Anyone know of any unique build ideas?


Advice

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That would be a binding rather than summon monster 123...


Daenar wrote:
That would be a binding rather than summon monster 123...

Yes, Planar binding and it's cousins.


How about a Halfling Lance specialist, riding on a fluffy sheep.
Then he gets permanently shrunk, takes underfoot combat and rides under the feet of his enemies, stepping on toes and piercing gonads.

Shadow Lodge

im playing a gruff grappling Dwarven Tetori as my main character, and a Human boxing Magus as my second character in a different game. both are a blast to play.

the Tetori is just a solid tetori at level 14

feats are simple
1. snaping tutle style
3. snaping turtle clutch
5. snapping turtle shell
7. cant remember this off hand
9. rapid grapple
11. dazing assult ( i think)
13. dimensional dervish

my character grabs flying creatures and powerbombs them into the ground. it is the most satisfying thing to grab dragons out of the air and slam then for 20d6 lol.make sure you swap one of your monk powers for true strike.

then i have my electric boxer magus. he uses shocking grasp (no way amiright?) along with all the electric descriptor spells from the magus list, very fun character thematically but very vanilla as far as a magus goes.

h. spell focus evocation
1. spell specalization
3. intensified spell
5. merciful spell
M. elemental spell
7. piranha strike

he uses 2x cestus and just punches everything that moves. he makes sunder attempts by changing his shocking grasp to acid damage and breaks doors down (im under the impression that acid still bypasses hardness).


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EldonG wrote:
+5 Toaster wrote:
EldonG wrote:
I like picking a PrC, and going into it with a totally unexpected class...
that was my goal for my suggestion, i have also done a horizon walker/gunslinger. It was awesome playing a wandering gun for hire.
It's a cool one, too...as well as the Pally/Shadowdancer. I could really see that in...maybe Galt. :)

I play one in Pathfinder Society.

Her journal


lets get this one started again :)


The problem with unique builds are you and I having different experiences. The Oradin build was really unique to me about a month ago, when I first found it, but it's possible you've already seen/played with it a lot already.

My current favorite builds.

Packmaster, either taking Druid Pack Lord or Ranger Beast master to get multiple animal companions and use boon companion to help them stay competitive. If going to level 8 it's really strong. Unfortunately it fails to stay as competitive at higher levels.

Frost based magus, utilizing rime spell and frostbite to spread around some debuffing.

Flowing monk, taking advantage of people attacking me or my friends.


I know how the flowing monk works with taking advantage of people attacking him, but friends?


Maneuver Master 1/Madness & Tyranny Cleric X
Cruel Weapon or Cruel AoMF

1. Improved Trip, Combat Reflexes, Vicious Stomp
3. Enforcer
5. Domain Strike (Vision of Madness)

1. Use Flurry of Maneuvers to trip, provoking an AoO with Vicious Stomp.
2. Take your AoO with a nonlethal unarmed strike, triggering Enforcer
3. Use that nonlethal unarmed strike to trigger Domain Strike (Vision of Madness), choosing to increase their skill rolls
5. Follow up with your normal attacks, inflicting the sickened condition due to your cruel weapon.

If everything went well, you've inflicted a penalty to attack rolls and saves equal to 4 + half your level. Next turn, Dominate Person or something.

You can also go Devil and Tyranny for a flat -6 to saves, and a more cohesive theme. You might even be able to go Devil + Madness for 6 + half your level.

Hexcrafter Magus can also do this with Evil Eye. They get a lot of really nice goodies but their spell list is lacking and the legality on hexcrafters qualifying for Hex Strike is kinda iffy.


I have a fairly robust Nagaji Cavalier (Beast Rider, Gendarme, Honor Guard) 3, Fighter (Dragoon) 1, Monk (Sacred Mountain, Master of Many Styles) 2, who will continue with cavalier and maybe take mammoth rider.

Probably the important part is not a Nagaji Paladin :)


Don't kow how unique it is but I have been kicking around the idea of a Ranger with a shortspear & sheild, with a wolf pet for trips.


I got one.

http://paizo.com/threads/rzs2pn9e?Two-Weapon-Fighting-Undead-Destroyer

Try that one on for size and if you want to kill living people instead of undead then switch to negative energy and use the Destruction and War Domain's.

Dark Archive

As Stone said, the flame oracle idea is fun and very flexible. It is what I am playing in pfs right now and it is effective at all levels of play, entirely seasonable to taste and has an optimization range that is player/gm friendly if you want (ie. You can come out of the gates being amazing or you can stagger the power gains).

Mine went with the roguish angle focused on infiltration and surprise death. Take a look at Mayhem.

If you want to really enter into the area of little explored territory and theorycraft builds there is my attempt to prove you can tank and deal the least possible amount of damage (including 0), and do it while in melee and making attacks.

The Build is difficult to utilize at levels 1-2 and doesn't begin to function at all until either third or fourth level. By level 5 it is online but level 7 is the sweet spot since it has most of its abilities by then. The build is paced well and has plenty of flavor for rp. It's not front loaded at all so it does take some patience to play through the early levels but the benefits rapidly increase as levels are gained.

And I will second black blooded trolls vote for the wonderful horse. That will be my next pfs character.


Want a unique build idea? Feel free to try your hand at something I've wanted to do for a while but never could.

Tiefling Fiend Flayer/Black Blade/Spellblade. Basic idea was to never be without a weapon... At all... Also, I really wanted to dual-wield whips. What could be more bad-ass cinematically than wielding a whip made of your own blood, and another that's just completely pitch black? The whole thing started when I somehow made the connection between the Balrog in LotR pulling it's flame whip out of nowhere, and the Fiend Flayer materializing his whip from blood. Fire and Shadow became Blood and Shadow.

I haven't worked out the mechanics yet... I imagine it'll be a pain in the tookus to make combat viable... But hey, you'll look awesome, and (generally) never be without a weapon.

Edit: Forgot to mention. The focus wasn't so much trying to spell strike through a whip, but more of the whole imbuing the weapons and such.


Stome wrote:

Here is a few rough ideas I have had kicking around.

A flame oracle. Blackened curse. Glorious heat feat and elemental spell metamagic for when fire won't work. Get to blast in med armor with a shield, Get free mini heals when you blast, Still get the full divine spell list to support the group

For more fun be an half-orc with the fire god's blessing feat. Not only do you heal your party but yourself, too.

Another nice build I'm going to play soon is a kobold slayer with the dragon maw alternate racial, the draconic breath feat and the noxious bite feat.
My pc will start at level 7 and has a con bonus of +1. That results in a DC 18 fort save to not be nauseated every time I bite a living thing.
Add the natural weapon ranger combat style (in place of a slayer talent) to qualify for aspect of the beast and you get 2 claw attacks to go with your bite.
With an agile AomF you deal decent damage, have a strong debuff and are a really fun little guy.
Mine will be LG.

One I only planned but never played: Ranger or slayer to get TWF without the dex requirement, one level (or more) of staff magus to get quarterstaff master for free. Now you can get weapon specialization quarterstaff. You have a guy making an underrated weapon dangerous.
Buy a shield to increase your AC when needed. You can wield the quarterstaff one-handed, after all.


Take enough druid levels to shapechange into a large animal (I think that is 7.) Then switch to monk. Now you are KungFu Panda! Make sure to take the feat allowing for casting in animal form so that you can buff your self. Your wisdom doesn't need to be much higher than 14 as mostly you will heal, summon, and buff. The size for reach, the bonus to strength, and the complimentary monk/druid stats make for a pretty fun and effective character.

Liberty's Edge

I keep swearing I'm going to play the dwarf wizard weaponsmith...


I have an idea that I've been working on for a while. Begin with an Invulnerable Rager barbarian then take 2 levels in the Vivisectionist alchemist, followed up with a level in Draconic Sorcerer. After one more level in barbarian, you can enter the Dragon Disciple prestige class.

By taking the Feral Mutagen at level 3, you have good natural attacks, improved by the Lesser Fiend Totem, which now gives you 2 claws, a bite and a gore attack.
Playing a human for heart of the fields, your low amount of rage rounds won't take you out of a fight when you run out. You can play a switch-hitter type of character, using your alchemist extracts and sorcerer spells to buff yourself before dishing out massive damage with your natural attacks.

Feats: 1-Power Attack, Furious Focus, 3- Extra Discovery(Preserve Organs), 5-Multiattack, 7-Improved Natural Attack, 9-Rending Claws

Dark Archive

@Umbranus That is actually exactly what I was trying to make in my link, but it had to be adapted to society play and fire gods blessing is not pfs legal so it mutated from a half orc divine blaster/in-combat healer to a gnome with orc subtype, multiclassed blaster/in-combat healer/in-combat buffer/infiltrator/spy-thing.

I honestly don't know if I am happier with what I came up with via adaptation for pfs, or what I originally had wanted with being a legit half-orc. Either way, the general build is fun. I focused heavily on the damage over time aspect with the burning magic revelation, burning spell metamagic and alchemical power components (alchemist fire).

Mayhem is fun.

Also, if you want fun and somewhat unique, try an aid another build. I went with a drunken master/Sacred Mountain/Master of Many Styles who used the archon style chain, Crane Style chain and Bodyguard chain to devastating effect. GM's groaned and the party always appreciated having him around either for his drunken antics or ability to keep people alive AND give free aoo's.

Most aid another builds can be fun and they all vary in just how helpful they are. Check them out. I'd link to my monk build but that was posted ages ago. Dunno where to fid it.


Sensei/Monk of the Four Winds/Drunken Master/Qinggong. It's solid enough but it's mainly interesting because you get to see your GM's face when he looks at what you wrote on your character sheet.


Heya, I love unique-quirky builds! As some of the players say at my table "one day, you'll play a standard sword and board".

Intelligence cleric, never miss:

8 levels - Divine Strategist Cleric, Animal domain, Feather Subdomain
Feats: Outflank, Powerattack, IUS, Kirin style/strike, Combat Style Master. No particular order, just useful ones.
Animal companion: Outflank
= A tonne of Innitiate, an animal companion to always flank, +int to hit flank/aoo lvl 8

1 to x levels - Witch
Hex: Prehensile Hair (int to hit and damage)

This means that at level 9, you have double your Int to hit, you do your int in damage + double int once (kirin swift), your flank bonus is +4, lots of inniative.

Just a way to use the Divine Strategist which doesnt see much play

edit: actually prehensile hair is 1-1/2 damage if its the only weapon you use.


Enlightened Magus Monk, attacks of opportunity please

This is something that you may have seen around, but the combination of the archetypes/classes is what is fun:

2 levels Master of Many Styles
5 levels Magus Spell Dancer (combine with: spire defender or kensai)
conitnue Magus or 3 Duelist

Styles:
Panther Style, Panther Parry, Panther Claw
Snake Style, Snake Fang
marid style (later in levels)
Feats:
Combat style master,
Dodge, Mobility, Combat reflexes
Enforcer, Rime Spell,

Play Style:
Buff yourself with a Standard action (Frostbite). Swift action enter Spell Dance (+Ac vs AoO, +movement). Free actions enter styles (snake, panther). Move an provoke.
They attack you, you hit them with a Panther Claw before they hit you. If you hit, you can apply:
-Rime Spell (-2 hit, entangled)
-Enforcer (-2 hit, shaken, Intimidate check)
-Panther Claw (-2 to hit you)
= - 6 to hit you. If you had time to prebuff, Elemental Touch for Staggered/Sickened

AC: Dodge 1, Mobility 4, Wisdom, Dexterity, Int(if kensai/duelist), spell dance 2+, whatever buffs you have on (mage armour hour/level!), shield etc.

As the combat proceeds, you buff yourself more with each Standard action. If they stop attacking you when you provoke, full round them with frostbite, or True Strike/Spellcombat a Manouver.

To Duelist or Not to Duelist
3 levels duelist = 7Ac when moving, 3 damage, full bab
3 levels magus = more CL, more AC spell dance
note that high level magus spells arent terribly necessary to this build.

Edit:
Why AoOpportunity? Because they are with your highest BAB :D
Damage wise, you're doing your STR (unless you go finesse/mythicfinesse), +Frosbite1d6+CL, +elemental touch if you buff.

Edit 2:
Amazing Trait for this build: Magical Lineage, gain those 2 lost CLs


Oradin, a new look with Combat Patrol

This is a build I used expanding on the Oracle/Paladin thing. He was the representation of defense and protection of life for his order, so this is how I went about building him:

2 levels Paladin, then up to 4 Paladin,
3 levels Fighter, Phalanx Soldier
Rest as Oracle, Battle

Feats:
Build for Combat Patrol (combat reflexes)
Stand Still
Didnt use but could use the Aidother and Archon style feats, especially In Harm's Way

Revelations:
Inmediate Charge - amazing thing that you'll actually use with this guy

What this does:
Oradin - CHA to saves. You lose smite, but gain Bastion of Good (Su), halving any damage done to your adjacent allies (10ft). At 4th level Holy Shield (Su) gives your Shield bonus to your adjacent allies.

Combine with Sudden Charge: As an inmediate action you can rush to your allies, making sure that Dragon's Breath, Fireball or whatever only does 1/2 damage to them.

Phalanx figher:
Polearm in 1 hand, shield on the other, means you have reach (I built this because his weapon was a lucerne hammer).

Combine with Combat Patrol & Enlarge it creates a large area where everyone provokes.

Interesting:
Stand Still (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

TL;DR
Amazing Saves, guy built to control the battlefield with a huge reach and making sure his team mates avoid at least 1/2 damage from nukes

Silver Crusade

Have you seen this one


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One Shot, One Kill. Vital Strike, Kirin Strike and others

For reference: Bloodtroll's One Bit Hit build thread, thanks for that lovely thing :)

Concept:
Shoot with a ranged weapon once. Use your move action or preround action to buff yourself, position, stealth, whatever.
We max Intelligence.

Levels:
Most levels Alchemist (Mindchemist. Could also use Grenadier if adding gouda)
2 Barbarian (for barbarian rage power maxing vital strike)
1 Wizard Foresight School (for prescience)

Trait:
Accelerated Drinker (drink as a move action)
Mythic:(if in play)
Two Fisted Drinker (2 pots in one stnd action)

Alchemist:
Throw anything - Int to Damage with Bombs
Cognatogen - +to int
Extracts - buff list at the end
Discoveries - extend, etc (extra arm could be useful)

Wizard:
Prescience. Roll a d20 at beginning of turn (lvl+int times), use whenever you want in turn

Barbarian:
Urban barbarian for the Dex and being focused
Furious Finish rage power: Max all vital strike dice

Feats:
IUS, Kirin Style, Kirin Strike
Vital Strike (mythic if possible)
Point Blank Shot, Precise Shot
Reckless Aim
Combat style master
if crossbow (large weapon dice, stylish as feck):
Crossbow Mastery
Reckless Aim/Deadly Aim (prescience at start of turn to know if you can affort shooting with this)

Important:
Conductive weapon - add bombs to your shot. If you do grenadier, as a move you can do this. Or with a Standard Action and the Explosive Missile discovery

Buffs/Spells:
Targeted Bomb Admixture (double Int dmg to bomb)
True Strike (prescience should cover this though)
Named Bullet (any hit is a crit if confirmed. Xbows work great with this..x3)
Arrow Erruption (30ft around kill enemies take the same shaft. Named bullet included. Ouch)
General buffs

Playstyle:
Round 1
Swift Action Examine with kirin style (note: mindchemist is xint bonus to knowledge)
Move action - Drink a potion (accelerated drinker)
Standard action - either shoot (Vital Strike) or buff

Round 2
Rage
Prescience. Roll that extra d20.
SHOOT! Standard Action Vital Strike + Conductive Weapon + Named Bullet + tBAdmixture + well, whatever you used
Swift Action Kirin Strike
End Rage Furious Finish

Damage:
Weapon x2 ( max damage Vital Strike) + Named Bullet crit multiplyer (x2-x3) + Named Bullet CL + Strength(if bow, if xbow not) + Intx2(kirin) + Intx2(bomb) + xd6 bomb + PBS if 30ft + Deadly Aim, etc.

Other build paths:
Zen Archer (3 levels)
Weapon Adept (rerolls)
Arcane Archer (because fun)


The flavour for the above character was a bounty hunter, a specialist. Having Bane arrows/bolts for every enemy kind (since he shoots so few times, it's worth it), knowing all weaknesses, being a tactical genious and using a lot of potions/consumables.
Alchemist formula for Alchemical Allocation allows you to buy higher level potions once and keep using them.

ps: gravity bow forgot about that

and the damage calc: crossbow, buffed with gravity bow 2d8, GM rules that furious finish works for weapon+vitalstrike, not any other dmg

24(4d8maxvitalstrike)+2d8(namedbulledcrit)+8(namedbulletCL)+ 20(5intx4,kirin/bomb)+3d6 (bomb) + 1(pbs) + 6(deadly) + 2 (weapon probably)
= 69 min, 75 max. That caster be dead. 1 shot, minimum combat clutter.


mosta' my stuff is in the guide to the builds thread, but here's a doc/collection of several builds i'm tinkering with:

the dwarfiest dwarf - very malleable fighter build that is both flexible and incredibly effective.
A collection of monk builds - my various experiments to try and build a decent monk--punchy-fisty or otherwise. a few of them are very good.
various misc. builds 1 - an attempt to figure out the 'skeleton' components of most builds (2H people, archers, TWFers, etc.), while that didn't get very far on my part (was soon distracted), there's a few decent builds in there.
various misc. builds 2 - a collection of *several* builds i've been tinkering with for quite a while now. while a few are unfinished, but the core ideas are there.

I've also got a few ACG playtest docs of ideas for bloodragers, slayers, and investigators if you're interested.


Artemis Moonstar wrote:

Want a unique build idea? Feel free to try your hand at something I've wanted to do for a while but never could.

Tiefling Fiend Flayer/Black Blade/Spellblade. Basic idea was to never be without a weapon... At all... Also, I really wanted to dual-wield whips. What could be more bad-ass cinematically than wielding a whip made of your own blood, and another that's just completely pitch black? The whole thing started when I somehow made the connection between the Balrog in LotR pulling it's flame whip out of nowhere, and the Fiend Flayer materializing his whip from blood. Fire and Shadow became Blood and Shadow.

I haven't worked out the mechanics yet... I imagine it'll be a pain in the tookus to make combat viable... But hey, you'll look awesome, and (generally) never be without a weapon.

Edit: Forgot to mention. The focus wasn't so much trying to spell strike through a whip, but more of the whole imbuing the weapons and such.

using a scorpion whip and having the 'blade of mercy' trait fix a whole slew of whip-related problems.

then you just gotta worry about threatening and AoOs.


Goofy combinations that I haven't had a chance to try yet:

Dwarven Barbarian 1/Ranger 10/Druid 9 - Take barbarian just for the extra 10' movement
Samsaran Battle Oracle 12/Fighter 8 - Wields a bastard sword two-handed, going for an Eternal Champion feel
Human Dark Tapestry Oracle 11/Fighter 4/Rogue 5 - Includes all the way up to Greater Eldritch Heritage (Abberant), just because
Human Ranger 12/Heavens Oracle 8 - Two-weapon fighting style with a pair of sawtooth sabers


Simon Legrande wrote:

Goofy combinations that I haven't had a chance to try yet:

Dwarven Barbarian 1/Ranger 10/Druid 9 - Take barbarian just for the extra 10' movement
Samsaran Battle Oracle 12/Fighter 8 - Wields a bastard sword two-handed, going for an Eternal Champion feel
Human Dark Tapestry Oracle 11/Fighter 4/Rogue 5 - Includes all the way up to Greater Eldritch Heritage (Abberant), just because
Human Ranger 12/Heavens Oracle 8 - Two-weapon fighting style with a pair of sawtooth sabers

Can't understand the point of the last one. Also not sure why these classes in particular..rogue fighter oracle. Can see the first one though, sounds fun.


Errant Mercenary wrote:
Simon Legrande wrote:

Goofy combinations that I haven't had a chance to try yet:

Dwarven Barbarian 1/Ranger 10/Druid 9 - Take barbarian just for the extra 10' movement
Samsaran Battle Oracle 12/Fighter 8 - Wields a bastard sword two-handed, going for an Eternal Champion feel
Human Dark Tapestry Oracle 11/Fighter 4/Rogue 5 - Includes all the way up to Greater Eldritch Heritage (Abberant), just because
Human Ranger 12/Heavens Oracle 8 - Two-weapon fighting style with a pair of sawtooth sabers

Can't understand the point of the last one. Also not sure why these classes in particular..rogue fighter oracle. Can see the first one though, sounds fun.

Really just goofing around with assorted class ability combinations. For all I know they're mostly terrible, but I won't know for sure until I get a chance to use them.


I made a character as a werebear Orc barbarian shadowdancer using a scythe as his weapon of choice. 10Barb 10Shadowdancer

I took feats/talents to increase the reach of the character, took mobility feats to keep close to the target if he tries to escape, and took everything I could to max damage and overall mobility.

Idea was to make a brutal, fleshy, Grim Reaper. If your enemy Withdraws, you can easily pop up behind him in his own shadow. The scariest rager to try and run from.......


ah, what was it: spellslinger wizard 1/myrmidarch magus 8/arcane archer 10/EK 1

gun-mage. fire rays, ranged spellstrike, etc. requires your GM to work with you though, since arcane archer seems to be bows-only-final-destination

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