What is the most fun character build you've every played?


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I'm gearing up and almost ready to go for a new campaign my friend is running in a new world that our gaming group built country by country, continent by continent, it's based on the pathfinder system and allows all pathfinder material, (no 3.5) but i've suddenly run across the issue that everyone runs into at least once in their gaming career... i dont know what to play!

our party has no constraints. realistically, id like to stay within the core races, but more exotic races are "available" although less-than-encouraged, the world is a superstitious place, and racism will be a real thing. as far as classes, everything playable. however, i dislike gunslingers, and while you're welcome to post a gunslinger build i probably wont be playing one. (x4 crit touch AC d12 damage? lets make a gm's worst nightmare!)

so the point... Give me some ideas! post your most fun, strongest in and/or out of combat, or just plain wacky builds. id like to stay within the category of "viable" so i wont play a monk1/fighter1/rogue1/bard1/wizard1/sorceror1/druid1/ranger1/paladin1(or barbarian) or anything else ridiculously multi-classed, and id like to not just be a one-trick-pony (they tend to have issues where gm's dont like to do the same thing all the time, and if you're not versatile you're going to do alot of sitting there bored) but other than that, go crazy!

Grand Lodge

Well, there is the Breaker Barbian/Wrecker Oracle, who breaks everything.

I like the John Smith, and his totally awesome Horse build, as it focuses on the most under appreciated member of any party, the Horse.


totally just noticed my typo in the title. man im smart. that build looks pretty fun, ill keep it in mind! thanks for contributing BBT.


I played this Mist Assassin build, that was both rather powerful and simply a blast, roleplaying a deaf Oracle.


looks interesting for sure, im playing a society Clouded Vision/Deaf dual cursed Life Oracle and shes simply a blast to play, but ive already got an oracle and i probably wont play another for a time, nice recommendation though, thats a rogue ive not seen before.

by the by, Read Lips can be aquired through the linguistics skill, and allows you to read the lips of any creature speaking a language you know. sorry, bad habit of mine.

how about i counter with a build i made while i was waiting on posts and see what you all think, maybe we can build upon it more.

Yomi, the Scythe Goddess:

Yomi
Female Garuda-Blooded Aasimar (Plumekith) Fighter 5/Rogue 4/Shadowdancer 3
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +16

Defence
AC 26, touch 18, flat-footed 17 (+7 armor, +4 Dex, +1 natural, +1 deflection, +5 dodge)
hp 122 (5d10+7d8+53)
Fort +11, Ref +14 (+1 bonus vs. traps), Will +6 (+1 vs. fear); +1 trait bonus against enchantment spells and spell-like abilities, +4 and one size larger to resist effects of wind

Offence
Speed 60 ft.
Melee +2 keen scythe +16/+16/+11 (2d4+10/19-20/×4)
Special Attacks sneak attack +2d6, weapon training abilities (heavy blades +1)

Statistics

Str 20, Dex 18, Con 16, Int 14, Wis 12, Cha 5
Base Atk +10; CMB +13 (+19 trip); CMD 33 (35 vs. trip)

Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, Improved Trip, Lunge, Mobility, Spring Attack, Toughness, Tripping Strike, Whirlwind Attack

Traits anatomist, loyalty

Skills Acrobatics +21 Disable Device +28, Escape Artist +19, Linguistics +9, Perception +16 (+18 to locate traps), Perform (dance) +5, Ride +8, Sense Motive +5, Sleight of Hand +12, Spellcraft +3, Stealth +19

her one goal is to find a shadow (she can use smokesticks, i think) stealth into it, teleport to a good spot, charge in and whirlwind attack everything with trip. she has massive bonus' to trip, and gets AoO's when things fall, plus if she hits lunge (-2ac for +5 reach? sure thing boss!) she can trip a whole group of enemies, then attack them while they're tripped (no dex bonus=sneak attack, right? right? chances are she'll eventually crit SOMETHING and laugh as they just blow up. id love to get like, vorpal on my scythe, because what could possibly be cooler *or costlier* than that?! added bonus, fighting with a shadow (free flank buddy!!!) that deals 1d6 con damage, unless i'm mistaken?

off to bed, to be continued on the morrow!


Most fun character ive ever played? Well that would probably be my plain level1 summoner. Not because the summoner was great, but because my DM allowed me to buy a 6hd tiger as a mount which proceeded to become the monster im sure we can all imagine it to be. Party of 5 fighting off 3 Kobalts while my tiger is on the other side of the battlefield soloing 14 of them. Yea~~~ xD

But as far as fun roleplaying goes i would have to say my Kitsune Sorcerer. http://www.myth-weavers.com/sheetview.php?sheetid=647048
Have her as basically a pet of a extremely high class noble who thinks of herself as a bit of a noble aswell. Constantly looking down on everyone else as "Peasants" and makes snide remarks as they do, to her, odd commoner things. Made her have an affinity to fire and believes that Sorcerer, and her specifically, are basically lesser deities and that magic is a supreme and -noble- power that she was blessed with from birth. As such she has the Starsoul bloodline :3 Also got her the magical tails feat(my gm let me give up spells known for the tails instead of a feat slot because its not worth anything near a feat slot). She Currently has 7 tails and will probably get 8 and 9 at next level. So with that many tails she would seem like a grand and powerful mage to everyone else. Though we have the running joke that if any actual Kitsune saw the tails they would think she is a complete idiot for wasting Feat Slots (spell slots in this case but just as valuable to a Sorcerer) for terrible spells xD

If what your looking for is coolist mechanical character then look no further then Silver( otherwise known as Diplomacy Dude). +39 to Diplomacy not counting Rhetorical Flourish or any spells is pretty awesome xD Def made for a pretty.... interesting campaign, and some of the cheapest magical items I have every bought xD


A 3.0 Shifter from "Masters of the Wild". The insane versatility is unbelievable. It's also the most broken class I've ever played. I loved changing forms running around as a hydra or a demon.

I didn't even come close to how much cheese one can really do with this class, but it already was pretty overpowered.

I went for some Saint vibe with this character, took vow of poverty and walked around just with a long white robe.


@ Damiancrr: Lol, that kitsune sorc seems like she'd be fun to play, but my gm wants us to stay closer to the mechanical rules of the game, and probably wouldnt allow me to blow spell slots on tails, opportunity=missed, i also currently have a kitsune sorc with a compulsion focus that im going to prestige class as an Arcane Trickster in a few levels. level 1 hypnotism dc is like... 21. daze 20. oh, theres someone guarding a gate? hypnotism. enemy spellcaster summoning a monster? daze. at upper levels, 7d6 sneak attack on a chain lighting? OUCH. 31dc insanity cast? #callmecrazy

@BigAl, we're staying closer to pathfinder, 3.5 (much less 3.0) wont be allowed.

Grand Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

Lore warden specializing in whip, and basically a mashup of Han Solo and Captain Jack, I ran around disarming, tripping, and blithering like a suave idiot. It was all fun and games until I was crit by a great axe (of a human hating ranger) 3d12+24 is not good. Still I usually left a battle with my foes alive and running or tied up. He didn't like to kill unless it was absolutely required. The trick was I usually just kept foes suppressed, and unable to harm us.


Abyssal bloodrager. I only played him for a one-shot, but he was super fun. He was really focused on his claws (feats and stuff) and he enlarged upon raging (7th level). Just don't expect the spells to be anything but frosting, because 2 spells per day at 7th level is barely worth even putting in there…which is my one criticism of the class. Use 'em or lose 'em. Giving just 1 or 2 isn't worth the paperwork.

Summary: Bloodrager may be the funnest class I've played yet.


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Arcane Duelist Bard.

Reasons...

Arcane Concordance, Shadow Bard, gr. Invisibility and the amazing Cloak of Dreams.
Pump UMD and go to town casting all those spells on the Wizards list that make little sense to a Wizard or that are higher level than you can normally cast, for example Form of the Dragon III or Mind Blank, or even Time Stop if you don't mind paying for them.

Bards can get away with spending less on gear than most classes with defensive spell like mirror image and multiple Bardic Performances running for buffs.

Bards have an awesome spell list, can fight, defend themselves, buff the Universe and laugh at skill check DC's all at the same time as being a roleplayers dream for backstory versatility.

I really like Bards. When I first started d&d I hated even the concept of Bards but now see that they really are great fun to play.

Dark Archive

A tetori monk with a CMB of 20 by level 5. Sadly, I was banned by my GMs from playing this character after it grappled, pinned, and curbstomped an advanced CR-9 huge owlbear at the aforementioned level of 5. >_>

Lantern Lodge

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Hands down:

Halfling Beast Rider Cavalier (Order of the Dragon) mounted on a racing turtle.

Honorable mention:

Arcane Duelist Bard 7/Standard Bearer Cavalier 1/Battle Herald 4 (so far).

RPG Superstar 2015 Top 32

I have always enjoyed playing my Evangelist Cleric of Besmara. He was a splendid buffing cleric, a skilled diplomancer, and a blast to roleplay. I used a dip level in inquisitor with the Heretic archetype and the flagbearer feat to further cement his buff providing abilities.


im glad that not everyone has posted builds centered around doing as much dps as possible, i was expecting quite a few of those.

Galnorag: i have a bard that does that currently, level 7 pfs, i dazzling display and disarm people, as well as throwing nets at spellcasters. i love bards, lotta fun.

Wildebob: its good to hear the bloodrager is fun, i playtested a Brawler named LEGENDARY (allcaps) and had a ton of fun at level 2, when i had the entire Panther Style tree for 1 minute per day, and all but the last piece of it the rest of the day, tons of fun. might look into bloodrager, and i was thinking about natural weapons (half orc or Kitsune) and enlarge as well, so great minds think alike and all that

Stuart: see above xD

THE BEARD!: LOVE THE NAME. anywhoo, Tetori monks look cool, until your GM realizes that thats all you can do and makes flying creatures... even so ive built a monkadin that does Crane style and Snapping Turtle style and uses layonhands to heal himself while he tanks for his fellows... never hit anything except on nat 20's with it, but hey, he's built for defence.

Jayson: RIDING TURTLES INTO COMBAT SINCE 1992. love it, post more details of the build and ill put it on my list. (almost tempted to change it from halfling to Kobold. for lols.)

Wiggles: i have many cleric builds, but none that focus on Besmara, ill look into it and see what i can find, but it seems like i could do more with a bard in the same playstyle, however if you have some flavor or something that improves it beyond what a bard can do, you may find a place on the list!

Shadow Lodge

Tetori monk.

Dual-cursed Mystery of Life Oracle with Flagbearer feat.


Sammy T: done both before, dual cursed clouded vision and deaf life oracle is my favorite character ever so far.


I gotta echo Sammy T. I didn't actually play the character, just built it for my wife to play, but the Dual-Cursed (Haunted/Wrecker) Pyromaniac Gnome Life Oracle was easily the most innovative and interesting character I've ever made. Sad it doesn't help you this time!

Most of my other favorite characters achieved that status based on schticks with other players. The Order of the Dragon Cavalier who adventured with his brother. Or the dedicated skill monkey bard who was fleeing from an inquisitor who wanted to arrest him, but they were forced to work together to save the world.

I'm playing a fighter dedicated to have a ton of hit points and taking hits with In Harm's Way. That's pretty fun. Hope this helps!

One concept we hope to play sometime is the adventuring family, Stalwart and Sons. Father, mother, brother, sister, crazy uncle, whatever. Family members, carrying on an adventuring business. Has a lot of potential.


Basically any of my characters I get to RP for a year or more. Mechanically though I guess it would be my cleric made it up to 18th level with.

Lantern Lodge

Soul wrote:


Jayson: RIDING TURTLES INTO COMBAT SINCE 1992. love it, post more details of the build and ill put it on my list. (almost tempted to change it from halfling to Kobold. for lols.)

Man, I should not be allowed to post while I'm sick.

The cavalier, Chomm Skee, is totally a gnome (not a halfling).

It's been his quest to find the fastest turtle in the land, and between the Racer animal companion archetype and gnome cavalier favored class bonus (+1 to land speed of mount), his mount Bebop has a 35 foot land speed (which increases to 40 when he gets to level 10 (currently level 9).

Bebop has trained considerably (Improved Unarmed Strike, Weapon Focus (bite), Feral Combat Training) to be agile, and thus can charge around friendly characters with ease (Dragon Style).

Chomm Skee has trained to be a linebreaker- -to be able to break defensive phalanxes and hit softer targets behind the preliminary defense (Improved/Greater Overrun, Charge Through); he preys upon casters and archers who try to interpose a melee threat between them. On the defensive side, Hosteling Full Plate means he can carry Bebop up ladders and through tight passageways, and an Arrowcatching shield protects less armored allies from archers.

OOC notes:

It doesn't have the raw damage potential of the Spirited Charge lance chargers, but to be able to overrun a foe as part of a charge has proven well worth it. And the visual of a gnome riding a turtle trampling things never hesitates to entertain.


My most fun D20 build was a 3.x pc. He was a bard/ rogue/ psiwarrior. He was great fun to play because he was a travelling artist/entertainer who always travelled with a cart pulled by his trusted war pony. The cart was decorated with pictures and writing praising his artistic abilities.

He had strong social skills, high acrobatics and perform values was doing everything to become famous.
In combat he was fighting with his spiked chain to provoke AoOs, trip people (more AoOs) to get many attacks to which to add his sneak attack dice. In addition to that he would provide flanking bonus (man could he tumble), buff using bardic music.

One of his most fun aspects was that he was kind of collecting names and adjectives to his name. His name was Leif but soon he was called Leif the great, Leif the magnificient and the like.

His travel companions were a humble paladin, an asian style shaman or something and they didn't mind him taking all the glory and in the end every town we came to had the population greet them with cheers because his name was widely known.


Pathfinder Adventure Path Subscriber

Halfling ninja10/zen archer2 with a halfling slingstick, knocking people out with pebbles against the head out of nowhere. Super agile and skilled too. Jump over a house? No problem^^

Kitsune Lotus Geisha Bard with a shortbow. E8 character, full archery feats, Kithadorian academy feats buffing inspire courage. Additionally enchanting people. Skills over the top. Real fun to play.
With realistic likeness and disguise self the character also get´s +20 to his already high disguise skill and can take the appearance of any human in two rounds. Kitsune are my new favorite race because of this.


This was back in 3.5 but:
1) Halfling werewolf barbarian 1/sorcerer 12.
her only 6th lvl spell was contingency set to cast enlarge person on her when she wolfed out & she had some 3rd party feats that let her change shape as a free action. Imagine the look on the enemies face when the 3' tall charging Halfling reaches them then wolfs out into a 9' tall werewolf that proceeds to rip them to shreds.

2) Warforged Druid 6/Psion 6
Yes, I made a transformer and called him Soundwave - complete with cheezy 80's sound effects when he used wildshape. I had the spell thematics feat from some forgotten realms book so that when I "cast" my astral constructs they appeared as cassette tapes coming outta his chest then transformed into their creature forms - once again complete w/cheezy sound effects.

Both of them were about as far from optimized as you can get, but they were both super fun to play


Most fun before:

Feral goblin Frenzied Berserker. Nuttin' says fun like a ball of frenzied green death that you can fit in your backpack. Short game, focused more on roleplaying than dice rolling, but a raging packet of death always has fun at parties.

...or...

Feral half-ogre barbarian/fighter. Honestly, the game I was end mattered more than the character. I would have had fun playing the dread half-orc sorcerer.

Most fun currently: Half-giant aegis/psychic warrior. Even though I have a hard time rolling anything in the double digits, this guy has been a blast.

Most fulfilling: Human crusader damage sponge. Outside of playing a caster, I haven't played anything so helpful to the whole party. Met his unfortunate end with a combination of a rust monster and ranger with favored enemy [me].


My favorite PF character I ever played was The Fool, a Vivesectionist 3/Bard 5 whose next levels were planned to max out Arcane Trickster. Not a horribly effective build, but access to Buffs for the party, selfish buffs and then using the sonic blasts to activate the SA with spells ability. He was most fun because his Bardic Performance was joke telling and I would just look up a bunch of terrible jokes and tell them to the party.

My highest level PFS character is a Rage Prophet. Not the absolute most incredibly effective character (he leans on 2Hand PA and Sunders frequently) but I really like the flavor of the PrC and the early access to Rage Cycling has been greatly enjoyable. He is quite versatile which is much more important in PFS than in a home game.

A friend of mine in our RotRL game is playing a Vivesectionist/Barbarian. Stacking Rage and Mutagen with SA is pretty cool and he really enjoys the flexibility afforded to him by Extracts.

I guess I have a bias for flexible builds that are more flavor than optimized. Of course, I utilize my system mastery to leverage the crap out of what I do even when playing sub optimal characters.

Sczarni

Soul wrote:


so the point... Give me some ideas! post your most fun, strongest in and/or out of combat, or just plain wacky builds.

Honestly, I would recommend a Qinggong Monk(Vanaras!) and/or Druid(whatever archetype if any). With the Monk alone I generally do a lot of whacky stuff. This is of course, if you are wanting a martial character to deal with. If not, I'd go with Witch.

As a Monk, You've got top notch defenses hands down(Dex/Wis based that is), and you can reach ANYONE ANYWHERE on the field. I have grappled flying creatures and held onto them. I've grappled casters and rode them into deadly pits using their body to break my fall. I can literally cartwheel around the battlefield without worry of an AoO, walk up to someone, and stunning fist them in the face, trip them, etc. Sometimes(since I have Snake Style) I'll just trip/disarm/sunder them as a return AoO. I tend to Mario Stomp on opponents on a round I cannot do a full attack, to make up for the lack of full-round damage, following that with a standard action since jumping is a move action and falling is a free action. As a Vanaras, I climb EVERYTHING EVERYWHERE like a true simian - which usually leads into me running up a wall(climb speed woo), flipping off, pelvic thrusting opponents into a bloody pulp, and landing gracefully. I tend to jump across VERY large pits(that could easily kill me if I fell, but every level of enhanced movement gives you another +4 for jumping on acrobatics) yelling "Falcooooon-PAWNCH" and hitting someone with a stunning fist or something else. I've kicked heavy tables into pits filled with both friend and foe, and successfully spared my friends while crushing the foe and incidentally crudely fashioning a way for my friend to escape the pit. I thoroughly enjoy Falcon-Thrusting opponents to death, including a bull rush with my pelvis into a giant briar patch - leaving the poor goblin impaled in one too many ways. On occasion I'll use a truestrike and bullrush and push an opponent through a WALL. As a Vanaras I tend to climb buildings stealthily and let my teammates know whats going on. Sometimes climb in, unlock a door quietly, and let others in. He's also socially retarded which can make for some interesting conversations(cha is the dump stat for all monks). There are a lot of weird Qinggong abilities I have yet to put to use...
Also, it only becomes more fun once you mix a monk and a druid. They combine absolutely perfectly for dozens of reasons. Their synergy is pretty sick! Same monk stuff above, plus the druid shinanigans and spells, plus more stuff I haven't had the chance to do.


Most fun I've ever had was playing my plain ole vanilla TWF half-orc Rogue. Entire party is good aligned? Check. I decided CN is a fun align to play? Check. yousin haff yrch speek in game? Check. Stabbing people who already surrendered? Priceless. (Note, I was unconscious when they surrendered. When I came to, the group was standing around me and so was one of the opponents. So I stabbed him. The group nearly lost their collective minds...hehe I'm such a trouble-maker)


Most fun character is someone else, but my most fun build lately is probably my PFS Fighter, Flail + Disarm/Trip/Feint.


Soul wrote:
@BigAl, we're staying closer to pathfinder, 3.5 (much less 3.0) wont be allowed.

Okay since I mastered I've onbly really played a Barbarian in Pathfinder for a longer time.


I don't have just one build. But I have the most fun with builds that put negative conditions on the bad guys and frustrate the heck out of them. Often, just damage to kill seems boring to me.
.
So things like grappling, tripping, disarming, cursing, draining sickening, blinding, dazing, sundering, etc... especially if you have an odd or little used way of applying those conditions.
.

  • I have a magus that uses a wand of true strike and a whip to trip and disarm creatures that are APL+5 on a regular basis.
  • Once the module had this awesome 6 armed skeletal something that was wielding 6 scimitars. It had dervish dance, spec, focus, impr crit, etc... all for scimitar. My barbarian grappled him. All it can do is scratch me with d3 claws.
  • I have an oracle that has used pilfering hand and reach spell to steal the bow away from flying opponents, blast wand from a warlock, spell component pouch from a necromancer, and unholy symbol from a negative channeler.
  • A sorc that uses the tremor bloodline ability to knock down foes that were running across the ceiling.

  • Grand Lodge

    3.5 Feral Human Druid "Shifter" (I think, the PHB2 replacement for Wildshape)

    RP was alot like Victor Creed and combat was, well combat was interesting. Heaps of Natural Armor and strength.

    Silver Crusade

    most of my most memorable characters were monks

    1- drunken master monk. that was a hoot (note, if your not taking a drink everytime your character does, your doing it wrong ;) )
    2-my monk of the empty hand, he was a cook and always fought with his frying pan :P


    My favorite character I've played is the character I'm currently playing through Skulls and Shackles, Kyuubi the Pirate-Ninja-Samurai-Cat. She's a (Kitsune Trickster,Scout)Ninja 4 / (Nitoujutsu Sensei)Samurai 4 Kitsune/Catfolk Hybrid.

    Kitsune/Catfolk Hybrid:
    She had a Kitsune mother and a Catfolk father (because why not) and gained her father's form and her mother's magic. This translated to catfolk ability score modifiers and natural form, kitsune magic racial traits and shapeshifting, a 1d4 bite attack in natural form, and switched the kitsune Acrobatic racial trait for a climb speed in natural form and a +2 climb bonus in human form. We had 25 point buy, so my stats were 16/16/12/13/8/16 (If it had been 20PB I would have gone with 16/16/10/13/8/14). My DM allowed me to take Force of Personality as a 1st level feat so I could use my CHA modifier for my will saves to make up for my low wisdom.

    Level 1 to 4 Ninja:
    She started out as a Ninja with the Kitsune Trickster archetype and the Scout Archetype (since they both can work with the Ninja). She primarily wielded a Katana. Her bite attack came in handy during water combat, and the climb speed was invaluable working in the rigging on the ships. Once we hit level 2, she started to become much more deadly, combining the Vanishing Trick ninja trick with three attacks on a full attack (our DM ruled that invis lasted through a full attack, and then broke after). At level 3, she gained Charm Person as a spell like ability 1/day from the Kitsune Trickster rogue archetype, and took Realistic Likeness as a feat, enabling her to mimic and charm her way past pirates. Level 4 she took the Offensive Defensive rogue talent and is now able to get sneak attack on charges due to the Scout rogue archetype, helping her get sneak attack damage without relying on invisibility or flanking. At this point, she's got lots of infiltration utility and very respectable damage with or without sneak attack by two-handing her katana, but we're just getting started...

    Level 5 to 8 Samurai:
    Level 5 she starts taking levels in Samurai with the Nitoujutsu Sensei archetype (3rd party, but has awesome flavor to it as a dual wielding swordsman). She takes the Fox Shape feat, but assumes the form of a tiny cat similar to a Margay with 1d3 bite, 2 1d2 claw, pounce, scent, and 40ft move speed / 30ft climb speed. She also gains bonuses to hit with her katana and wakizashi (wakizashi being a gift from the samurai who trained her prior to taking levels). Add in Challenge for some "TONIGHT, YOU!" action, Resolve for some useful tools, and Honor gained by fighting in the name of her captain, and the fun begins. Level 6 she gains two weapon fighting as a bonus feat, and level 7 she takes Improved TWF and gains a Samurai's Weapon Expertise with the katana and wakizashi (quickdraw, +2 to confim crit). At level 8 she gains Swift Warrior, which grants a +10ft bonus to movement and a +2 bonus to initiative. Now she's got huge damage potential with two weapon fighting and challenge combined with sneak attack and invisibility, and great infiltration and stealth with a tiny cat form (+8 to stealth yes please). Her tiny cat form also has pounce, which can be used with a ninja's ki attack for an extra attack, resulting in 4 attacks on a charge all with sneak attack due to the Scout archetype and challenge as a samurai, with a 100ft charge distance. But this is just the beginning...

    Coming Soon:
    Level 9 - Swift Kitsune Shapechanger feat to shapeshift as a swift action
    Level 10 - Forgotten Trick ninja trick (get a ring of ki mastery to reduce the cost to 1 ki point, and you can grab combat feats for a few rounds by spending ki using the combat trick ninja trick), Light Steps (run on water)
    Level 12 - Able to take Vulpine Pounce with Forgotten Trick or retraining level 11 feat (this is the big one, which is pounce on charge with improved two weapon fighting, challenge, and sneak attack; I can sit on my captain's shoulder in tiny cat form and shapeshift pounce on someone in a surprise round and full attack)
    Level 14 - Invisible Blade advanced ninja trick (greater invisibility lasting 10 rounds yes please), HALF the DC of all acrobatics checks made to jump (50ft move speed w/ boots of striding and springing, +28 acrobatics, she can't fail to long jump max distance or jump vertically 14 feet)

    She has a whole bunch of fun tools for infiltration, deception, and stealth, and plenty of combat strength with different means for getting sneak attack and raw damage from strength and challenge. She happily serves under her captain, and prides herself in being his "shadow" always around and ready to pounce (quite literally) on anyone should her captain order her to do so. She's can be very charismatic, but prefers to sit back and assist her captain in any social encounters. Her damage potential when you combine improved two weapon fighting, challenge, and strength is no joke, and adding sneak attack increases it further. She's been a blast to play.

    I'll also note that my captain (and the most experienced member of our group) is equally ridiculous as a Cleric 6/Master of Storms 2 Undine with stupidly high diplomacy, profession sailor, and perception, can swim as fast as our ship, had 8 CON, and has been nearly untouchable all campaign. Our gunslinger is damage-incarnate, crits at least once a session, and has done triple digits multiple times before level 7. Our wizard rebuilt as an arcanist is short fused, blasts everything, and crafts all sorts of wonderful toys.

    Highlights from the Campaign thus far:
    - our party full cleared the end dungeon prior to the climax of the first book of Skulls and Shackles in 20 rounds, before my captain's Shield of Faith ran out. He cast it, and we PIRATE-TRAIN-HAS-NO-BREAKS rushed and exterminated everything in the caves before it ran out.
    - 1-rounded one of the two NPC bosses at the climax of the first book with a non-lethal full attack at level 3. the quote "Everyone stay calm, we are taking over the ship," perfectly describes how the whole climax went down
    - I have been catapulted onto an enemy ship we were trying to capture and disabled their ship so our ship could catch up (catapult + tiny cat form = CATapult; had Boots of the Cat so I took min fall damage always)
    - had deep platinum metal alchemically bonded to my Katana and Wakizashi, giving them a on hit and on crit effect similar to seasickness (DC13+1 per additional hit fort save or sickened for 1 round, DC16+2 per additional crit fort save or nauseated for 1 round)
    - our gunslinger and I 1-rounded an Advanced Poisonous Manticore (granted our arcanist used named bullet on his shot, I just flew up and challenged, charged, and crit for the killing blow)
    - at level 7, did over 50 damage in tiny-cat form after charging across 80ft of rooftop and pouncing on a sharpshooter (bite, bite, claw, claw, all with 2d6 sneak attack and +3 from challenge)
    - I survived getting dropped to 1 CON by a jellyfish (yes, 1 CON. luckily we were level 7 so our captain had restoration)
    - I got destroyed by a huge lightning elemental during the climax of the 3rd book, and became the first death of the campaign (luckily our captain cleric hit level 9 so he revived me later)
    - also at the end of the climax of the 3rd book (i was dead) our captain held the wheel of the ship while tanking two stalkers as our arcanist repeatedly fireballed the back of the ship trying to kill them, and lived

    I will note that there's been a lot of discussion and working with our DM for our characters, and he's been ruling more for fun than anything. This character has a lot of crazy tools, but nothing is game-breaking (yet). Always talk a lot with your DM if you've got some wild and crazy ideas like hybrid races or 3rd party stuff.


    Wow, so many responses, almost too many to reply to. i see alot of monks saying they have fun, which brightens my day because all i ever hear about monks is how sub-optimal they are, i see alot of people enjoying manuevers, and a few playing the wrong game entirely. some of these look like alot of fun, and ill add those that arent too outlandish (im looking at you kbro) to my list, keep em coming this is turning out to be a very fun thread!


    I should learn to time my bumps better (stares at 3 AM self)

    Dark Archive

    My most fun & favorite character so far is my PFS Oni-Spawn Tiefling Monk Hungry Ghost Monk, Qinggong Monk). He can do a ton of stuff and super versatile. My concept is a Chelish street monk whose martial arts is derived from devils. Pretty much like Rattovan, but a monk. Cheliax, Empire of Devils is essential for my build.

    At first level I took the racial traits Prehensile Tail and Scaled Skin. My first level feat was Armor of the Pit. He has a good AC at first level with his monk wisdom bonus and +2 natural armor plus energy resist 5 Resist cold 5, electricity 5, fire 5. With mage armor, my AC was in the low 20s.

    My traits are Accelerated Drinker and Fiendish Presence (Diplomacy becomes a class skill, good for organized play). The trick, however, is Prehensile Tail + Accelerated Drinker. This allows you to put a potion into your hand as a swift action, the next round when you start with a potion in your hand, you can drink it as a move action. Because I'm a monk I can fill my hands with potions and attack with any part of my body— lots of headbutts and punishing kicks. I also wear 2 bandoliers to hold 16 potions. I give my wand of mage armor to a buddy, but when not mage armored before combat, I can quaff potions of mage armor. I drink lots of potions of infernal healing, but keep variety of potions for many situations, like jump, touch of the sea, ki arrow, shield of faith, vanish, protection from evil. Alter self, from Oni-kin, has also been a huge boon. Need a swim speed? No problem.

    For my level 3 feat I took Belier's bite, which adds 1d4 bleed to unarmed strikes.

    At level 4, I got a ton of ki point, and really pushed him over the edge for an mind blowing character.

    Here is what my character currently looks like at level 5:

    Zungaron tha Ghost
    Male Oni-Spawn Tiefling Monk (Hungry Ghost Monk, Qinggong Monk) 5
    LN Medium outsider (native)
    Init +2; Senses darkvision 60 ft.; Perception +12
    --------------------
    Defense
    --------------------
    AC 19, touch 17, flat-footed 17 (+1 Dex, +2 natural, +1 dodge, +5 untyped)
    hp 43 (5d8+15)
    Fort +6, Ref +5, Will +8
    Defensive Abilities evasion; Resist cold 5, electricity 5, fire 5
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Melee club +7 (1d6+4) and
    . . javelin +3 (1d6+4) and
    . . masterwork cold iron temple sword +8 (1d8+4/19-20) and
    . . nunchaku +7 (1d6+4) and
    . . unarmed strike +8 (1d8+5+1d4 bleed)
    Special Attacks flurry of blows, ki strike, magic, steal ki
    Spell-Like Abilities
    . . 1/day—alter self
    . . —barkskin (self only, 1 ki)
    . . —true strike (self only, 1 ki)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 12, Con 14, Int 10, Wis 19, Cha 7
    Base Atk +3; CMB +9 (+11 grapple); CMD 24 (31 vs. grapple)
    Feats Armor of the Pit, Belier's Bite, Dodge, Enforcer, Improved Grapple, Improved Unarmed Strike, Punishing Kick
    Traits accelerated drinker, fiendish presence
    Skills Acrobatics +5 (+9 jump), Climb +10, Diplomacy +3 (+6 vs. Hellknights), Disguise +0, Escape Artist +6, Intimidate +9, Knowledge (history) +4, Knowledge (religion) +5, Perception +12, Sense Motive +9, Stealth +5, Swim +8
    Languages Common, Infernal
    SQ ac bonus, fast movement, ki defense, ki pool, maneuver training, monk vows (vow of celibacy, vow of cleanliness, vow of fasting, vow of truth), prehensile tail, unarmed strike
    Combat Gear oil of magic weapon, origami swarm, potion of cure light wounds (2), potion of cure moderate wounds, Potion of Darkness, Potion of Infernal Healing (x3), potion of jump, Potion of Ki Arrow (x2), potion of mage armor, potion of protection from evil, potion of sanctuary, potion of shield of faith +2, Potion of Vanish, wand of infernal healing (50 charges), wand of mage armor (15 charges), alchemical grease, alchemist's fire, alkali flask, antiplague, antitoxin, caltrops (2), holy water, oil, pellet grenade, cold iron, tanglefoot bag; Other Gear club, javelin (3), masterwork cold iron temple sword, nunchaku, amulet of mighty fists +1, caltrop bead, elixir of hiding, elixir of vision, headband of inspired wisdom +2, ioun stone (dusty rose prism, cracked), ioun stone (pale blue rhomboid, cracked), ioun stone (pink and green sphere, cracked), ioun torch, ale (per gallon), auroch’s breath, backpack, bandolier, bandolier, belt pouch, cheese (2), grappling hook, maple syrup (per jar), meat (2), piton (5), sack, silk rope, - custom container -, - custom container -, torch (3), 2 SP, 5 CP
    --------------------
    TRACKED RESOURCES
    --------------------
    Alchemical grease - 0/1
    Alchemist's fire - 0/1
    Alkali flask - 0/1
    Alter Self (1/day) (Sp) - 0/1
    Antiplague - 0/1
    Antitoxin - 0/1
    Caltrop bead - 0/1
    Club - 0/1
    Elixir of hiding - 0/1
    Elixir of vision - 0/1
    Holy water - 0/1
    Javelin - 0/3
    Ki Pool (Su) - 0/10
    Maple syrup (per jar) - 0/1
    Oil of magic weapon - 0/1
    Origami swarm - 0/1
    Pellet grenade, cold iron - 0/1
    Potion of cure light wounds - 0/2
    Potion of cure moderate wounds - 0/1
    Potion of Darkness - 0/1
    Potion of Infernal Healing (x3) - 0/1
    Potion of jump - 0/1
    Potion of Ki Arrow (x2) - 0/1
    Potion of mage armor - 0/1
    Potion of protection from evil - 0/1
    Potion of sanctuary - 0/1
    Potion of shield of faith +2 - 0/1
    Potion of Vanish - 0/1
    Punishing Kick (Push 5') (5/day) (DC 16) - 0/5
    Tanglefoot bag - 0/1
    Torch - 0/3
    Wand of infernal healing (50 charges) - 0/50
    Wand of mage armor (15 charges) - 0/15
    --------------------
    Special Abilities
    --------------------
    AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
    Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
    Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

    Alchemical Power Component
    Like antiplague, this substance can augment certain healing spells.
    Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
    Armiger +3 to Diplomacy vs Hellknights.
    Auroch’s Breath Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.
    Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
    Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
    Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
    Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
    Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
    Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
    Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
    Maneuver Training (Ex) CMB = other BABs + Monk level
    Potion of Darkness Add this item to create a potion of a chosen spell.
    Potion of Infernal Healing (x3) Add this item to create a potion of a chosen spell.
    Potion of Ki Arrow (x2) Add this item to create a potion of a chosen spell.
    Potion of Vanish Add this item to create a potion of a chosen spell.
    Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
    Punishing Kick (Push 5') (5/day) (DC 16) You can push or knock down an opponent with an unarmed attack.
    Steal Ki (Ex) If you confirm a critical or reduce a living enemy to 0 HP or less, restore 1 Ki point.
    True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
    Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
    Vow of Celibacy (+1 Ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
    Vow of Cleanliness (+1 Ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
    Vow of Fasting (+1 Ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. Th
    Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
    Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
    Wand of mage armor (15 charges) Add this item to create a wand of a chosen spell.
    --------------------
    ALTER SELF
    School transmutation (polymorph); Level bard 2, sorcerer/wizard 2
    Casting Time 1 standard action
    Components V, S, M (a piece of the creature whose form you plan to assume) Range personal - Target you
    Duration 1 min./level (D)

    When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

    Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

    Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.


    hmm, never thought id see a potion-focus monk build, might be interesting to combine with the style feats that want you to provoke AoO's like Panther Style. grab a potion, drink it to provoke AoO's the go off on them when they do. unfortunately i have a fetish for Oath of Poverty monks, so this isnt probably something ill do. seems like itd get pretty expensive too, carrying around a billion potions, what if someone targets your bandolier with a sunder, or hits your Alchemists Fire's? then you pretty much just explode in a chain reaction, glass only has like 1hp/inch of thickness.

    Sovereign Court

    Meattroller - (Meat-TROLL-er) is an old friend, he's taken on maybe forms in various campaigns, and I add things that happen to him to his personality quirks....

    He's a half-orc, and a shining beacon of naive goodness, hyper protective of his friends. He usually follows one party member around like a puppy dog (great fun when its the rogue trying to be sneaky)... he has a tree in his backpack he talks to constantly, loves gnomes, and is afraid of cows.

    The PFS version is a barbarian Invulnerable Rager, with nearly all his feats and traits going to crack out his will save so when the wizard tries to fear or dominate him he laughs and puts the wizard in a headlock.


    . for interest


    A 3.0/houserule character, Fighter/Cleric/Ranger/Paladin/Warrior/Aristocrat/Expert/Rogue. The NPC classes had been expanded to make them more like PC classes. BABs were also fractional (rounded down) so all the 3/4 BABs actually contributed to the overall BAB. Standard Feats and Stat Pushes could be taken as either, Bonus Feats had to be taken as Feats though.


    that sounds... incredibly complicated. what did you do? like, what was your goal with the character, how did he fight, what was his schtick?


    Right now I'm playing an arcane archer. 16 ranger/1 wizard/3 arcane archer. Does some pretty decent damage, especially when you enlarge yourself and cast gravity bow.

    Using a horse as an animal companion, it's a blast to ride him and reign hell on those who oppose you. Plus, what's really fun is to attach harpoon ropes to the saddle. Then you throw them at opponents. You could have around 5 dudes being dragged by your horse! At this point, you could cast some spells like spike growth and drag them over it. Or just impale them with tons of arrows. Doin' some damage while taking dudes outta the fight!


    Dont have a hell of a lot of experience, but my current character (a magus) is a blast. Mechanically, it relies on the tried & true dervish dance & spellstrike. But I've made him an extreme crafter (both mundane & magical) and pushed his personality as a "rennaissance man", both as comfortable in a library, a workshop & on the battlefield. Possibly a little insane. I have a butt load of small mechanical contraptions to help me out (I LOVE clockwork spies), and our gm is super-generous, so all the players have got custom races, can research spells if they want. It's a blast, and I've really been able to devellop this guy a lot. I'm kinda worried because the GM has been suggesting it's going to be my character's turn to suffer soon...

    Otherwise, I had a surprising amount of fun with the PFS samurai pregen.

    Sovereign Court

    1 person marked this as a favorite.

    I have two characters I've loved. Both PFS characters and a ton of fun in combat and role - playing.

    One is an Ifrit Bard with the Arcane Healer archetype. He is a complete fraud but very few notice it with his high CHA. He is posing as a Cleric of the god Bob. He preaches the faith any chance he gets.

    He very much is a caster bard with spell focus (Evocation) and Spell Penetration feats. Ear Piercing Scream is his go to damage spell. He also uses Extra Channel, Selective Channel and Exalted of the Society for his Channels. He's a lot of fun to play.

    The other is a Bard/Gunslinger. I only made him because someone said Gunslingers were not OP and I bet them that with 1 level of Gunslinger I could make a broken character. I gimped him further by having him dual wield a Sword and Pistol. He is crazy broken but he's a pirate and a lot of fun to play.

    I took the WTF feats and Sword and Pistol, though in hindsight Deft Shootist was a better path, though now I can take AoO with my pistol. Either way, he is a terrible cad who loves alcohol and attractive men who know how to keep their mouths shut.


    Why did you go so deep into ranger with so little investment in arcane archer, mechanically what was the benifit? i dont mean to criticize, its just that my own arcane archer build is like... 3fighter/7sorc/10 arcane archer.

    williamoak i am constantly surprised by how often i see you on the forums compared to how little you actually play xD i like the magus class, while it feels just a tad overpowered in the mid range its alot of fun to play and has some unique out of combat capabilities, that said ive both played them and seen them played enough that i dont think ill put it on the list of classes im considering, which currently has a Turtle-riding Cavelier, a Ranged Paladin, my Scythe Fighter posted above, a bloodrager, a natural weapons-focused Bear Druid, a couple different monk builds (one tetori, one flowig/quinggong) and a Conjuration Wizard focused on letting his minions (the rest of the party) do all the heavy lifting while he tosses out a few buffs and battlefield controls.

    EDIT: an autocorrect error in a text message with a friend brought up a silly, yet fun sounding wizard who goes universalist and focus's on learning as many languages as he can, then correcting people's grammar in said languages every time the opportunity arises.


    Soul wrote:

    Why did you go so deep into ranger with so little investment in arcane archer, mechanically what was the benifit? i dont mean to criticize, its just that my own arcane archer build is like... 3fighter/7sorc/10 arcane archer.

    williamoak i am constantly surprised by how often i see you on the forums compared to how little you actually play xD i like the magus class, while it feels just a tad overpowered in the mid range its alot of fun to play and has some unique out of combat capabilities, that said ive both played them and seen them played enough that i dont think ill put it on the list of classes im considering, which currently has a Turtle-riding Cavelier, a Ranged Paladin, my Scythe Fighter posted above, a bloodrager, a natural weapons-focused Bear Druid, a couple different monk builds (one tetori, one flowig/quinggong) and a Conjuration Wizard focused on letting his minions (the rest of the party) do all the heavy lifting while he tosses out a few buffs and battlefield controls.

    I love the game, but I also have my studies to take care of (graduate student) so of course actual games are hard to organise. But it's so easy to make a comment here & there on the site that I cant help myself.

    I'm currently playing one game (with magus), running one game (an all dwarf campaign, and one of the players fighting with "dwarven battle bread", the other is a "sword saint" samurai refluffed as a "hammer saint"), and I'm prepping a "heist" mini-campaign for some PFS friends. All this & I only really started TRPGs (and pathfinder) about 6 months ago.

    I keep busy lets say.

    As for magus power, it's power varies a lot. If you're facing something without spell resistance, you are a murderbeast. Otherwise, you pretty much fall flat one your face. I'll admit to having one-shotted (through massive damage rules) 2 CR=APL+2-3 creatures (I think). Though I genrally only try this if i feel the party is in serious trouble. My general (reliable) strat is just to wade in behind the party tank (an eidolon), strike here & there with lunge. Or use spells like dim door, force hook charge, and blade dash to zip around the battlefield. It's marvelous!


    the good part, in my mind, about the magus is that their peak in power is, like i said, the middling levels between 5 and proabably 11, which means that you'll be strong more thank half your PFS career. this applies to gunslingers too, except their power peak is mid levels 1-20, and they're strong always. f***ing shooty-shooty-bang-bangs...

    Sczarni

    I am really loving my human reach cleric lately. So much DPS and full caster. There are a ton of threads on the subject, and an amazing guide, so I will omit the build, but mmmm.... tasty.

    Other than that, I love my 20 charisma Diplomancer Sylvan Sorcerer and devoted follower of Arshea.


    seen alot of reach characters in the last few months, it was like all of a sudden everyone else realized how epic reach weapons were and all had to race to play one. ive no problem with reach weapons, but its a little boring IMO. plus, im not looking for characters that are super-super optimized for combat alone, if your favorite characters best selling-point depends on a certain type of weapon or optimization thats fine, but i like characters that people are going to talk about.

    "dude, remember when that blind/deaf oracle killed the BBEG with a bop on the head from a lantern? that was HILARIOUS."
    "yeah, and remember when that tiny little halfling girl tripped that HUGE ASS DRAGON?! ahahahah!

    unfortunately through the same token ive heard:
    "hey, arent you the inquisitor that died 5 times in a single mission?! AHhahahaha how do you manage that?!"


    I played a half-dragon lizardfolk-kin thing (it was a large creature) hexblade in an epic campaign. He was a black dragon named Fuquonix and I played him entirely in my really terrible fake Michael Clarke Duncan voice, it was pretty awesome.

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