Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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lol I was hoping for some help with valees by putting him in here :P


Sorry, Tom, it's been a busy week for me.

I'll check Valees and post my opinion in a few minutes.


Thomas Long 175 wrote:
lol I was hoping for some help with valees by putting him in here :P

what is this "lore master"? did yu ment lore warden?


Nicos wrote:
Thomas Long 175 wrote:
lol I was hoping for some help with valees by putting him in here :P
what is this "lore master"? did yu ment lore warden?

crap yes sorry. not an archetype I've ever used before lol :P I take it you're tired as well? (I did it at 4 am in the morning or so)


@Thomas Long

Okay, first things first... You should probably focus Str. Switch your Str/Dex scores. You'll ahve higher damage, higher CMB and more feats.

I like the finesse flavor as well, sadly, it's not very effective.

The Skill Focus feat is always useful, but the Dual-Minded alternate racial trait is really good for any class with poor will saves. It also stacks with Iron Will, if you feel the need to further boost your will save (might be a good idea at high levels).

Personally, I like Dirty Trick, but it's only really useful when you get the Greater version, so focusing on trip first seems like a a good idea.

Since you won't be 2-handing nor TWFing, Dervish Dance is an excelent choice, and scimitars have very similar attributes to rapiers (they can be 2-handed, but lack the trip/disarm properties). If you want to keep the Rapiers, then use a buckler. A mithral buckler has no penalty whatsoever, so it doesn't matter if you're not proficient with it.

For your skills, the more useful knowledge skills are arcana, planes, religion, nature and dungeon. Local is okay too, as it lets you indentify humanoids, among other things. Engineering is nearly useless. you'll hardly have the chance of actually putting it to use.

Useful for any martial character: Always carry backup weapons.
I usually buy:
2 of my main weapon (1 silversheen; 1 cold iron, maybe 1 adamantine too)
1 weapon with a different damage type (a warhammer, for example)
1 Adaptive longbow. If you're proficient with bows, you should be carrying one! There is no reason not to!


Nicos,

Tidirien is a pretty interesting build.

It reminds me of shallowsoul's build, though, and as such, suffers from the same problems.

The biggest one is that it seems like he's trying too hard to go in 2 opposite directions.
If you're a melee focused switch-hitter, focusing on Str is a better idea.
If you're a ranged focused switch-hitter, you shouldn't invest too much in melee combat because eventually, you'll have no reason to use anything other than bows.
Weapon Finesse and PA might be all that's necessary for such build, just in case he loses his bow and/or the enemy has DR/blungeoning or something.
Also, going the Dex route means you're rather dependant on a very specific weapon enhancement. Even if you find a +3 Elven Curved Blade, you can barely use it before you add the Agile property to it.

Like I said, I really like the finesse warrior who focuses more on speed and accuracy than raw strength, but the system doesn't really help with it.


Lemmy wrote:

Okay, first things first... You should probably focus Str. Switch your Str/Dex scores. You'll ahve higher damage, higher CMB and more feats.

I like the finesse flavor as well, sadly, it's not very effective.

The Skill Focus feat is always useful, but the Dual-Minded alternate racial trait is really good for any class with poor will saves. It also stacks with Iron Will, if you feel the need to further boost your will save (might be a good idea at high levels).

Personally, I like Dirty Trick, but it's only really useful when you get the Greater version, so focusing on trip first seems like a a good idea.

Since you won't be 2-handing nor TWFing, Dervish Dance is an excelent choice, and scimitars have very similar attributes to rapiers (they can be 2-handed, but lack the trip/disarm properties). If you want to keep the Rapiers, then use a buckler. A mithral buckler has no penalty whatsoever, so it doesn't matter if you're not proficient with it.

For your skills, the more useful knowledge skills are arcana, planes, religion, nature and dungeon. Local is okay too, as it lets you indentify humanoids, among other things. Engineering is nearly useless. you'll hardly have the chance of actually putting it to use.

Useful for any martial character: Always carry backup weapons.
I usually buy:
2 of my main weapon (1 silversheen; 1 cold iron, maybe 1 adamantine too)
1 weapon with a different damage type (a warhammer, for example)
1 Adaptive longbow. If you're proficient with bows, you should be carrying one! There is no reason not to!

Lol ok.

1. yeah I actually went with dual minded thats why my will save is 3 at level 1 :) Didn't take skill focus (ugh)

2.the reason I went dex is the combination of fury's fall with agile maneuvers gives me double my dex modifier on trip attempts. I guess i could go strength. Would it still be worth it for damage if I lost my ability to trip as well (CR 13 red dragon is CMD 40 vs Trip. I have +40 at level 12 :P)

3. The rapier was a moderate optimization choice though I could switch. The reasoning behind it is the felling smash feat. It lets me power attack and if I hit I can trip someone. Rapiers were letting me use weapon finesse and still get 2:1 on power attack.

Ty on the scimitar I forgot about dervish dance completely (facepalm) I don't build dex fighters much.

4. yeah I chose engineering because it was a class skill but I guess its still not worth it. I'll probably switch it over to local then since its useful and still not that often taken. It'll clue me in when I need clues.

5. Thanks for the tip on the buckler it should only be 1000 gold at that point :)

6. Weapons: doesn't a weapon of a given enhancement bonus bypass the cold iron and adamantine requirements anyways? Also I'm not familiar with the adaptive trait. I'll look for something thats light and bludgeoning.

7. Yeah I liked Dirty Trick specifically for the blinding maneuver for it doesn't seem worth it for one round. Thats why I really waited till later on it. Plus trip immunity comes later :P.


Thomas Long 175 wrote:

Lol ok.

1. yeah I actually went with dual minded thats why my will save is 3 at level 1 :) Didn't take skill focus (ugh)

Shouldn't it be +4, then? +1 Wis +2 Dual Minded +1 Indomitable Faith trait

Thomas Long 175 wrote:
2.the reason I went dex is the combination of fury's fall with agile maneuvers gives me double my dex modifier on trip attempts. I guess i could go strength. Would it still be worth it for damage if I lost my ability to trip as well (CR 13 red dragon is CMD 40 vs Trip. I have +40 at level 12 :P)

That's true... Although I think having better damage and still getting to add Dex once is a better idea. Mostly because enemies don't die from tripping alone. Heh. Besides, you could use the feat for other cool stuff, like Lunge, Improved Critical, Greater Dirty Trick, etc...

Thomas Long 175 wrote:
4. yeah I chose engineering because it was a class skill but I guess its still not worth it. I'll probably switch it over to local then since its useful and still not that often taken. It'll clue me in when I need clues.

As a Lore Warden, ALL knowledge skills become class skills for you.

Thomas Long 175 wrote:
6. Weapons: doesn't a weapon of a given enhancement bonus bypass the cold iron and adamantine requirements anyways? Also I'm not familiar with the adaptive trait. I'll look for something thats light and bludgeoning.

Yes, but that's only when they reach +3. That might take a while, specially if you carry backups (you should) and ranged weapons (you really should).

Besides, Silversheen weapons are just +400 gp, and they have the added benefit to be completely immune to all rusting effects! No more Rust Monster disasters! lol. Cold Iron costs 2000 more, but only once they're enchanted, so a mwk Cold Iron weapon costs just the same as any other mwk weapon.
Also, if you lose your main weapon for any reason, you can still bypass at least a few DR if your backups are made of different materials.

As you can see in my builds, my main weapon is usually made of silversheen, so is my backup weapon with different damage type. The extra gold investment becomes negligible as soon as 4th level.


I thought I dropped my wisdom down to 11 at 1st level oops :P.

And good point on damaging vs tripping. Lol trip crazy is fun and all but it doesn't put the dragon head on the table at dinner time.

Missed the knowledge skills part ty :)

kk I got some work to do ty :)


Big McLargeHuge, Half-Giant Soulknife

Spoiler:
Half-Giant
Level 10 Soulknife (Gifted Blade and Armored Blade Archetypes)
Lawful Neutral

==Stats==

Str: 20 (22)
Dex: 12
Con: 14 (16)
Int: 12
Wis: 14 (16)
Cha: 7

=Stats=
To-Hit (melee): +18/+10
To-Hit (ranged): +13
Damage (unbuffed): 3d8 + 18
Damage (buffed): 6d8 + 21

HP: 89.5
AC: 25
Fort: 12
Reflex: 10
Will: 13

==Traits==
Psionic Knack (+2 Manifester Level)
Resilient (+1 Fort Save)

==Feats==
Bonus: Power Attack
1: Weapon Focus (Mind Blade)
3: Furious Focus
5: Psicrystal Affinity (Hero)
7: Vital Strike
9: Improved Critical (Mind Blade)

==Blade Skills==
2: Emulate Melee Weapon
4: Improved Armor
6: Enhanced Range
8: Combat Slide
10: Deadly Blow

==Powers==
Power Points: 38 (Favored Class Bonus goes here)

1: Expansion, Vigor
2: Dimension Swap, Psionic Scent

==Skills==
+14 Acrobatics
+10 Climb
+11 Intimidate
+12 Knowledge (Psionics)
+20 Perception
+14 Stealth
+10 Swim

==Gear==
Mind Blade +1 Impact (Nodachi Form)
Mind Armor +2 Light Fortification (Full Plate)
Belt of Might (Str + Con +2
Headband of Wisdom +2
Ring of Protection +2
Amulet of Natural Armor +2
Cloak of Resistance +3
23,000 unspent gold

Pros: Thanks to stacking Half-Giant, Expansion and an Impact Weapon, he can get his base weapon damage up enough to make Vital Strike a reasonably useful investment. The Mind Blade and Mind Armor effectively give him additional wealth by level to play with. Powers offer him some very nice abilities and decent versatility. Being able to dismiss armor as a free action and put it back on as a move action Makes Armor Class penalties much less of an issue. The mind blade and armor can be adjusted, if you have sufficient forewarning of what to prepare for (though the rules make a point of not letting you take Bane on a Mind Blade).

Cons: Even with a wisdom-boosting item and his favored class bonus going into power points, he's got a pretty low power point reserve relative to the cost of buffing. Using Expansion to grow to huge size is very nice, but when you're burning almost 1/4 of your power points to pull it off, it'll sting. Thanks to not being proficient with Martial Weapons, your ranged options are a bit lacking. If you ever end up in a null field, you'll be stuck with no weapon and armor at all, unless you can manage the pretty frequent will saves to keep them up. While he can grow to huge size, the build doesn't have the dexterity to take full advantage of your improved reach via combat reflexes.


Lemmy wrote:

Nicos,

Tidirien is a pretty interesting build.

It reminds me of shallowsoul's build, though, and as such, suffers from the same problems.

The biggest one is that it seems like he's trying too hard to go in 2 opposite directions.
If you're a melee focused switch-hitter, focusing on Str is a better idea.
If you're a ranged focused switch-hitter, you shouldn't invest too much in melee combat because eventually, you'll have no reason to use anything other than bows.
Weapon Finesse and PA might be all that's necessary for such build, just in case he loses his bow and/or the enemy has DR/blungeoning or something.
Also, going the Dex route means you're rather dependant on a very specific weapon enhancement. Even if you find a +3 Elven Curved Blade, you can barely use it before you add the Agile property to it.

Like I said, I really like the finesse warrior who focuses more on speed and accuracy than raw strength, but the system doesn't really help with it.

Well, lets see what happes if isntead of a +1 agile weapon tidirien uses a +2 weapon.

now his melee attack routine is

+1 Agile Silversheen Elvencurved blade: +20/+15/+10 ( 1d10 + 19, 15-20/x2)

with the +2 weapon it becomes

+2 Silversheen Elvencurved blade: +21/+16/+11 (1d10 + 16, 15-20/x2)

It loses 3 to damage but he gains an extra 1 to the attack. Not a terrible situation.

Silver Crusade

Here is a character that I found to be really fun. He's not optimized at all.

Lucian Half-Angel:

Qinggong Monk 4 / Brawler Fighter 5 / Rogue 2.

Race: Aasimar

Name: Lucian

Str: 13
Dex: 20
Con: 13
Int: 12
Wis: 18
Cha: 09

Traits: Mizu Ki Hikari Rebel, Reactionary

HP: 5d10 + 4d8 + 2d8 + 11

AC: 27

Touch: 26

Flat: 20

Init: +7

Spd: 50 (Fly 30)

Fort: + 11 (+ 13 vs effects with the Evil descriptor)
Ref: + 15 ( + 17 vs effects with the Evil descriptor)
Will: + 11 (+ 13 vs effects with the Evil descriptor) (+ 12 vs Fear effects) (+ 3 vs Enchantment effects).

Attack: Unarmed Strike with Boar Style and Sneak Attack: + 17/ + 12 2d8 + 12 (+2d6 if hit twice) + 1d6

Flurry of Blows with Boar Style and Sneak Attack: + 16 / + 16 / + 11 2d8 + 12 (+ 2d6 if hit twice) + 1d6

Flurry of Blows with Power Attack and Boar Style and Sneak Attack: + 13 / + 13 / + 8 2d8 + 18 (+2d6 if hit twice) + 1d6

Unarmed Strike using Flyby Attack and Death from Above and Power Attack and Sneak Attack: + 19 2d8 + 18 + 1d6

Feats(14): Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Weapon Finesse, Dodge, Power Attack, Extra Ki, Combat Reflexes, Angelic Blood, Angelic Wings, Angelic Flesh (Steel)(Attacks act as if from Cold Iron), Heavenly Radiance (Sunbeam)2/day, Improved Natural Attack, Flyby Attack, Boar Style,

Skills: Acrobatics: +24, Disable Device: + 13, Escape Artist: + 13, Fly: + 15, Intimidate: + 5, Knowledge Dungeonerring: + 7, Perception: + 21, Sense Motive: + 12, Survival: + 8, Stealth: + 19,

Rogue: Rogue Talent (Combat Trick “Death from Above”), Evasion, Sneak Attack +1d6, Trapfinding.

Fighter Brawler: Close Control, Close Combatant, Bravery + 1

Qinggong Monk: Flurry of Blows, Stunning Fist:5/day DC 16 Stun or Fatigue, Fast Movement, Maneuver Training, Still Mind, Ki Pool (Magic), Ki: (8), True Strike.

Aasimar: Darkvision 60ft, Spell-Like Ability: Daylight 2/day, Celestial Resistance: Acid Resistance 5, Cold Resistance 5, and Electricity Resistance 5, Native Outsider,

Gear: Monk’s Robes, Amulet of Mighty Fists +1 (Agile), Belt of Dexterity + 2, Headband of Wisdom + 2, Ring of Protection + 2, Cloak of Resistance + 2, Boots of Striding and Springing, Bracers of Armor + 2,


Tidirien melee focused:

Elf
Mobile figter 11
LE

=== Stats ===

Str 14 ,Dex 20 (24) ,con 12, Int 14(16) ,Wis 12, Cha 7

=== Defense ===

Hp: 87 (11d10 +22)
AC: 31
Touch AC: 18
Ff AC: 25

CMD: 31

=== Saves ===

Fort: +12
Ref: +14
Will: +10

Inmune to magical Sleep
+4 Against charm and compulsion

=== Attacks ===

Melee

+2 Silversheen Elven curved blade: +24/+16/+11 ( 1d10 + 18, 15-20/x2)

move + attack

+2 Silversheen Elven curved blade: +19/+11 ( 1d10 + 18, 15-20/x2)

Ranged

+1 Composite longbow: +20/+15 (1d8+ +11, 19-20/x3)

===Traits===
Acrobatic as class skill, +2 against charm and compulsion.

=== Feats ===

1. Power attack, Weapon finesse
2. Weapon focus (Elven blade)
3. Toughness
4. Weapon Specialization (Elven blade)
5. Iron will
6. Quick Draw
7. Furious focus
8. Deadly Aim
9. Nimble moves
10. Improved critical hit (Elven blade)
11. Lunge

=== Skills ===

Acrobatics: +27
Stealth: +18
Knowledge (dungeonering): +17
Knowledge (Nature) +14
Perception: +19
Climb: +8
Swim: +7
Survival: +6

=== Special ===

Agility +3
Leaping Attack +2
Rapid Attack
Silent Hunter

=== gear ===

+2 Silversheen Elvencurved Blade (8700)
+1 Composite longbow (3000)
+2 Mitrhal Fullplate + Armored kilt (14,500)
+1 Ring of protection (2000)
+1 Amulet of natural Armor (2000)
+3 Cloak of resistance (9000)
+4 Belt of incredibly dexterity (16000)
+2 headbandof inteligence (4000)
Cracked pale grism Ioun stone (Attack) (4000)
Cracked pale grism Ioun stone (Saves) (4000)
Bracers of the falcom Aim ( 4000)
Boots of springing and striding (5,500)
Eyes of the eagle (2500)
Ring of susteneance (2500)
Handy havershack (2500)

Silver Crusade

Nicos wrote:

** spoiler omitted **

Nicos, you killed your gear by level amount.


shallowsoul wrote:
Nicos wrote:

** spoiler omitted **

Nicos, you killed your gear by level amount.

eehh lets revise,...I see the problem, he is level 11 (not 10 as it was written before, it was a type), he have 82000 in gold.

thanks for fiinding the mistake.


I've always had a soft spot for the core monk since he showed up in 3.0. Despite his shortcomings, he's a decent wingman, especially in lower-level games. Out of nostalgia, I've built one using only the Core Rulebook with an eye toward "support fighter".

Spoiler:
Wingman
Human monk 1
LG Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+2 Dex, +2 Wis, +1 Dodge)
hp 14 (1d8+2 plus toughness)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +3 (1d6+3/x2) and
. . Sai +3 (1d4+3/x2) and
. . Glaive +3 (1d10+4/x3)
Ranged sling +2 (1d4+2/x2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 17
Feats Dodge, Improved Unarmed Strike, Martial Weapon Proficiency (glaive), Stunning Fist (1/day, stun, DC 12), Toughness
Skills Acrobatics +6, Knowledge (history) +4, Perception +6, Sense Motive +6, Stealth +6
Languages Common
SQ AC/CMD bonus +2, flurry of blows -1/-1, stunning fist, unarmed strike (1d6)
Gear glaive, sai (2), sling, 10 bullets

Wingman is a team player. He's fighty enough to pair off with a fighter or barbarian and stealthy enough to watch the ranger or rogue's back when they go scouting. Unarmed strike plus a reach weapon is a nice combo so he makes the most of it. His perception and sense motive give him things to do outside of combat but he doesn't step on any of the social characters' toes. Even the GM likes him because his knowledge (history) shows his interest in the campaign world. His weapons and lack
of armor are also a reflection of his character. He keeps people at a distance (reach weapon) and follows his own path (monastic background.

Spoiler:
Wingman
Human monk 3
LG Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+2 Dex, +2 Wis, +1 Dodge, +1 armor)
hp 30 (3d8+6 plus toughness)
Fort +5, Ref +5, Will +5; +2 vs enchantment
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed Strike +5 (1d6+3/x2) and
. . masterwork sai +6 (1d4+3/x2) and
. . masterwork glaive +6 (1d10+4/x3)
Ranged sling +4 (1d4+2/x2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +6; CMD 19
Feats Combat Reflexes (2 AoO/round), Deflect Arrows, Dodge, Improved Unarmed Strike, Martial Weapon Proficiency (glaive), Stunning Fist (3/day, stun, DC 13), Toughness
Skills Acrobatics +8 (+12 jump), Knowledge (history) +6, Perception +8, Sense Motive +8, Stealth +8
Languages Common
SQ AC/CMD bonus +2, evasion, fast movement (+10'), flurry of blows +1/+1, maneuver training, still mind, stunning fist, unarmed strike (1d6)
Gear everburning torch, masterwork glaive, masterwork cold iron sai, masterwork alchemical silver sai, potion of cure light wounds (2), potion of lesser restoration, sling, 10 bullets

Wingman's coming into his own. Combat reflexes gives him another opportunity attack with his glaive. Deflect Arrows adds to his survivability---also, it's too cool not to have (though using it and swinging the glaive in the same round may not be doable). The still mind class feature seems like overkill, but at this level, it's likely to save his bacon more than once.

Spoiler:
Wingman
Human monk 6
LG Medium Humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 17 (+2 Dex, +2 Wis, +1 Dodge, +2 armor, +1 monk, +1 deflection, +1 natural armor)
hp 57 (6d8+12 plus toughness)
Fort +8, Ref +8, Will +8; +2 vs enchantment (+1 resistance)
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed Strike +8 (1d8+4/x2) and
. . masterwork sai +9 (1d4+4/x2) and
. . masterwork glaive +9 (1d10+6/x3)
Ranged masterwork sling +7 (1d4+4/x2) and
. . shuriken +6 (1d2+4/2)
--------------------
Statistics
--------------------
Str 19 (17), Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +10 (+12 trip); CMD 25 (27 vs trip) (+1 Dodge, +1 deflection)
Feats Combat Reflexes (2 AoO/round), Deflect Arrows, Dodge, Improved Unarmed Strike, Improved Trip, Martial Weapon Proficiency (glaive), Power Attack (-2/+4), Stunning Fist (6/day, stun, fatigue; DC 16), Toughness
Skills Acrobatics +11 (+25 jump), Knowledge (history) +9, Perception +11, Sense Motive +11, Stealth +11
Languages Common
SQ AC/CMD bonus +3, evasion, fast movement (+20'), flurry of blows +4/+4/-1, ki pool (magic), maneuver training, purity of body, slow fall (30 ft), still mind, stunning fist, unarmed strike (1d8)
Gear amulet of natural armor +1, belt of strength +2, bracers of armor +2, cloak of resistance +1, everburning torch, masterwork glaive, masterwork cold iron sai, masterwork alchemical silver sai, masterwork sling, ring of protection +1, 10 bullets, 10 shuriken

So Wingman's learned how to hit harder (power attack) and fight smarter (trip). He has a belt of strength to increase his overall effectiveness but has had to devote the lion's share of his wealth to defensive items. He's practicing fighting blindfolded and expects to master the technique by next level. He's also looking forward to leaving behind his sai, which have served him well but are poor substitutes for unarmed strikes. "I wish his AC was as good as his CMD," he said as his gaze wandered over the Style Feats in UC, "but I will continue along my chosen path!"

Spoiler:
Wingman
Human monk 10
LG Medium Humanoid (human)
Init +6; Senses Perception +15
--------------------
Defense
--------------------
AC 25, touch 21, flat-footed 21 (+2 Dex, +2 Wis, +1 Dodge, +3 armor, +3 monk, +2 deflection, +1 natural armor, +1 insight)
hp 93 (10d8+24 plus toughness)
Fort +9, Ref +9, Will +9; +2 vs enchantment
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed Strike +13 (2d6+6/x2) and
. . +1 ki focus glaive +14 (1d10+10/x3)
Ranged masterwork sling +9 (1d4+6/x2) and
. . shuriken +9 (1d2+6/2)
--------------------
Statistics
--------------------
Str 22 (18), Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +7; CMB +16 (+18 trip); CMD 32 (34 vs trip) (+1 Dodge, +2 deflection, +1 insight)
Feats Blind-fight, Combat Reflexes (2 AoO/round), Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Improved Trip, Martial Weapon Proficiency (glaive), Medusa's Wrath, Power Attack (-3/+6), Stunning Fist (11/day; stun, fatigue sicken; DC 17), Toughness
Skills Acrobatics +15 (+37 jump), Knowledge (history) +13, Perception +15, Sense Motive +15, Stealth +15
Languages Common
SQ AC/CMD bonus +5, evasion, fast movement (+30'), flurry of blows +8/+8/+3/+3, improved evasion, ki pool (cold iron, magic, lawful, silver), maneuver training, purity of body, slow fall (50 ft), still mind, stunning fist, unarmed strike (2d6), wholeness of body
Gear +1 ki focus glaive, amulet of natural armor +1, belt of giant strength +4, bracers of armor +3, ioun stone (dusty rose prism), masterwork sling, monk's robe, ring of protection +2, 10 bullets, 10 shuriken

So Wingman's hit 10th level. He's added ki focus to his glaive to give himself more outlets for his stunning fist (and possibly better battlefield control). Most of his magic items either increase his melee capability or his Armor Class. Ironically, his saves are low compared to heroes sporting cloaks of resistance. He's not bothered by this; most casters don't target him directly (he *is* a monk, after all) and his still mind and improved evasion cover him pretty well. With medusa's wrath, stunning fist, blind-fight, and deflect arrows, he is ready for his martial arts training montage!


THisis one of my favorite builds, and archer that goes to melee. Good DPR, good AC, decent enough saves not that much ut of combat utility but have a knowledge skill can scout and he is decent detecting lies.

The Archer tank Lvl 10:

Human
N
Fighter 10

Initiative +6

=== Stats ===

Str 12,Dex 20 (24), con 14,Int 14, Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10 + 20)
AC: 30
FF AC: 24
Touch AC: 16

CMD: 29
36 Against sunder and disarm
34 Against trip and grapple

=== Saves ===

Fort +13
Ref +13
Will +10 (+18 Vs Fear)

(Inmune to mind affecting effects from evil creatures)

=== Attacks ===

+2 Adaptative Longbow: +19/+19/+14/+9 (1d8 +14 19-20/x3)

*(+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)
**(2d8 +28 on the first arrow)

=== Feats===
+1 Will, Sense motive as class skill

=== Feats===
1. Point blank shot, Precise shot, Weapon focus (C. longbow)
2. Rapid shot
3. Iron will
4. WS (longbow)
5. Point blank master
6. Deadly aim
7. Manyshots
8. Snap shot
9. Improved snap shot.
10. GWF (longbow)

=== Skills ===

Perception +11
Knowledge (dungeonering) +15
Stealth +16
Sense motive +15
Climb +7
Swim +7
Survival +7
Acrobatics +7

=== Special ===
Weapon training 2, Armor training 2, Bravery 3.

=== gear ===

+4 Belt of incredibly dexterity (16 K)
+2 Adaptative longbow (9 K)
+1 Mitrhal Full plate + Aromred kilt (11,5 K)
+1 Ring of protection (2 K)
+1 Amulet of natural armor (2 K)
+3 Cloak of resistance (9 K)
Braces of the falcom Aim (4 K)
Wayfinder + Clear spindle Ioun stones (4,5K)
Craked pale grism Ioun stone [saves] (4 K)

Total spended 61 K


Nicos wrote:

Well, lets see what happes if isntead of a +1 agile weapon tidirien uses a +2 weapon.

now his melee attack routine is

+1 Agile Silversheen Elvencurved blade: +20/+15/+10 ( 1d10 + 19, 15-20/x2)

with the +2 weapon it becomes

+2 Silversheen Elvencurved blade: +21/+16/+11 (1d10 + 16, 15-20/x2)

It loses 3 to damage but he gains an extra 1 to the attack. Not a terrible situation.

You misunderstand me, Nicos. I never said getting an extra +1 is a better choice than getting the Agile enchantment. It probably isn't.

My point is that Tidirien depends completely on a very specific enhancement.
For a Str-focused warrior, losing his +2 sword is annoying, but not a big problem. He can probably loot a +1 heavy maul and do fine 'til the party gets the chance to buy gear. He may not be as effective, but it won't be a serious problem.
A Dex-focused warrior who loses his Agile weapon will have much more trouble finding another one. How many enemies focus on Dex? How many of those use agile weapons?

There is yet another problem, how do you survive the adventure and contribute to the party before getting that Agile enhancement?

Liberty's Edge

So I'll throw out Gnome Fightsky

Spoiler:

Gnome Fighter 1
LG Small Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17 touch 13, flat-footed 14 (+2 Dex, +1 Small, + 4Chain Shirt)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0 (+2 Illusions)
--------------------
Offense
--------------------
Speed 20 ft.
Melee: Gnome Hook Hammer +5 (1d6+2 X3 or 1d4+2 X4)
Ranged: Shortbow +4 (1d6 X2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 13
Base Atk +4 (+1 Racial); CMB +1; CMD 13
Feats: Skill Focus (Nature), Weapon Focus (Hook Hammer)
Skills Knowledge (Nature) +9, Perception +6, Stealth +6 (+4 racial), +4 Survival.
Lang: Common, Gnome, Sylvan
SQ
Bond to the Land (Forest) +2 AC in Forest
Pyromaniac (1/day—dancing lights, flare, prestidigitation, produce flame.)
+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks
Gear

Obviously, I'm much stronger fighting in the woods, but I'm ok not in the woods as well. Produce flame once a day at 1st level is pretty sweet. The Skill Focus is setting up for Eldritch Heritage (Fey) at 3rd level, which will give me a nice little touch attack a few times a day that also fits flavor. Similarly, I went with the hook hammer, although it works for flavor and just because it's pretty good. Forgive (or better yet correct) any bad math, doing this quick while the baby naps.

Speaking of which...there she is...I'll try to put up 5th later, but main focus is Eldritch at 3rd with fey bloodline for laughing touch, Iron Will at 5th, with the fighter combat feats better (likely power attack, on the fence about the 4th level one and open for advice.


Lemmy wrote:
Nicos wrote:

Well, lets see what happes if isntead of a +1 agile weapon tidirien uses a +2 weapon.

now his melee attack routine is

+1 Agile Silversheen Elvencurved blade: +20/+15/+10 ( 1d10 + 19, 15-20/x2)

with the +2 weapon it becomes

+2 Silversheen Elvencurved blade: +21/+16/+11 (1d10 + 16, 15-20/x2)

It loses 3 to damage but he gains an extra 1 to the attack. Not a terrible situation.

You misunderstand me, Nicos. I never said getting an extra +1 is a better choice than getting the Agile enchantment. It probably isn't.

My point is that Tidirien depends completely on a very specific enhancement.
For a Str-focused warrior, losing his +2 sword is annoying, but not a big problem. He can probably loot a +1 heavy maul and do fine 'til the party gets the chance to buy gear. He may not be as effective, but it won't be a serious problem.
A Dex-focused warrior who loses his Agile weapon will have much more trouble finding another one. How many enemies focus on Dex? How many of those use agile weapons?

There is yet another problem, how do you survive the adventure and contribute to the party before getting that Agile enhancement?

no no no, you misunderstand me :p

i am telling you that the agile enchanment is not a must for the build. at this level a +1 to attack is like a +3 to damage when calcuating DPR. So a +1 agile elven blade is like a +2 elven blade for Tidirien.

hedo depends on elven blades tough.


This was an idea of mine for a 2 handed shield basher. His DPR isn't the greatest because of low crit threat/range but his AC, saves, and damage are all solid, along with moderately good mobility

Tezlan, The half Elven Shield Warrior:
Half Elven Fighter
Str 18
Dex 13
Con 16
Int 10
Wis 11
Cha 7

HP 14
AC 19

Feats
Improved Shield Bash
Power Attack

Fort 5
Ref 1
Will 3

Traits
Defender of The Society
Indomnitable Faith

2nd 24 Weapon Foc Fort 6 Ref 1 Will 3
3rd 34 Shield Focus Fort 6 Ref 2 Will 4
4th 44 Weap Spec. Fort 7 Ref 3 Will 4 +1 Dex
5th 54 Missile Shield Fort 7 Ref 3 Will 4
6th 64 Furious Focus Fort 8 Ref 4 Will 5
7th 74 Disruptive Fort 8 Ref 4 Will 5
8th 84 Greater Weap Foc Fort 9 Ref 4 Will 5 +1 Str
9th 94 Greater Shield Foc Fort 9 Ref 5 Will 6
10th 104 SpellBreaker Fort 10 Ref 5 Will 6
11th 114 Dazing Assault Fort 10 Ref 5 Will 6
12th 124 Greater Weap Spec Fort 11 Ref 6 Will 7 +1 Str

W/ Items 108k
Platemail +3 97
Belt of Physical Perfection +2 81
Gloves of Dueling 66
Spiked Heavy Shield +5 41
Boots of Speed 26
Cloak Of Resistance +5 1

Str 22
Dex 16
Con 18
Int 10
Wis 11
Cha 7

HP 136
AC 35

Fort 17
Ref 12
Will 12

No Boots
Spiked Heavy Shield +25/20/15 1d6+34
Daze +20/15/10 1d6+34 DC 22 Fort

Boots
Spiked heavy Shield +26/26/21/16 1d6+34
Daze +21/21/16/11 1d6+34 DC 22 Fort


ciretose wrote:

So I'll throw out Gnome Fightsky

** spoiler omitted **

Obviously, I'm much stronger fighting in the woods, but I'm ok not in the woods as well. Produce flame once a day at 1st level is pretty sweet. The Skill Focus is setting up for Eldritch Heritage (Fey) at 3rd level, which will give me a nice little touch attack a few times a day that also fits flavor. Similarly, I went with the hook hammer, although it works for flavor and just because it's pretty good. Forgive (or better yet correct) any bad math, doing this quick while the baby naps.

Speaking of which...there she is...I'll try to put up 5th later, but main focus is Eldritch at 3rd with fey bloodline for laughing touch, Iron Will at 5th, with the fighter combat feats better (likely power attack, on the fence about the 4th level one and open for advice.

Why does he have 1d8 for hit points instead of 1d10? Even with the 1d8 his hit points should be 13 from 8 at max level+2 from Con+3 from toughness and with the d10 would be 15 from 10 at max at first level+2 from Con+3 from toughness. Is their a rule I don't know about that says small size drop a hit die for hp? Also, I think you short changed yourself on the point buy. When I added it up it only came out to an 18 point buy which means you still have a little room left to put into points. Personally, I would go with a 12 wisdom as a +1 to standard will save is better than +0.

As far as feats I would go with Weapon focus at level 2 and weapon specialization or power attack at level 4. Personally, I usually hold of on power attack, but that is more of a personal taste than actual optimization.

Edit: Actually, how does he have toughness if he has skill focus and weapon focus as his first two feats?

Edit 2: I realize this post may come off as rude. I'm not meaning to be I am simply confused...

Liberty's Edge

I fixed it, he doesn't have toughness and used the skill rather than hit point so his hit points should be 12. Like I said, rushing while the baby slept. :)

And you are correct, I do have two points left and I will take your advice on the wisdom.

Thank you, sir.

Liberty's Edge

Gnome McFightsy 3rd

Spoiler:

Gnome Fighter 3
LG Small Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 19 touch 13, flat-footed 14 (+2 Dex, +1 Small, + 6 Breastplate)
hp 25 (1d10+2)
Fort +4, Ref +2, Will +0 (+2 Illusions)
--------------------
Offense
--------------------
Speed 20 ft.
Melee: +1 Gnome Hook Hammer (THF) +7 (1d6+4 X3 or 1d4+4 X4) PA +6 (1d6+6 X3 or 1d4+6 X4)
Ranged: Shortbow +4 (1d6 X2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 13
Base Atk +4 (+1 Racial); CMB +1; CMD 13
Feats: Skill Focus (Nature), Weapon Focus (Hook Hammer), Power Attack, Eldritch Heritage
Skills Knowledge (Nature) +9, Perception +8, Stealth +6 (+4 racial, -3 ACP), +6 Survival.
Lang: Common, Gnome, Sylvan
SQ
Bond to the Land (Forest) +2 AC in Forest
Pyromaniac (1/day—dancing lights, flare, prestidigitation, produce flame.)
+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks
Eldritch Heritage (Fey) Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Gear

At this point I'm doing decent Two handed damage, I can still produce flame once a day and 4 times a day I can make a touch attack that causes an enemy to only be able to laugh and take a move action for a round.

My movement is the same as a medium creature in medium armor thanks to armor training, and I'm even a little stealthy, which will improve with more armor training.

I'll work on 6th later.


Nicos wrote:

THisis one of my favorite builds, and archer that goes to melee. Good DPR, good AC, decent enough saves not that much ut of combat utility but have a knowledge skill can scout and he is decent detecting lies.

Archer Tank:
Human
N
Fighter 10

Initiative +6

=== Stats ===

Str 12,Dex 20 (24), con 14,Int 14, Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10 + 20)
AC: 30
FF AC: 24
Touch AC: 16

CMD: 29
36 Against sunder and disarm
34 Against trip and grapple

=== Saves ===

Fort +13
Ref +13
Will +10 (+18 Vs Fear)

(Inmune to mind affecting effects from evil creatures)

=== Attacks ===

+2 Adaptative Longbow: +19/+19/+14/+9 (1d8 +14 19-20/x3)

*(+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)
**(2d8 +28 on the first arrow)

=== Feats===
+1 Will, Sense motive as class skill

=== Feats===
1. Point blank shot, Precise shot, Weapon focus (C. longbow)
2. Rapid shot
3. Iron will
4. WS (longbow)
5. Point blank master
6. Deadly aim
7. Manyshots
8. Snap shot
9. Improved snap shot.
10. GWF (longbow)

=== Skills ===

Perception +11
Knowledge (dungeonering) +15
Stealth +16
Sense motive +15
Climb +7
Swim +7
Survival +7
Acrobatics +7

=== Special ===
Weapon training 2, Armor training 2, Bravery 3.

=== gear ===

+4 Belt of incredibly dexterity (16 K)
+2 Adaptative longbow (9 K)
+1 Mitrhal Full plate + Aromred kilt (11,5 K)
+1 Ring of protection (2 K)
+1 Amulet of natural armor (2 K)
+3 Cloak of resistance (9 K)
Braces of the falcom Aim (4 K)
Wayfinder + Clear spindle Ioun stones (4,5K)
Craked pale grism Ioun stone [saves] (4 K)

Total spended 61 K


Since I already have this one made from the other thread, I'll toss out the first comparison you wanted.

Skill Monkey McArrowPusher:

Human Ranger 10
Medium humanoid (human)
Init +5 (+9/+7 FT); Senses Perception +26

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 23, touch 15, flat-footed 18
(armor +8, Dex +5)
hp 85 (10d10+30) FCB HP
Fort +9, Ref +13, Will +7

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee +1 Halberd +13/+8 (1d10+3)
Ranged +3 composite (+2) longbow +21/+16 (1d8+5, 20/x3) (FE: +27/+22, 1d8+11) OR +3 composite (+2) longbow with Deadly Aim, Manyshot and Rapid Shot +17/+12 (1d8+9, 20/x3 per arrow) (FE: +23/+18, 1d8+15)
Special Attacks

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 14 (+2), Dex 22 (+6), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +10; CMB 12; CMD 17
Feats Weapon Focus: Longbow, Point Blank Shot, Rapid Shot, Precise Shot, Skill Focus: Perception, Improved Precise Shot, Manyshot, Deadly Aim, Iron Will, Endurance

Skills Acrobatics +20 (10 ranks), Disable Device +17 (+22 vs traps) (10 ranks), Kn. Nature +14 (10 ranks) Perception +26 (10 ranks), Stealth +23 (10 ranks), Sense Motive +12 (10 ranks), Spellcraft +14 (10 ranks) Survival +15 (+20 following tracks) (10 ranks); armor check penalty -1.

Languages Common

SQ Track, Evasion, Woodland Stride, Favored Enemy/Terrain, Swift Tracker
Gear +3 composite (+2) longbow, +1 halberd, +2 mithral breastplate, belt of incredible dexterity +4, boots of elvenkind, headband of inspired wisdom +2, cloak of elvenkind, lenses of detection, masterwork thieves' tools, trapspringer's gloves, 1200 gp in various useful items.

Be gentle, it's the first archer I ever made. He's got a slightly higher to-hit than you, but lower damage (I'm actually not sure how you got +14 normally, maybe I'm doing something wrong), though he comes up with his FE.

His Initiative is one lower, but skyrockets in his Favored Terrain. His AC is lower, as expected, but his HP is a good chunk higher since he had the FCB to spare. His skills universally outstrip yours, but his saves are lower as I invested pretty much nothing into them. I always forget Ioun Stones even exist TBH. This guy was built to go up against a specific Lore Warden build and be a Skill Monkey who could still fight as good or better than the Lore Warden (I literally just copy pasta'd his build and inserted a Ranger into it) so I may be better off scrapping this guy and making a better one, but it's a decent preliminary comparison.

Liberty's Edge

Ugh, I forgot the saves...I need to do this when I am not parenting...fail build...


3 people marked this as a favorite.
ciretose wrote:
Ugh, I forgot the saves...I need to do this when I am not parenting...fail build...

Better fail build than fail parenting, as they say.

Well, I'm sure someone somewhere said something similar to that at one point in time.


@ Rinjyn

I think youare missing the extra attack from rapid shot. Your CMD should be highger than 17 too.

Also, the archer tankis not core since I make him before talking to you. My two fighters for the comparision with your ranger barbarian will be a pure melee figter and a swicht hitter.

EDIT: lets see your atack routine

Spoiler:

non rapidshot non deadly aim routine

+10 BAB +3 weapon + 6 dex +1 feat for: +20/+15 (1d8 +5 20/x2)

against max FE it is

+26/+21 (1d8+ 11 20/x2)

with tapid shot and deadly aimti should be

+15/+15/+10 (1d8 +11 20/x3)

against max FE

+21/+21/+16 (1d8 +17 20/x3)


Rynjin wrote:
(I'm actually not sure how you got +14 normally, maybe I'm doing something wrong)

+10 BAB +2 weapon +2 WT +2 Wf + 1 bracers + 7 Dex -2 Rapid shot -3 Deadly Aim = +19/+19/+14 (1d8 +14 19-20/x3)

I had an extrat illegal attack in the build.


I meant damage.

I'm catching +1 Str, +2 Weapon Training, +6 Deadly Aim (actually durr now I know why my damage is so low, I messed up on this, my arrows should be doing 1d8+11, not 9.), and +2 from the weapon itself for a total of 11.


Rynjin wrote:

I meant damage.

I'm catching +1 Str, +2 Weapon Training, +6 Deadly Aim (actually durr now I know why my damage is so low, I messed up on this, my arrows should be doing 1d8+11, not 9.), and +2 from the weapon itself for a total of 11.

1 Str + 2 weapon training + 6 deadly aim + 2 weapon + 1 bracers + 2 weapon specialization = +14

Te bacers of the falcom aim are a cheap damage boosted for any archer out there.


Gah, forgot Weapon Spec.

But are you sure on the Bracers? It says "+1 competence bonus on ranged attacks", doesn't it usually say specifically damage rolls if it adds to damage? And aren't competence bonuses specifically excluded from adding to damage?

Still, need to pick up a pair of those.

Silver Crusade

I believe my build is missing an attack from flurry of blows.


Rynjin wrote:

Gah, forgot Weapon Spec.

But are you sure on the Bracers? It says "+1 competence bonus on ranged attacks", doesn't it usually say specifically damage rolls if it adds to damage? And aren't competence bonuses specifically excluded from adding to damage?

Still, need to pick up a pair of those.

yeah you are right

revised build

The Archer Tank lvl 10:

Human
N
Fighter 10

Initiative +7

=== Stats ===

Str 12,Dex 20 (24), con 14,Int 14, Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10 + 20)
AC: 29
FF AC: 24
Touch AC: 16

CMD: 29
36 Against sunder and disarm
34 Against trip and grapple

=== Saves ===

Fort +13
Ref +13
Will +10 (+18 Vs Fear)

(Inmune to mind affecting effects from evil creatures)

=== Attacks ===

+2 Adaptative Longbow: +19/+19/+14 (1d8 +13 19-20/x3)

*(+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)
**(2d8 +26 on the first arrow)

=== Feats===
+1 Will, Sense motive as class skill

=== Feats===
1. Point blank shot, Precise shot, Weapon focus (C. longbow)
2. Rapid shot
3. Iron will
4. WS (longbow)
5. Point blank master
6. Deadly aim
7. Manyshots
8. Snap shot
9. Improved snap shot.
10. GWF (longbow)

=== Skills ===

Perception +14
Knwoledge (dungeonering) +15
Stealth +16
Sense moive +15
Climb +7
Swim +7
Survival +7
Acrobatics +7

=== Special ===
Weapon training 2, Armor training 2, Bravery 3.

=== gear ===

+4 Belt of incredibly dexterity (16 K)
+2 Adaptative longbow (9 K)
+1 Mitrhal Full plate + Aromred kilt (11,5 K)
+1 Ring of protection (2 K)
+1 Amulet of natural armor (2 K)
+3 Cloak of resistance (9 K)
Braces of the falcom Aim (4 K)
Wayfinder + Clear spindle Ioun stones (4,5K)
Craked pale grism Ioun stone [saves] (4 K)

Total spended 61 K


Odd I build my archer tanks different from you guys. Lol :P

My Archer Tank:
Dwarven Fighter 1 (+1 HP)
(Monk Archetype: Zen Archer)

HP: 14
AC: 18

STR 13
DEX 16
CON 16
INT 10
WIS 14
CHA 8

BAB: 1 CMB 2 CMD 15
FEATS:Point Blank Shot Precise Shot
TRAITS:Defender of the Society (+1 AC) Indomnitable Faith (+1 Will Save)

SAVES: Fort 5 Ref 3 Will 3
ATTACKS: +4 LongBow 1d8+1

Monk 2: HP: 22 Fort 6 Ref 5 Will 5 Rapid Shot

Monk 3: HP: 30 Fort 7 Ref 6 Will 6 Weapon Focus (Longbow) Combat Reflexes Dodge

Fighter 4: HP: 40 Fort 8 Ref 6 Will 6 Mobility +1 Strength

Fighter 5: HP: 50 Fort 8 Ref 7 Will 7 Weapon Spec

Fighter 6: HP 60 Fort 9 Ref 7 Will 7 Point Blank Master

Fighter 7: HP 70 Fort 9 Ref 7 Will 7 Snap Shot

Fighter 8: HP 80 Fort 10 Ref 8 Will 8 Combat Patrol +1 Dex

Figher 9: HP 90 Fort 10 Ref 8 Will 8 Deadly Aim

Fighter 10: HP 100 Fort 11 Ref 8 Will 8 Improved Snap Shot

Fighter 11: HP 110 Fort 11 Ref 9 Will 9 Clustered Shot

Fighter 12: HP 120 Fort 12 Ref 9 Will 9 Improved Precise Shot +1 Dex

Final Stats before equipment:

HP 120

STR 14
DEX 18
CON 16
INT 10
WIS 14
CHA 8

BAB 11 CMB 13 CMD 27

Fort 13 Ref 10 Will 9

Composite Longbow
Attacks: 15(16)/10(11)/5(6) 1d8+12(14)
Rapid: 13(14)/13(14)/8(9)/3(4) 1d8+12(14)

Combat Patrol: Threatened Range of 25 feet, 5 AOO’s
AOO +16 1d8+13

W/ equipment
Belt of Perfection +2
Cloak of Resistance +3
Mithral Platemail +3
Longbow +3
Cloak of Resistance +3
Gloves of Dueling
Amulet of Natural Armor +1
Ring of Deflection +1

Final Stats after equipment:

HP 132
AC 30

STR 16
DEX 20
CON 18
INT 10
WIS 14
CHA 8

Fort 17 Ref 14 Will 12
BAB 11 CMB 14 CMD 29

Composite Longbow +3
Attacks: 21(22)/16(17)/11(12) 1d8+18(19)
Rapid 19(20)/19(20)/14(15)/9(10) 1d8+18(19)

Combat Patrol: Threatened Range of 25 feet, 6 AOO’s
AOO +22 1d8+19

Edited: Gah lol


@Rinjyn

Melee core fighter 10:

Human
N
Fighter 10

=== Stats ===

Str 18 (22),Dex 16 ,con 14,Int 12,Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10+20)

AC: 26
FF AC: 23
Touch AC: 14

=== Saves ===

Fort: +12
Ref: +11
Will: +9

[/b]CMD:[/b] 30

=== Attacks ===

Melee

+2 Adamantine Falchion: +18/+13 (2d4+22 15-20/x2)

Ranged

+1 Composite longbow: +15/+10 (1d8+8 20/x3)

CMB: +16

=== Feats ===

1. Power attack, Iron will, step up
2. Weapon focus (Falchion)
3. Lighthing reflexes
4. Blind fight
5. Disruptive
6. Lunge
7. Intimidating prowess
8. Improved critical hit (Falchion)
9. Critical focus
10. Spellbreaker

=== Skills ===

Perception +16
Intimidate +17
Knowledge (dungeonering) +14
Acrobatics +10
Survival +9
Swim +8
Climb +8

=== Special ===

Weapon Training 2 (heavy baldes, bows), Armor training 2, Bravery 3.

=== gear ===

+2 Adamantine Falchion (11000)
+3 Spiked Full plate mail (10500)
+1 Composite longbow (3000)
+4 Belt of giant strengh (16000)
+1 Ring of protection (2000)
+3 Cloack of resistance (9000)

Boots of Elvenkind (2,500)
Ring of susteneance (2,500)
Eyes of the eagle (2,500)
Locked gauntlets

2000 spended on minor items like potions.

Swicht hitter core fighter 10:

Human
N
Fighter 10

=== Stats ===

Str 18 (20),Dex 16 ,con 14,Int 12,Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10+20)

AC: 26
FF AC: 23
Touch AC: 14

=== Saves ===

Fort: +12
Ref: +11
Will: +9

[/b]CMD:[/b] 29

=== Attacks ===

Melee

+2 Adamantine Falchion: +18/+13 (2d4+20 15-20/x2)

Ranged

+1 Composite longbow: +15/+15/+10 (1d8+8 20/x3)*

*(2d8+16 on the first arrow)

CMB: +16

=== Feats ===

1. Power attack, Iron will, Point blank shot
2. Weapon focus (longbow)
3. Lighthing reflexes
4. Rapid shot
5. Weapon focus (Falchion)
6. manyshots
7. Quick draw
8. Improved critical hit (Falchion)
9. Skill focus (intimidate)
10. Greater weapon focus (Falchion)

=== Skills ===

Perception +16
Intimidate +17
Knowledge (dungeonering) +14
Acrobatics +10
Survival +9
Swim +7
Climb +7

=== Special ===

Weapon Training 2 ( heavy baldes, bows), Armor training 2, Bravery 3.

=== gear ===

+2 Adamantine Falchion (11000)
+3 Spiked Full plate mail (10500)
+2 Composite longbow (9000)
+2 Belt of giant strengh (4000)
+1 Ring of protection (2000)
+3 Cloack of resistance (9000)

Boots of pringing and striding (2,500)
Ring of susteneance (2,500)
Eyes of the eagle (2,500)
Locked gauntlets

3000 spended on minor items like potions.


Thomas Long 175 wrote:

Odd I build my archer tanks different from you guys. Lol :P

now that you posted high levell builds I have two 15 level version of my archer tanks

Fighter archer tank 15:

Human - Fighter 15

Initiative +11

=== Stats ===

Str 12,Dex 22 (28) ,con 14,Int 12,Wis 14(16), Cha 7

=== Defense ===

Hp: 132 (15d10 + 45)
AC: 36
FF AC: 27
Touch AC: 20

CMD: 37 (47 against grapple and trip, 50 against Disarm and sunder)

=== Saves ===

Fort +17
Ref +18
Will +14 (+18 Vs Fear) (Inmune to mind affecting effects from evil creatures)

=== Attacks ===

+5 Adaptative Longbow: +34/+34/+29/+24 (1d8 +24 19-20/x3)*

*( 2d8 +48 on the first arrow)
**(+1 attack and damage withitn 30 ft)

=== Feats===
+1 Will, +2 initiative

=== Feats===
1. Point blank shot, Precise shot,Weapon focus (C. longbow)
2. Rapid shot
3. Iron will
4. WS (longbow)
5. Point blank master
6. Deadly aim
7. Manyshots
8. GWF (longbow)
9. Snap shot
10. Improved snap shot.
11. Improved critical hit (longbow)
12. Improved precise shot
13. Toughness
14. GWS (longbow)
15. Improved Iron will

=== Skills ===

Perception +18
Stealth +25
Climb +7
Swim +7
Survival +9
Knwoledge (dungeonering) +18
Acrobatics +13

=== Special ===
wapon training 3, armor training 4, Bravery 4.

=== gear ===

+6 Belt of dex (36K)
+5 Adaptative longbow (51 K)
+5 mitrhal Full plate (36K)
Gloves of dueling (15K), Greater bracers of archery (25 K)
+5 Cloak of resistance (25K)
cracked Pale Green Prism Ioun stone [saves] (4K)
cracked Pale Green Prism Ioun stone [attack] (4K)
+2 Ring of protection (8K)
+2 amulet of natural armor (8K)
+2 Headband of wisdom (4K)
Wayfinder + Clear spindle Ioun stones (4,5K)
+ 1 Manual of quickness in action (27K)
Dusty Rose Prism (5K)

Total spended 233 K

Mobile fighter 15 (archer tank):

Human - Fighter 15

Initiative +11
Speed: 50 ft

=== Stats ===

Str 12,Dex 22 (28) ,con 14,Int 12,Wis 14(16), Cha 7

=== Defense ===

Hp: 132 (15d10 + 45)
AC: 36
FF AC: 27
Touch AC: 20

CMD: 37 (47 against grapple and trip, 50 against Disarm and sunder)

=== Saves ===

Fort +17
Ref +18
Will +14 (Inmune to mind affecting effects from evil creatures)

(+4 against paralyzed, slowed, or entangled)

=== Attacks ===

+5 Adaptative Longbow: +32/+32/+27/+22 (1d8 +22 19-20/x3)*

*( 2d8 +44 on the first arrow)
**(+1 attack and damage withitn 30 ft)

move + attack

+5 Adaptative Longbow: +32/+27/+22 (1d8 +22 19-20/x3)*

=== Feats===
+1 Will, +2 initiative

=== Feats===
1. Point blank shot, Precise shot,Weapon focus (C. longbow)
2. Rapid shot
3. Iron will
4. WS (longbow)
5. Point blank master
6. Deadly aim
7. Manyshots
8. GWF (longbow)
9. Snap shot
10. Improved snap shot.
11. Improved critical hit (longbow)
12. Improved precise shot
13. Toughness
14. GWS (longbow)
15. Combat reflexes

=== Skills ===

Perception +23
Stealth +25
Climb +7
Swim +7
Survival +9
Knwoledge (dungeonering) +19
Knwoledge (Religion) +16
Acrobatics +18

=== Special ===
Leaping Attack 3, armor training 4, Fleet Footed, Rapid Attack.

=== gear ===

+6 Belt of dex (36K)
+5 Adaptative longbow (51 K)
+5 mitrhal Full plate (36K)
+2 Ring of protection (8K)
+2 amulet of natural armor (8K)
+2 Headband of wisdom and int (10K)
+5 Cloak of resistance (25K)
+ 1 Manual of quickness in action (27K)

Greater bracers of archery (25 K)
cracked Pale Green Prism Ioun stone [saves] (4K)
cracked Pale Green Prism Ioun stone [attack] (4K)
Wayfinder + Clear spindle Ioun stones (4,5K)

Dusty Rose Prism (5K)
Bootsof springing and striding (5,5 K)
Eyes of the eagle (2,5 K)

Total spended 231 K

Sovereign Court

I've been thinking of making a big, dumb barbarian who's good at smashing things and little else. He'd be PFS legal, and well, here he is.

Drump Brokenfang, level 1:

Drump Brokenfang
Half-Orc Barbarian (Invulnerable Rager) 1
N Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +3, Will -1
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 40 ft.
Melee Falchion +6 (2d4+7/18-20/x2)
Special Attacks rage (8 rounds/day)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 7, Wis 7, Cha 7
Base Atk +1; CMB +6; CMD 18
Feats Power Attack -1/+2
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +1 (+5 jump), Climb +8, Escape Artist +1, Fly +1, Intimidate +0, Ride +1, Stealth +1, Swim +8
Languages Common, Orc
SQ fast movement +10
Other Gear Studded leather armor, Falchion, 1550 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Drump Brokenfang, Level 3:

Drump Brokenfang
Half-Orc Barbarian (Invulnerable Rager) 3
N Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 35 (3d12+9)
Fort +6, Ref +4, Will +0
Defensive Abilities orc ferocity (1/day); DR 1/—, 2/lethal; Resist extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Falchion +10 (2d4+8/18-20/x2)
Special Attacks rage (14 rounds/day), rage powers (reckless abandon [+/-1])
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 7, Wis 7, Cha 7
Base Atk +3; CMB +8; CMD 20
Feats Power Attack -1/+2, Weapon Focus (Falchion)
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +3, Climb +6, Escape Artist -1, Fly -1, Intimidate +4, Perception +2, Ride -1, Stealth -1, Survival +2, Swim +6
Languages Common, Orc
SQ fast movement +10
Other Gear Chain shirt, +1 Falchion, 9300 GP
--------------------
Special Abilities
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.

Drump Brokentusk, 6th Level:

Also, let me activate his abilities now ... power attack, rage, and reckless abandon
Drump Brokenfang
Half-Orc Barbarian (Invulnerable Rager) 6
N Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 15, touch 8, flat-footed 13 (+7 armor, +2 Dex)
hp 77 (6d12+30)
Fort +10, Ref +5, Will +3
Defensive Abilities orc ferocity (1/day); DR 3/—, 6/lethal; Resist fire 1, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Furious Falchion +17/+12 (2d4+19/18-20/x2)
Special Attacks rage (23 rounds/day), rage powers (no escape [1/rage], quick reflexes, reckless abandon [+/-2])
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 20, Int 7, Wis 7, Cha 7
Base Atk +6; CMB +13; CMD 21
Feats Power Attack -2/+4, Resilient Brute (1/day), Weapon Focus (Falchion)
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +5 (+9 jump), Climb +13, Escape Artist +1, Fly +1, Intimidate +4, Perception +2, Ride +1, Stealth +1, Survival +2, Swim +13
Languages Common, Orc
SQ fast movement +10
Other Gear +1 Mithral Breastplate, +1 Furious Falchion, 13850 GP
--------------------
Special Abilities
--------------------
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (23 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Resilient Brute (1/day) You may treat a critical hit against you as nonlethal damage once per day.

yeah, he's looking a little more brutal in combat now.

finally Drump at 12th:

Drump Brokenfang
Half-Orc Barbarian (Invulnerable Rager) 12
N Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 13, touch 6, flat-footed 11 (+7 armor, +2 Dex)
hp 161 (12d12+72)
Fort +18, Ref +11, Will +10
Defensive Abilities orc ferocity (1/day); DR 18/lethal, 9/—; Immune frightened, shaken; Resist fire 3, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 Furious Falchion +29/+24/+19 (2d4+33/15-20/x2)
Special Attacks rage (41 rounds/day), rage powers (fearless rage, increase damage reduction, increase damage reduction, increase damage reduction, no escape [1/rage], quick reflexes, reckless abandon [+/-4])
--------------------
Statistics
--------------------
Str 33, Dex 14, Con 22, Int 7, Wis 7, Cha 7
Base Atk +12; CMB +23; CMD 29
Feats Extra Rage Power, Furious Focus, Improved Critical (Falchion), Power Attack -4/+8, Resilient Brute (2/day), Weapon Focus (Falchion)
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +5 (+9 jump), Climb +21, Escape Artist +1, Fly +5, Intimidate +4, Perception +2, Ride +1, Stealth +1, Survival +2, Swim +21
Languages Common, Orc
SQ fast movement +10
Other Gear +1 Mithral Breastplate, +3 Furious Falchion, Belt of giant strength +4, Cloak of resistance +4, Ioun stone (pale green prism), 9350 GP
--------------------
Special Abilities
--------------------
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (3) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Frightened You are immune to the frightened condition.
Immunity to Shaken You are immune to the shaken condition.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (41 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Resilient Brute (2/day) You may treat a critical hit against you as nonlethal damage once per day.

He's obviously optimized for melee combat, I didn't give him any kind of utility or ranged stuff, but he's got about 10K gold left to spend if going by average PFS wealth.

I'm not sure I'd want to play such a one-dimensional character unless I had some really quirky/interesting RP angle.

Also, I've set him up for the Raging Brutality feat, if he ever got that, he'd be adding a decent chunk more damage.


Nicos wrote:
Thomas Long 175 wrote:

Odd I build my archer tanks different from you guys. Lol :P

now that you posted high levell builds I have two 15 level version of my archer tanks

** spoiler omitted **

** spoiler omitted **...

Just gonna point out your first build only gets one attack of opportunity with the first build and the second build you won't get more than one until level 15.

I'd advise at that point that the snap shot feats might not be worth the cost on the first character for a situational one extra attack every round.


Thomas Long 175 wrote:
Nicos wrote:
Thomas Long 175 wrote:

Odd I build my archer tanks different from you guys. Lol :P

now that you posted high levell builds I have two 15 level version of my archer tanks

** spoiler omitted **

** spoiler omitted **...

Just gonna point out your first build only gets one attack of opportunity with the first build and the second build you won't get more than one until level 15.

I'd advise at that point that the snap shot feats might not be worth the cost on the first character for a situational one extra attack every round.

The point of my archer tanks is to be in melee right in fron the face of the enemie. So i try to have a highg AC, hit points and CMD. The range of the snap shot could surprise a spell casters. A druid at 15 ft could try to cast a spell just to get an arrow in his chest.

AND, if a monster (with lest than 20 ft of range in its melee attacks) try to use a maneuver agaist me without the improved feat it probably will fail

"...If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver..."


Nicos wrote:


The point of my archer tanks is to be in melee right in fron the face of the enemie. So i try to have a highg AC, hit points and CMD. The range of the snap shot could surprise a spell casters. A druid at 15 ft could try to cast a spell just to get an arrow in his chest.

AND, if a monster (with lest than 20 ft of range in its melee attacks) try to use a maneuver agaist me without the improved feat it probably will fail

"...If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver..."

Ok I'm just pointing out that taking 2 feats for the potential of one AOO might not be worth it.


Nicos wrote:

no no no, you misunderstand me :p

i am telling you that the agile enchanment is not a must for the build. at this level a +1 to attack is like a +3 to damage when calcuating DPR. So a +1 agile elven blade is like a +2 elven blade for Tidirien.

hedo depends on elven blades tough.

I see. I still don't think focusing Dex for a 2-handed melee-focused character is that good of an idea. It's flavorful, though.

Anyway...

Here is a knight-type of character I made without using Cavalier/Samurai because I don't like them. I'm posting it at levels 1,3, 7 and 11 instead of 1, 3, 6 and 10, because 7th and 11th level are pretty huge fom him.

Here it's, Sir Francis V. Corsailles:

Sir Francis V. Corsailles - 1st Level:
Sir Francis V. Corsailles
Male Half-Elf Barbarian (Invulnerable Rager, Urban Barbarian) 1
N Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 14 (1d12+2)
Fort +4, Ref +3, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Lance +4 (1d8+4/x3) and
. . Longsword +4 (1d8+3/19-20/x2) and
. . Warhammer +4 (1d8+3/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 17
Feats Power Attack -1/+2
Traits Elven Reflexes, Indomitable Faith
Skills Acrobatics -1, Climb -1, Diplomacy +2, Escape Artist -1, Fly -1, Handle Animal -1, Intimidate +2, Knowledge (local) +5, Perception +7, Ride +3, Stealth -1, Swim -1
Languages Common, Elven, Sylvan
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, elf blood
Other Gear Lamellar (leather) armor, Heavy wooden shield, Lance, Longsword, Warhammer, 1 GP
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

For now, Frank is just your usual Urban Barbarian. I don't usually pick Power Attack before 3rd~5th level, but sinc ehe doesn't have a real mount yet, PA is more useful than mounted combat feats.
I suppose he could use a normal horse and do fine, but he does just fine on his own.
His Rage ability is pretty useful, but scarce. It should be saved for emergencies, such as boss fights. 6 rounds is probably enough to last a whole encounter.
Crowd Control is a very minor ability, but it's free, so I'll take it.

xoxoxoxoxoxoxoxox

Sir Francis V. Corsailles - 3rd Level:
Sir Francis V. Corsailles
Male Half-Elf Barbarian (Invulnerable Rager, Urban Barbarian) 1 Ranger (Horse Lord) 2
N Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 29 (1d12+2d10+6)
Fort +7, Ref +6, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +6 (1d4+3/x2) and
. . Lance +6 (1d8+4/x3) and
. . Longsword +6 (1d8+3/19-20/x2) and
. . Warhammer +6 (1d8+3/x3)
Special Attacks favored enemy (evil outsiders +2), rage (6 rounds/day)
Ranger (Horse Lord) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 7
Base Atk +3; CMB +6; CMD 19
Feats Mounted Combat (2/round), Power Attack -1/+2, Trick Riding
Traits Elven Reflexes, Indomitable Faith
Skills Acrobatics -1, Bluff -2 (+0 vs. evil outsiders), Climb -1, Diplomacy +4, Escape Artist -1, Fly -1, Handle Animal +3 (+5 with your animal companion), Intimidate +4, Knowledge (dungeoneering) +6 (+8 vs. evil outsiders), Knowledge (local) +5 (+7 vs. evil outsiders), Knowledge (nature) +6 (+8 vs. evil outsiders), Perception +9 (+11 vs. evil outsiders), Ride +5 (+7 on your animal companion), Sense Motive +1 (+3 vs. evil outsiders), Stealth +5, Survival +1 (+3 vs. evil outsiders, +2 to track), Swim -1
Languages Common, Elven, Sylvan
SQ combat styles (mounted), controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, elf blood, track, wild empathy
Other Gear Lamellar (leather) armor, Heavy wooden shield, Lance, Longsword, Warhammer, 2896 GP
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
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.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (2/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Track +1 Add the listed bonus to survival checks made to track.
Trick Riding No penalty for riding bareback, and in light armor no Ride checks needed for DC 15 or less.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Frank has suddenly become more skilled. He also got Medium Armor Proficiency, which is really useful. He can now use wands of CLW without any effort.
He has 2 mounted combat feats now, so he might consider using a horse. Two more levels for him to get a real mount.

xoxoxoxoxoxoxoxox

Sir Francis V. Corsailles - 7th Level:
Sir Francis V. Corsailles
Male Half-Elf Barbarian (Invulnerable Rager, Urban Barbarian) 1 Ranger (Horse Lord) 6
N Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +3 Dex)
hp 59 (1d12+6d10+14)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +8; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +11/+6 (1d4+4/x2) and
. . +1 Silversheen Lance +12/+7 (1d8+7/x3) and
. . Masterwork Cold Iron Lance +12/+7 (1d8+6/x3) and
. . Silversheen Longsword +12/+7 (1d8+4/19-20/x2)
Ranged Masterwork Composite longbow (Str +4) +11/+6 (1d8+4/x3)
Special Attacks favored enemies (evil outsiders +2, magical beasts +4), rage (6 rounds/day)
Ranger (Horse Lord) Spells Prepared (CL 3):
1 (2/day) Magic Fang (x2)
--------------------
Statistics
--------------------
Str 19, Dex 16, Con 14, Int 12, Wis 12, Cha 7
Base Atk +7; CMB +11; CMD 24
Feats Boon Companion (Ranger [Horse Lord]), Endurance, Mounted Combat (1/round), Power Attack -2/+4, Ride-by Attack, Spirited Charge, Trick Riding
Traits Elven Reflexes, Indomitable Faith
Skills Acrobatics -1 (-5 jump), Bluff -2 (+2 vs. magical beasts, +0 vs. evil outsiders), Climb +0, Diplomacy +8, Escape Artist -1, Fly -1, Handle Animal +8 (+10 with your animal companion), Intimidate +8, Knowledge (dungeoneering) +8 (+12 vs. magical beasts, +10 vs. evil outsiders), Knowledge (local) +5 (+9 vs. magical beasts, +7 vs. evil outsiders), Knowledge (nature) +11 (+15 vs. magical beasts, +13 vs. evil outsiders), Perception +13 (+17 vs. magical beasts, +15 vs. evil outsiders, +15 while in forest terrain), Ride +9 (+11 on your animal companion), Sense Motive +1 (+5 vs. magical beasts, +3 vs. evil outsiders), Stealth +9 (+11 while in forest terrain), Survival +1 (+5 vs. magical beasts, +3 vs. evil outsiders, +3 while in forest terrain, +4 to track), Swim +0 (+4 to resist nonlethal damage from exhaustion)
Languages Common, Elven, Sylvan
SQ animal companion link, combat styles (mounted), controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, elf blood, favored terrain (forest +2), share spells with companion, track, wild empathy
Other Gear +2 Breastplate, +1 Heavy steel shield, +1 Silversheen Lance, Masterwork Cold Iron Lance, Masterwork Composite longbow (Str +4), Silversheen Longsword, Belt of giant strength +2, Cloak of resistance +2, 235 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Ranger [Horse Lord]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
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.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Magical Beasts +4) (Ex) +4 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ride-by Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Bolt - 7th Level:
Bolt
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, -1 size, +8 natural)
hp 51 (+24)
Fort +10, Ref +8, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +9 (1d4+6/x2) and
. . Hooves x2 (Horse) +9 x2 (1d6+6/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22 (26 vs. Trip)
Feats Armor Proficiency (Light), Iron Will, Power Attack -2/+4
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Work [Trick]
Skills Acrobatics +0 (+8 jump), Climb +3, Escape Artist +0, Fly -2, Perception +10, Ride +0, Stealth -4, Swim +3
Languages
SQ combat riding [trick], devotion +4, seek [trick], stay [trick], work [trick]
Other Gear Chain shirt, Amulet of mighty fists +1, Cloak of resistance +1, 200 GP
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Francis finally got his faithful mount: Bolt, The Warhorse. And he even bought a few trinkets for his new pet. He can give up his shield bonus to AC to 2-hand his Lance when necessary. Which should happen pretty often, as he now can deal triple damage with his lance on a charge! Add Rage and/or Power Attack to that, and you can see how scary that is!

xoxoxoxoxoxoxoxox

Sir Francis V. Corsailles - 11th Level:
Sir Francis V. Corsailles
Male Half-Elf Barbarian (Invulnerable Rager, Urban Barbarian) 1 Ranger (Horse Lord) 10
N Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +21
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+8 armor, +3 Dex, +1 natural, +1 deflection)
hp 100 (1d12+10d10+33)
Fort +16 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +14, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +16/+11/+6 (1d4+5/x2) and
. . +1 Silversheen Earth breaker +17/+12/+7 (2d6+8/x3) and
. . +2 Silversheen Lance +18/+13/+8 (1d8+9/x3) and
. . Masterwork Cold Iron Lance +17/+12/+7 (1d8+7/x3)
Ranged +1 Adaptive Composite longbow (Str +4) +16/+11/+6 (1d8+6/19-20/x3)
Special Attacks favored enemies (evil outsiders +2, magical beasts +6, undead +2), rage (7 rounds/day)
Ranger (Horse Lord) Spells Prepared (CL 7):
2 (2/day) Barkskin (x2)
1 (3/day) Delay Poison, Magic Fang (x2)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 12, Wis 14, Cha 7
Base Atk +11; CMB +16; CMD 30
Feats Boon Companion (Ranger [Horse Lord]), Endurance, Indomitable Mount, Mounted Combat (1/round), Mounted Skirmisher, Power Attack -3/+6, Ride-by Attack, Spirited Charge, Trick Riding, Wheeling Charge
Traits Elven Reflexes, Indomitable Faith
Skills Acrobatics +0 (-4 jump), Bluff -2 (+4 vs. magical beasts, +0 vs. evil outsiders, +0 vs. undead), Climb +2, Diplomacy +12, Escape Artist +0, Fly +0, Handle Animal +12 (+14 with your animal companion), Intimidate +12, Knowledge (dungeoneering) +12 (+18 vs. magical beasts, +14 vs. evil outsiders, +14 vs. undead), Knowledge (local) +5 (+11 vs. magical beasts, +7 vs. evil outsiders, +7 vs. undead), Knowledge (nature) +15 (+21 vs. magical beasts, +17 vs. evil outsiders, +17 vs. undead), Perception +21 (+27 vs. magical beasts, +23 vs. evil outsiders, +23 vs. undead, +25 while in forest terrain, +23 while in urban terrain), Ride +14 (+16 on your animal companion), Sense Motive +2 (+8 vs. magical beasts, +4 vs. evil outsiders, +4 vs. undead), Stealth +14 (+18 while in forest terrain, +16 while in urban terrain), Survival +2 (+8 vs. magical beasts, +4 vs. evil outsiders, +4 vs. undead, +6 while in forest terrain, +4 while in urban terrain, +7 to track), Swim +2 (+6 to resist nonlethal damage from exhaustion)
Languages Common, Elven, Sylvan
SQ animal companion link, combat styles (mounted), controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, elf blood, favored terrains (forest +4, urban +2), share spells with companion, swift tracker, track, wild empathy, woodland stride
Combat Gear Oil of magic weapon; Other Gear +2 Breastplate, +1 Heavy steel shield, +1 Adaptive Composite longbow (Str +4), +1 Silversheen Earth breaker, +2 Silversheen Lance, Masterwork Cold Iron Lance, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Bracers of falcon's aim, Cloak of resistance +4, Headband of inspired wisdom +2, Ring of protection +1, 4310 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Ranger [Horse Lord]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
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.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Magical Beasts +6) (Ex) +6 to rolls vs Favored Enemy (Magical Beasts).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Indomitable Mount Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ride-by Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Bolt - 11th Level:
Bolt
Horse
N Large Animal
Init +3; Senses low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 23 (+4 armor, +3 Dex, -1 size, +10 natural)
hp 76 (+36)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +12, Will +9 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +13 (1d4+8/x2) and
. . Hooves x2 (Horse) +13 x2 (1d6+8/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 18, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +14; CMD 27 (31 vs. Trip)
Feats Armor Proficiency (Light), Blind-Fight, Endurance, Iron Will, Multiattack, Power Attack -2/+4
Tricks Air Walk [Trick], Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Work [Trick]
Skills Acrobatics +1 (+9 jump), Climb +5, Escape Artist +1, Fly -1, Perception +13, Ride +1, Stealth -3, Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ air walk [trick], combat riding [trick], devotion +4, multiattack / extra attack, seek [trick], stay [trick], work [trick]
Other Gear +1 Chain shirt, Chain shirt, Amulet of mighty fists +1, Belt of giant strength +2, Cloak of resistance +3, 200 GP
--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Frank can now make a full attack even after moving! Awesome! I'm not sure how that interats with Spirited Charge, though. I'd assume the triple damage only applies to the 1st attack. He can also make 90 degree turns once per charge. Not a bad trick to have.
Frank now has access to 2nd level spells! That means Barkskin and Protection From Energy. That should come in handy
He has basically every feat he'll ever need now. Next, I think Frank should get Lunge, Improved Critical or Combat Reflexes. Craft Woundrous Items is also a nice choice if his party doesn't have a dedicated item crafter.

xoxoxoxoxoxoxoxox

The biggest problem with this build, as well as any other mounted build, is the feat and gold investment. Rangers can afford both, specially if they get a magical item crafting feat. Getting Mounted Skirmisher 3~4 feats earliers is friggin' awesome!
And if he is dismounted/loses his mount. Well.. He can at least still count on full BAB, Power Attack, Evasion, spells and a bazillion skill points.
Note that Frank also has the Invulnerable Rager archetype just in case he ever decides to get more Barbarian levels, which might not be a bad idea. I considered taking a 2nd level in the class to get Ferocious Mount, but considering how few Rage rounds he has, I was not sure it was worth the lost HD.
BTW, it's kinda funny to dip Barbarian for a more diplomatic and civilized character. Heh.


Nicos wrote:

@Rinjyn

I made an archery build. So now we can compare melee focused, archery focused and siwtch hitter builds.

Melee core fighter 10:

Human
N
Fighter 10

=== Stats ===

Str 18 (22),Dex 16 ,con 14,Int 12,Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10+20)

AC: 26
FF AC: 23
Touch AC: 14

=== Saves ===

Fort: +12
Ref: +11
Will: +9

CMD: 30

=== Attacks ===

Melee

+2 Adamantine Falchion: +18/+13 (2d4+22 15-20/x2)

Ranged

+1 Composite longbow: +15/+10 (1d8+8 20/x3)

CMB: +16

=== Feats ===

1. Power attack, Iron will, step up
2. Weapon focus (Falchion)
3. Lighthing reflexes
4. Blind fight
5. Disruptive
6. Lunge
7. Intimidating prowess
8. Improved critical hit (Falchion)
9. Critical focus
10. Spellbreaker

=== Skills ===

Perception +16
Intimidate +17
Knowledge (dungeonering) +14
Acrobatics +10
Survival +9
Swim +8
Climb +8

=== Special ===

Weapon Training 2 (heavy baldes, bows), Armor training 2, Bravery 3.

=== gear ===

+2 Adamantine Falchion (11000)
+3 Spiked Full plate mail (10500)
+1 Composite longbow (3000)
+4 Belt of giant strengh (16000)
+1 Ring of protection (2000)
+3 Cloack of resistance (9000)

Boots of Elvenkind (2,500)
Ring of susteneance (2,500)
Eyes of the eagle (2,500)
Locked gauntlets

2000 spended on minor items like potions.

Swicht hitter core fighter 10:

Human
N
Fighter 10

=== Stats ===

Str 18 (20),Dex 16 ,con 14,Int 12,Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10+20)

AC: 26
FF AC: 23
Touch AC: 14

=== Saves ===

Fort: +12
Ref: +11
Will: +9

CMD: 29

=== Attacks ===

Melee

+2 Adamantine Falchion: +18/+13 (2d4+20 15-20/x2)

Ranged

+1 Composite longbow: +15/+15/+10 (1d8+8 20/x3)*

*(2d8+16 on the first arrow)

CMB: +16

=== Feats ===

1. Power attack, Iron will, Point blank shot
2. Weapon focus (longbow)
3. Lighthing reflexes
4. Rapid shot
5. Weapon focus (Falchion)
6. manyshots
7. Quick draw
8. Improved critical hit (Falchion)
9. Skill focus (intimidate)
10. Greater weapon focus (Falchion)

=== Skills ===

Perception +16
Intimidate +17
Knowledge (dungeonering) +14
Acrobatics +10
Survival +9
Swim +7
Climb +7

=== Special ===

Weapon Training 2 ( heavy baldes, bows), Armor training 2, Bravery 3.

=== gear ===

+2 Adamantine Falchion (11000)
+3 Spiked Full plate mail (10500)
+2 Composite longbow (9000)
+2 Belt of giant strengh (4000)
+1 Ring of protection (2000)
+3 Cloack of resistance (9000)

Boots of pringing and striding (5,500)
Ring of susteneance (2,500)
Eyes of the eagle (2,500)
Locked gauntlets

3000 spended on minor items like potions.

Core fighter Archer 10:

Human
N
Fighter 10

=== Stats ===

Str 14 ,Dex 20 (24) ,con 14,Int 12,Wis 12, Cha 7

=== Defense ===

Hp: 79 (10d10+20)

AC: 24
FF AC: 16
Touch AC: 19

=== Saves ===

Fort: +12
Ref: +13
Will: +9

CMD: 30

=== Attacks ===

Ranged

+2 Composite longbow: +19/+19/+14 (1d8+14 19-20/x3)*

*(2d8+28 on the first arrow)

Melee

+1 Falchion: +14/+9 (2d4+5 18-20/x2)

CMB: +12

=== Feats ===

1. Point blank shot, Precise shot, Weapon focus (Longbow)
2. Rapid shot
3. Iron will
4. Weapon especialization (Longbow)
5. Deadly Aim
6. Manyshots
7. Improved Iron will
8. Improved critical hit (Falchion)
9. Alertness
10. Greater weapon focus (Longbow)

=== Skills ===

Perception +20
Knowledge (dungeonering) +14
Sense Motive +16
Stealth +19
Acrobatics +13
Survival +6
Swim +5
Climb +5

=== Special ===

Weapon Training 2 (bows, heavy baldes), Armor training 2, Bravery 3.

=== gear ===

+1 Greatsword (2300)
+2 Spiked Shadowed Breastplate (8000)
+2 Composite longbow (9000)
+4 Belt of incredible dexterity (16000)
+1 Ring of protection (2000)
+3 Cloack of resistance (9000)

Bracers of archery, lesser (5000)
Boots of elvenkind (2,500)
Ring of susteneance (2,500)
Eyes of the eagle (2,500)
Locked gauntlets

3000 spended on minor items like potions.

Liberty's Edge

Trying again, all the levels at once and taking the time to try and actually follow the instructions by including traits and doing math :)

1st

Spoiler:

LG Gnome Fighter 1 
LG Small Humanoid (Gnome) 
Init +4; Senses Perception +6 
-------------------- 
Defense 
-------------------- 
AC 17 touch 13, flat-footed 14 (+2 Dex, +1 Small, + 4 Chain Shirt) 
hp 12 (1d10+2) 
Fort +4, Ref +2, Will +1 (+2 vs Illusions) 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee: Gnome Hook Hammer (THF) +5 (1d6+3 X3 or 1d4+3 X4) 
Ranged: Shortbow +4 (1d6 X2) 
-------------------- 
Statistics 
-------------------- 
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 13 
Base Atk +4 (+1 Racial); CMB +2; CMD 14 
Traits: Excitable (+2 init), Naturally Gifted (Extra spell use of Gnome magic a day)
Feats: Skill Focus (Nature), Gnome Weapon Focus (All Gnome Weapons) 
Skills Knowledge (Nature) +9, Perception +6, Stealth +6 (+4 racial), +4 Survival. 
Lang: Common, Gnome, Sylvan 
SQ 
Bond to the Land (Forest) +2 AC in Forest 
Pyromaniac (1/day—dancing lights, flare, prestidigitation, produce flame.) 
+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks 
Gear


So at First Level I can produce flame twice day, have weapon focus in all gnome weapons, get a +2 to AC fighting in the woods, have a +4 initiative. Not to shabby for a 1st level

3rd

Spoiler:

LG Gnome Fighter 3 
LG Small Humanoid (human) 
Init +4; Senses Perception +8 
-------------------- 
Defense 
-------------------- 
AC 19 touch 13, flat-footed 14 (+2 Dex, +1 Small, + 6 Breastplate) 
hp 27 (1d10+2) 
Fort +5, Ref +3, Will +2 (+2 vs Illusions, +1 vs Fear) 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee: +1 Gnome Hook Hammer (THF) +7 (1d6+4 X3 or 1d4+4 X4)  (Power attack +6 1d6+7 X3 or 1d4+7 X4)
Ranged: Shortbow +6 (1d6 X2) 
-------------------- 
Statistics 
-------------------- 
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 13 
Base Atk +6 (+1 Racial); CMB +4; CMD 16 
Traits: Excitable (+2 init), Naturally Gifted (Extra spell use of Gnome magic a day)
Feats: Skill Focus (Nature), Gnome Weapon Focus (All Gnome Weapons), Power Attack, Eldritch Heritage (Fey)
Skills Knowledge (Nature) +9, Perception +8, Stealth +5 (+4 racial,, -3 armor), +6 Survival. 
Lang: Common, Gnome, Sylvan 
SQ 
Bond to the Land (Forest) +2 AC in Forest 
Pyromaniac (1/day—dancing lights, flare, prestidigitation, produce flame.) 
Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks)
Armor Mastery 1
Gear

Still produce flame twice a day, and now 4 times a day I can hold an enemy to a move action only with a touch attack. Added power attack and blew everything on a +1 weapon so doing more damage and now I can move fully in medium armor, so I got that going for me.

6th

Spoiler:

LG Gnome Fighter 6 
LG Small Humanoid (human) 
Init +4; Senses Perception +11 
-------------------- 
Defense 
-------------------- 
AC 23 touch 13, flat-footed 20 (+2 Dex, +1 Small, + 8 +1 Banded Mail, +1 Ring of Protection, +1 Amulet of Natural Armor) 
hp 49 (1d10+2) 
Fort +8, Ref +5, Will +6 (+2 vs Illusions, +3 vs Fear) 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee: +1 Gnome Hook Hammer (THF) +12/7 (1d6+6 X3 or 1d4+6 X4)  (Power attack +12/5 1d6+12 X3 or 1d4+12 X4)
Ranged: Shortbow +9 (1d6 X2) 
-------------------- 
Statistics 
-------------------- 
Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 13 
Base Atk +9 (+1 Racial); CMB +7; CMD 19 
Traits: Excitable (+2 init), Naturally Gifted (Extra spell use of Gnome magic a day)
Feats: Skill Focus (Nature), Gnome Weapon Focus (All Gnome Weapons), Power Attack, Eldritch Heritage (Fey), Furious Focus, Iron Will,Cleave
Skills Knowledge (Nature) +9, Perception +11, Stealth +9 (+4 racial,, -3 armor), +9 Survival. 
Lang: Common, Gnome, Sylvan 
SQ 
Bond to the Land (Forest) +2 AC in Forest 
Pyromaniac (1/day—dancing lights, flare, prestidigitation, produce flame.) 
+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks 
Armor Mastery 2
Weapon Specialization (Hammer)
Gear
Belt of Giant Strength +2
+1 Ring of Protection
+1 Cloak of Resistance
+1 Amulet of Natural Armor
Ioun Torch
Sash of the War Champion
1000k Misc potions

Doing pretty good decent damage now, took Iron Will to shore that up, and cleave is always nice to have. Still can produce flame and laughing touch. Sash means I have Armor Training of a 10th level, so I can wear heavy armor with no movement penalty, so up to Banded Mail I go.

I'll do 10th later if there is interest, but so far seems pretty decent to me and I'm getting a bit tired so my math will suffer more than usual if I continue. :)


Acording to bookrat formula

Core fighter melee focused DPR:

Melee
1st attack

0,7 x 31 + 0,3 x 31 = 31

2nd attack

0,45 x 31 + 0,3 x 31 = 23,25

Full attack

54,25.

Ranged

1st attack
0,45x 12 + 0,05 x12 x2= 6,6

2nd attack
0,20x 12 + 0,05 x12 x2= 3,6

Total
10,2


DPR with falchion
54,25
DPR with bow
10,2

Core fighter Swicht hitter DPR:

Melee
1st attack

0,7 x 29 + 0,3 x 29 = 29

2nd attack

0,45 x 29 + 0,3 x 29 = 21,75

Full attack

50,75.

Ranged

1st attack
0,45x 25 + 0,05 x25 x2= 11,25 + 2,5

3rd attack
0,45x 12 + 0,05 x12 x2= 6,6

2nd attack
0,20x 12 + 0,05 x12 x2= 3,6

Total
23,95


DPR with falchion
50,75
DPR with bow
23,95

Core fighter Archer DPR:

Melee
1st attack

0,7 x 29 + 0,3 x 29 = 29

2nd attack

0,45 x 29 + 0,3 x 29 = 21,75

Full attack

50,75.

Ranged

1st attack
0,7x 37 + 0,1 x18 x2= 25,9 +3,6= 29,5

3rd attack
0,7x 18 + 0,1 x18 x2= 16,2

2nd attack
0,5x 18 + 0,1 x18 x2= 9+3,6=12,6

Total
58,3

DPR with bow
58,3


I always wanted to play a Knight with a fliying mount, if someday I have the chance t will be something like this

Shin:

Halfing
Dragoon 1/ Hippogriff rider 4/ Gerdarme* 5

* Order of the Sword

LG

=== Stats ===

Str 16 (20),Dex 14,con 14,Int 12,Wis 14, Cha 9

=== Defense ===

=== Saves ===

Fort: +15
Ref: +10
Will: +12

=== Attacks ===

Full attack

+2 Silversheen small Lance: +16/+11 (1d8+13 20/x3)

Spirited charge

+2 Silversheen small Lance: +20 (3d8 +39 20/x3)

Spirited charge + FE
+2 Silversheen small Lance: +22 (3d8 +45 20/x3)

Spirited charge + Challenge

+2 Silversheen small Lance: +22 (3d8 +54 20/x3)

Spirited charge+ FE + Challenge

+2 Silversheen small Lance: +24 (3d8 +60 20/x3)

=== Traits ===
+1 Will, -1 armor check penalty.

=== Feats ===

1. Skill Focus (Ride), Mounted combat, Weapon focus (lance).
2. Ride by attack.
3. Persuasive, Trick riding.
4. Endurance
5. Power attack,Spirited charge.
6.
7. Iron will.
8.
9. Horse master.
10. Unseat.

=== Skills ===

Ride: +24
Diplomacy: +17
Intimidate: +17
Sense motive: +16
Perception: +19
Knowledge (Religion) +10
Knowledge (Planes) +10
Swim +8
Knowledge (Nobility) +7
Handle animal +4

=== Special ===

By my Honor (Will save), Challenge 2/day (+5 Dmg), Hippogrif mount, Cavalier´s charge, Banner, FE (Evil

outsider), Track, Wild empathy.

=== Gear ===

+2 Silversheen small Lance (8400)
+1 Breastplate (1100)
+1 Light shield (1100)
+3 Cloak of resistence (9000)
+4 Belt of giaht strrengh (16000)

Eyes of the eagle (2500)
War saddle (5000)
Circlet of persuation (4500)
Cracked pale grism Ioun stone (4000)
Wayfinder + dusty rose Ioun stone (4500)
Wands of cure light wounds (700)

Wings:

Hippogriff Companion
N
Racer Arhetype

Size: Large

Speed 50 ft., fly 110 ft. (average)

Senses: darkvision 60 ft., low-light vision, scent.
=== Stats ===
Str 19, Dex 20, Con 16, Int 3, Wis 12, Cha 9

=== Defense ===
AC: 28
Touch AC: 16
FF AC: 23

=== Saves ===

Fort: +11
Ref: +13 + Evasion
Will: +8

=== Attacks ===

bite: + 10 (1d6+4 20/x2)

And

2 claws: +8 (1d4+4 20/x2)

=== Feats ===

Dodge
Wind stance
Multiattack
Iron will
Improved iron will

=== Skills ===

Fly: +12

=== Gear ===

+2 Cloak of resistane (4000)
Chain shirt barding (400)


Alina:

Catfolk
Rogue(Scout) 8/ Monk of the sacred Mountain 2

Ln

=== Stats ===

Str 10, Dex 20 (24) ,con 14, Int 12,Wis 11, Cha 12

=== Defense ===

Hps: 86 (10d8+38)

AC: 26
FF AC: 18
Touc AC: 18

CMD:

=== Saves ===

Fort: +11
Ref: +18 (Plus Evasion)
Will: +9

=== Attacks ===

Melee:

+17/+17 (1d4+1 20/x2)

or with flurry

+15/+15/+15/+10 (1d4+1 20/x2)

Sneak attack: +4d8 (Claws)

=== Traits===
+1 Will, +1 Fort.

=== Feats and Talents===

rogue 2 then monk 2 then rogue again.

1. weapon finesse
2. Weapon training (claws)
3. Deflect arrows, Feral combat training.
4. Dodge, Toughness.
5. Mantis style
6. Vicious Claws
7. Catfolk exemplar (Scent)
8. Combat trick (lunge)
9. Shadow strike
10. Offensive defense

=== Skills ===

Perception +18
Stealth +25
Acrobatics +25
Umd +17
Diplomacy +15
Bluff +15
Sense motive +12
Disable device +18
Climb +17
Swim +5

=== Special ===

Climber catfolk hunters excel at hunting prey from trees and other high vantage points. catfolk with

this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb

speed affords). This racial trait replaces sprinter.

Cat's Claws Some catfolk have stronger and more developed claws than other members of their race, and

can use them to make attacks. catfolk with this racial trait have a pair of claws they can use as natural

weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural

hunter.

Iron Monk: At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition,

the monk gains a +1 natural armor bonus.

Stunning fist: 5/day, DC 17
Trap sense +2
Trapfinding (+4)
Scout’s Charge
Skirmisher

=== Gear ===

+1 Amulet of mighty fist (4000)
+2 Mithral Shadowed Chainshirt (8750)
+1 Ring of protection (2000)
+3 Cloak of resistance (9000)
+1 Adaptative Shortbow (3000)
+4 Belt of dexterity (16000)

Craked plae grism Ioun stone[Attack] (4000)
Craked plae grism Ioun stone[Saves] (4000)

Eyes of the eagle (2500)
Elven boots (2500)
Circlet of Persuation (2500)


Alina reminds me of a build I made a while ago. Which have been tweaked a it and is being used by a friend of mine in the campaign I'm GMing.

What's the reason behind the monk levels? Saves and free Toughness?


Lemmy wrote:


What's the reason behind the monk levels? Saves and free Toughness?

extra attack with flurry of claws and better saves.


I completely forgot I was supposed to make some comparative builds for you Nicos, my bad.

Melee (Two-Hander) Barbarian:

Human
N
Barbarian 10

=== Stats ===

Str 18 (22), Dex 14, Con 16, Int 12, Wis 12, Cha 7

=== Defense ===

Hp: 110 (10d12+40) (130 Rage)

AC: 22 (+9 armor, +2 Dex)
Raging AC: +23 (+9 Armor, +2 Dex, +1 Deflection, +3 Natural Armor, -2 penalty)

FF AC: 19
Touch AC: 12

DR 2/-

=== Saves ===

Fort: +13
Ref: +8
Will: +9 (+11 Rage)
+4 All vs Spells, Spell-like abilities, and Su abilities.

CMD: 18 (20 Rage)

=== Attacks ===

Melee (Power Attack Included)

+2 Adamantine Falchion: +18/+10 (2d4+17 15-20/x2), RAGING: +22/+14 (2d4+24)

Ranged

+1 Composite longbow (+6 Str): +12/+8 (1d8+6 20/x3)

+3 Damage vs any creature with Spells or SLAs

CMB: +16 (18 Rage)

=== Feats ===

1. Power Attack, Weapon Focus (Falchion)
3. Iron Will
5. Toughness
7. Furious Focus
9. Improved Critical

=== Rage Powers ===

2. Beast Totem, Lesser
4. Superstition
6. Beast Totem
8. Witch Hunter
10. Beast Totem, Greater

=== Skills ===

Perception +19 (10 ranks)
Knowledge (Nature) +14 (10 ranks)
Acrobatics +19 (10 ranks, +5 Boots)
Survival +14 (10 ranks)
Swim +14 (5 ranks)
Climb +14 (5 ranks)

=== Special ===

Fast Movement, Rage (25 rounds), Improved Uncanny Dodge, Trap Sense +3, Damage Reduction

=== Gear ===

+1 Furious Adamantine Falchion (11000)
+3 Breastplate (9000)
+1 Composite longbow (2900)
+4 Belt of giant strength (16000)
+1 Ring of protection (2000)
+3 Cloak of resistance (9000)

Boots of Elvenkind (2,500)
Ring of susteneance (2,500)
Eyes of the eagle (2,500)

4600 left over or spent on minor items like potions.

Think I did all that right.

Quick rundown:

Plus: Barbarian matches you on primary attacks due to Furious Focus, and he has a pretty hefty leg up if he's raging. He beats you by a good bit vs spellcasters and any race or class with an inherent SLA (which is a fair chunk of them), and his saving throws are a good bit better while Raging (though he's harder to buff after he Rages). He's got a lot more HP. He can also Pounce. His skill checks are generally higher, though he doesn't have Intimidate. He takes 2 less points of damage from every attack.

I thought about making his Breastplate Mithral so he'd have 40 foot movement, but that wouldn't leave him with much dosh for other items such as healing potions and such.

Minus: His AC is lower, as is his CMD/CMB apparently, unless I messed up somewhere. His iteratives lag a good bit behind yours since your static bonuses really shine on the second and above attacks. Probably some few other things I missed.

At next level he gets an extra +1 to-hit and damage from Rage, as well as an extra 11 HP, and at level 12 he'd probably snag Spell Sunder because breaking spells in half with your weapon is cool.

Please tell me if I missed/messed up on something. I'll get to work on a switch hitter Ranger to compare to your switch hitter when I can.

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