread was locked?

    Also, no real feedbackon emkuru :(

    I have no idea, man.. .I really liked the subject of that thread. Most likely someone couldn't stop flaming or something.

    I haven't seen antyhing wrong lately, though. Maybe I just missed whatever it was that made Chris decide to lock the thread.


    It's been a little while since I've built a character. I'm also having some medical problems right now so I'm not at full capacity so bear with me. I also didn't follow Lemmy's instructions 100% (I used the elite array instead of 20 point buy). I know this character doesn't deal much damage. He isn't supposed to. He instead is supposed to use his alchemy skill to brew poison and apply it to his weapon and deal with his problem that way. I also know that he doesn't have an effective ranged weapon. I didn't feel like working on that. It wouldn't be difficult to deal with though. I did give him ranks in Disguise and Heal because of his background. His Perception skill is also not where I want it. I need to also improve his saves a little as well as his AC. I wanted to give him Power Attack, and I should. I probably could drop one of the Vast Hatred feats and give it that way. I also know that he should choose his enemies in a different order, but that isn't the point of the build (in actual play he would choose them as he needs to). Note that he is build as a city character. He is meant for encounters in a city and not as a wilderness adventurer. With some adjustments, he can be made for a more standard adventurering career.

    He is playable but I think he needs some tweaking or more party support than I would like.

    Spoiler:

    Phelyn
    Male Gnome Fighter 1
    N Small Humanoid (gnome)
    Init +4; Senses low-light vision; Perception +4
    --------------------
    Defense
    --------------------
    AC 19, touch 13, flat-footed 17 (+4 armor, +2 shield, +2 Dex, +1 size)
    hp 10 (1d10)
    Fort +2 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +2, Will +1
    Defensive Abilities defensive training
    --------------------
    Offense
    --------------------
    Speed 15 ft.
    Melee Heavy Shield Bash +3 (1d3+1/x2) and
    . . Longsword +3 (1d6+1/19-20/x2)
    Ranged Sling +4 (1d3+1/x2)
    Special Attacks hatred
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    --------------------
    Statistics
    --------------------
    Str 13, Dex 14, Con 10, Int 12, Wis 13, Cha 12
    Base Atk +1; CMB +1; CMD 13
    Feats Great Hatred, Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids])
    Traits Brastlewark Businessman, Excitable
    Skills Acrobatics -2 (-10 jump), Climb -3, Craft (alchemy) +7, Escape Artist -2, Fly +0, Heal +2, Perception +4, Ride -2, Survival +5, Swim -3
    Languages Common, Dwarven, Gnome, Sylvan
    SQ knack with poison
    Other Gear Armored coat, Heavy steel shield, Longsword, Sling, 65 GP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    --------------------
    Special Abilities
    --------------------
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hatred +2 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs poison (+4 if accidentally expose yourself).
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids]) Add selected creatures to list of Hatred targets.
    --------------------
    Phelyn's parents were killed when he was very young and he ended up living in a very bad part of town. Being one of the very few gnomes there, he wasn't picked on, he was brutally beaten, almost daily. He learned how to defend himself though. Eventually he figured out how to combine chemicals in a way to make his attackers sick.

    He eventually figured out how to put it on a blade and he practiced fighting with every weapon his fallen enemies had. He started to hate them all. Getting beat up on doesn't make for a happy camper.

    Phelyn put too much toxin on his blade one day and ended up killing a very large half-orc who was a member of a very dangerous group. He decided to change his name (and no, I'm not going to tell you what it was, he's in hiding and that wouldn't be right) and leave. He's smart enough to know when his life is in danger and when he can't get out of it.

    Phelyn takes the time to craft toxins and other agents as needed. He keeps money on hand to ensure he can make what he needs.

    Spoiler:

    Phelyn #2
    Male Gnome Fighter 3
    N Small Humanoid (gnome)
    Init +4; Senses low-light vision; Perception +6
    --------------------
    Defense
    --------------------
    AC 19, touch 13, flat-footed 17 (+4 armor, +2 shield, +2 Dex, +1 size)
    hp 22 (3d10)
    Fort +3 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +3, Will +2 (+1 vs. fear)
    Defensive Abilities bravery +1, defensive training
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Heavy Shield Bash +5 (1d3+1/x2) and
    . . +1 Longsword +6 (1d6+2/19-20/x2)
    Ranged Sling +6 (1d3+1/x2)
    Special Attacks hatred
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    --------------------
    Statistics
    --------------------
    Str 13, Dex 14, Con 10, Int 12, Wis 13, Cha 12
    Base Atk +3; CMB +3; CMD 15
    Feats Great Hatred, Vast Hatred (Favored Enemy [Dwarves], Favored Enemy [Elves]), Vast Hatred (Favored Enemy [Halflings], Favored Enemy [Giants]), Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids])
    Traits Brastlewark Businessman, Excitable
    Skills Acrobatics -1 (-5 jump), Climb -2, Craft (alchemy) +9, Disguise +3, Escape Artist -1, Fly +1, Heal +4, Perception +6, Ride -1, Stealth +3, Survival +5, Swim -2
    Languages Common, Dwarven, Gnome, Sylvan
    SQ knack with poison
    Other Gear Armored coat, Heavy steel shield, +1 Longsword, Sling, Alchemist's lab, Portable alchemist's lab, 340 GP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    --------------------
    Special Abilities
    --------------------
    Bravery +1 (Ex) +1 to Will save vs. Fear
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hatred +2 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs poison (+4 if accidentally expose yourself).
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Vast Hatred (Favored Enemy [Dwarves], Favored Enemy [Elves]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Halflings], Favored Enemy [Giants]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids]) Add selected creatures to list of Hatred targets.

    Spoiler:

    Phelyn #3
    Male Gnome Fighter 6
    N Small Humanoid (gnome)
    Init +4; Senses low-light vision; Perception +9
    --------------------
    Defense
    --------------------
    AC 27, touch 13, flat-footed 25 (+11 armor, +3 shield, +2 Dex, +1 size)
    hp 40 (6d10)
    Fort +5 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +4, Will +3 (+2 vs. fear)
    Defensive Abilities bravery +2, defensive training
    --------------------
    Offense
    --------------------
    Speed 15 ft.
    Melee Heavy Shield Bash +9/+4 (1d3+2/x2) and
    . . +2 Longsword +12/+7 (1d6+5/19-20/x2)
    Ranged Sling +9/+4 (1d3+2/x2)
    Special Attacks hatred, weapon training abilities (heavy blades +1)
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    --------------------
    Statistics
    --------------------
    Str 14, Dex 14, Con 10, Int 12, Wis 13, Cha 12
    Base Atk +6; CMB +7; CMD 19
    Feats Cosmopolitan (Heal, Disguise), Great Hatred, Vast Hatred (Favored Enemy [Aberrations], Favored Enemy [Animals]), Vast Hatred (Favored Enemy [Dragons], Favored Enemy [Magical Beasts]), Vast Hatred (Favored Enemy [Dwarves], Favored Enemy [Elves]), Vast Hatred (Favored Enemy [Halflings], Favored Enemy [Giants]), Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids])
    Traits Brastlewark Businessman, Excitable
    Skills Acrobatics -3 (-11 jump), Climb -3, Craft (alchemy) +12, Disguise +9, Escape Artist -3, Fly -1, Heal +10, Perception +9, Ride -3, Stealth +1, Survival +5, Swim -3
    Languages Common, Dwarven, Elven, Gnome, Orc, Sylvan
    SQ knack with poison
    Other Gear +2 Full plate, +1 Heavy steel shield, +2 Longsword, Sling, Alchemist's lab, Portable alchemist's lab, 590 GP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    --------------------
    Special Abilities
    --------------------
    Bravery +2 (Ex) +2 to Will save vs. Fear
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hatred +2 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs poison (+4 if accidentally expose yourself).
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Vast Hatred (Favored Enemy [Aberrations], Favored Enemy [Animals]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Dragons], Favored Enemy [Magical Beasts]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Dwarves], Favored Enemy [Elves]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Halflings], Favored Enemy [Giants]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids]) Add selected creatures to list of Hatred targets.
    Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

    Spoiler:

    Phelyn #4
    Male Gnome Fighter 10
    NE Small Humanoid (gnome)
    Init +9; Senses low-light vision; Perception +15
    --------------------
    Defense
    --------------------
    AC 29, touch 14, flat-footed 26 (+12 armor, +3 shield, +3 Dex, +1 size)
    hp 74 (10d10+10)
    Fort +8 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +6, Will +8 (+3 vs. fear)
    Defensive Abilities bravery +3, defensive training, fortification 25%
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Heavy Shield Bash +14/+9 (1d3+3/x2) and
    . . +3 Longsword +19/+14 (1d6+8/19-20/x2)
    Ranged Sling +15/+10 (1d3+4/x2)
    Special Attacks hatred, weapon training abilities (heavy blades +2, thrown +1)
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    --------------------
    Statistics
    --------------------
    Str 16, Dex 16, Con 12, Int 12, Wis 16, Cha 12
    Base Atk +10; CMB +12; CMD 25
    Feats Cosmopolitan (Heal, Disguise), Great Hatred, Improved Initiative, Iron Will, Vast Hatred (Favored Enemy [Aberrations], Favored Enemy [Animals]), Vast Hatred (Favored Enemy [Dragons], Favored Enemy [Magical Beasts]), Vast Hatred (Favored Enemy [Dwarves], Favored Enemy [Elves]), Vast Hatred (Favored Enemy [Fey], Favored Enemy [Constructs]), Vast Hatred (Favored Enemy [Halflings], Favored Enemy [Giants]), Vast Hatred (Favored Enemy [Humans], Favored Enemy [Undead]), Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids])
    Traits Brastlewark Businessman, Excitable
    Skills Acrobatics -1 (-5 jump), Climb -1, Craft (alchemy) +16, Disguise +23, Escape Artist -1, Fly +1, Heal +16, Perception +15, Ride -1, Survival +7, Swim -1
    Languages Common, Dwarven, Elven, Gnome, Orc, Sylvan
    SQ fortification (light), glamered, knack with poison
    Other Gear +3 Glamered Full plate, +1 Fortification (light) Heavy steel shield, +3 Longsword, Sling, Belt of physical perfection +2, Hat of disguise, Headband of inspired wisdom +2, Alchemist's lab, Portable alchemist's lab, 4090 GP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Disguise Self (At will) - 0/0
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    --------------------
    Special Abilities
    --------------------
    Bravery +3 (Ex) +3 to Will save vs. Fear
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Fortification (light) 25% chance to ignore critical hit/sneak attack.
    Fortification 25% You have a chance to negate critical hits on attacks.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Glamered Assumes appearance of normal clothes on command.
    Hatred +2 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs poison (+4 if accidentally expose yourself).
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
    Vast Hatred (Favored Enemy [Aberrations], Favored Enemy [Animals]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Dragons], Favored Enemy [Magical Beasts]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Dwarves], Favored Enemy [Elves]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Fey], Favored Enemy [Constructs]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Halflings], Favored Enemy [Giants]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Humans], Favored Enemy [Undead]) Add selected creatures to list of Hatred targets.
    Vast Hatred (Favored Enemy [Orcs], Favored Enemy [Monstrous Humanoids]) Add selected creatures to list of Hatred targets.
    Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
    Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons


    Aha! One of Bob's build! Now this build thread is officialy awesome!!!

    That said... I don't really like Phellyn. He spent all of his feats on a situational +3 to attack rolls. Might as well go with (Greater) Weapon Focus, as it has similar results and is much less situational.
    I understand you wanted to make Phellyn benefit from his "Gnomeness" and all, but it feels too much like trying to fit a square peg in a round hole.

    Using poisons is pretty cool, but ineffective. For some reason poisons often cost the equivalent to a commoner's income for a whole year, but have lowish save DC and subpar effects. (Which is really weird, as I can probably grab a bunch of random leaves around my house, put than in someone's drink and have a good chance of making that poor someone sickened and/or nauseated.)

    I'm also not a big fan of carrying a single powerful weapon at the cost of having no backups and no good ranged weapon, but I suppose that's easily fixed if needed, just buy different items while leveling up.

    But I understand that some of his weaknesses is due to using a lower point buy and being a Gnome.

    Come on, Bob! Show us some of that LOBLAW BUILDING AWESOMENESS who brought us Turret and Kor! ^^


    Aight, so my build doesn't come inta much of anything until 5th level, an as I've got no notes on 'em up until then I'm gonna skip 1st an' 3rd level.

    Jugger Mcnaughty fights with nothing more than his sheer athletic prowess and a suit of heavy armor. He punches, grapples and tramples to death any who would stand in his way.

    Build:

    Human Monk 1/Fighter 4

    AC 22 (+7 Armor, +2 Shield, +2 dex, +1 Dodge.)
    HP 48.
    CMB +9
    CMD 20

    Abilities:
    20 points. 13 on Str, 5 on dex, 2 Wis. 4th level, +1 on str. Human bonus to Str.

    Str 22 +6 (Belt of Giant Strength)
    Con 10
    Dex 14 +2
    Int 10
    Wis 12 +1
    Cha 10

    Saves:
    Fort: +6 (+2 Monk, +4 Fighter.)
    Ref: +5 (+2 Monk, + 1 Fighter, +2 Dex.)
    Will: +4 (+2 Monk, +1 Fighter, + 1 Wis, )

    Skills:
    Monk: 1 rank in Acrobatics, Climb, Perception, Sense Motive, Intimidate.
    Fighter: 4 ranks in Acrobatics, Climb, and Perception.
    JUMP Check: +15 5 ranks, class skill +3, Dex +2, +5 competence.

    Feats:
    (Monk) Improved Unarmed Strike
    (Monk) Improved Grapple
    (Monk) Stunning Fist
    (1st level)Power Attack
    Improved Overrun
    (Human) Combat Reflexes
    (Fighter) Vicious Stomp (Ultimate Combat)
    (Fighter) Dragon Ferocity (Ultimate Combat)
    (Level 5) Dodge
    (Fighter) Dragon Style (Ultimate Combat)

    Gear
    Out of 10,500 gp
    4000 GP Belt of Giant Strength +2

    Master Work Agile Breastplate +1 1550 gp +7 AC +3 Max dex –3 Check penalty

    Masterwork Buckler +1 1155 GP +2 AC

    Ring of Jumping 2500 GP +5 competence to jump checks

    Brass Knuckles, Cold Iron 2Gp
    Brass Knuckles, Alchemical Silver 21Gp

    Attacks Mcnaughty boxes, wrestles and stomps his opponents witha variety of feats an' class features. His damage is built on his Unarmed Strike an' use of Dragon Ferocity (1.5 Str to Unarmed strikes) and Dragon Style (Which adds half your strength as a bonus to your first unarmed strike of the round).

    Unarmed Strike:
    Unarmed Strike: +10 to hit, 1d6+12 on first strike, 1d6+9 on all others. Bein a monk allows Mcnaughty to attack usin his whole body, which he often does in the form of punches, body slams, and full force tackles (Charge Attack).

    Trample:

    Improved Overrun + 12 (Base Attack +4, Improv Overrun +2, Str +6.)
    Opponents can't choose to avoid me. If I beat my opponents CMD by 5 or more, he is knocked prone and vulnerable to Vicious Stomp.

    Vicious Stomp Whenever an adjacent enemy is knocked prone, he provokes an attack of opportunity from me. This attack must be an Unarmed Strike.

    Grapple:
    +12 (Base Attack +4, Improv Grapple +2, Str +6.)
    Improved Grapple: No AoO when I attempt to start a grapple. Deal damage with the Grapple Rules.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

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