I'm attempting to make an Alpha striker mega tank, any advice?


Advice


So i'm looking at potentials to being as unkillable, and damaging as possible with no worry about any other potentials or utility. I just want to be a survivor and a murder machine.

Now i'm not trying to be a traditional tank, as i'm not doing this to protect the party (Evil campaign) I'm actually just trying to cover my bases for the event of being inevitably betrayed or left alone to fend for myself.

I'm thoroughly considering Orc as a race, with some sort of heavy armor and archery build (Along with the whole ferocity chain)

I've just suffered grievously due to the poor choices of my party mates (TPK as a result of someone just revealing that we were carrying priceless artifacts thinking it'd be funny to worry me) and intend for that to never happen again.

All first party content is allowed.


Without knowing any of the details, I'd say go with a Dwarf Cleric Archer if you want to be a heavy-armored archer with high survivability. The only problem is that this will cost you a ton of feats, so it will only come into its own at high levels.

- Be sure to attend the First United Church of Whatever Deity Grants Longbow Proficiency.
- Load up on Strength, Wisdom, and Constitution.
- Channel Smite + Guided Hand lets you use Wis instead of Dex for ranged attack rolls, to get around Max Dex limitations of heavy armor.
- A one-level Fighter dip to nab Heavy Armor Proficiency and one other feat: You will need it.
- The standard Archery feats - Point Blank Shot, Precise Shot, Rapid Shot, and Deadly Aim ASAP.
- Power Attack if you want to be able to fight in melee.
- Steel Soul to improve your save bonuses against Spells, SLA's, and poison. Take the Glory of Old trait to improve them by a further +1.
- As you qualify, take the more advanced Archery feats - Manyshot, Improved Precise Shot, and Clustered Shots.


Don't forget that scabbard that can make your weapon +4 for one round. It'll save your life against summoned outsiders with the enhancement bonus / metal type bypass rules.


Start level? Expected end level?


This thread has wonderful tips and even a build.


Human or Half-Orc Invulnerable Rager Barbarian with Supersition, Beast Totem, Spell Sunder, and Come and Get Me. Use the Human favored class bonus for superstition (which Half-Orcs or Half-Elves have access to). Pick up a Furious Courageous Nodachi and use Power Attack.

Your Saves will be impossibly high, your HP pool will be huge. Any melee attacker will take an AoO for every attack they make against you.


sorry for the response delay i went out of town

Pupsocket wrote:
Start level? Expected end level?

4/8-12 (My group usually overcomes all but the most thought out challenges after level 7 or so)

Claxon wrote:

Human or Half-Orc Invulnerable Rager Barbarian with Supersition, Beast Totem, Spell Sunder, and Come and Get Me. Use the Human favored class bonus for superstition (which Half-Orcs or Half-Elves have access to). Pick up a Furious Courageous Nodachi and use Power Attack.

Your Saves will be impossibly high, your HP pool will be huge. Any melee attacker will take an AoO for every attack they make against you.

that's tempting, though i just got notifies we're all applying the undead template 0.0

WHAT DO


The above mentioned barbarian build due to Undead Template. Rage cycle alot due to being immune to fatigue. Could even go rage prophet since Charisma will be an undead stat.


Undead are immune to Morale bonuses, and thus can get the bonuses to Strenght and Constitution(though the Con was gonna be out anyway).


What do you think of this?

Half Orc, Sacred Tattoos, Chain Fighter, Bullied, Indomidable Faith

Acquire a Mindsight Circlet and/or a Blindman's fold. Maybe a Wand of Echolocation. Acquire an Eversmoking Bottle. You will make everyone, friend and foe alike, even yourelf, blind, but those magic items will let you function nicely while blind. Enjoy a 50% Miss chance.

Make or have made an Intelligent Item that can Dimension Door you. When someone else DimDors you, you can still take your full actions.

1Cavalier1: Order of the Penitent, Mount, Tactician, Challenge, Paired Opportunist, Dodge

I know it's an Evil Campaign, but there's nothing that says you can't be evil and preserve life as much as possible. Keep your enemies alive and torture them.

2C1Monk1: Master of Many Styles, Snake Style, Monk Weapons, Unarmed Damage 1d6

MOMS Monks don't get Flurry of Blows anyway, so you can still wear your armor.

3C1M2: Evasion, Snake Fang, Combat Reflexes

Now you have an Attack of Opportunity trigger, and with Paired Opportunist and Tactician, you can get your Evil Brothers to stand by your side because you are giving them bonuses. I designed this build to be a PFS Character, so with a 25 point buy, I have her ST 14 and Dex 16, so that is 5 extra attack/round, and the DPR is

1d8+2&5(1d6+2) = 34

Not bad at all for level 3.

I like Evasion, so I like Mithril Steel Lamellar Armor.

4C1M2Fighter1: Archetype, Unarmed, Panther Claw

Her Wisdom is 14, so that is 2 more attacks/round.

5C1M3F1: Maneuvers, Still Mind, Monastic Legacy (unarmed damage 1d8)
6C1M3F1Alchemist1: Vivisectionist, Extracts, Mutagens, Sneak Attack 1d6
7C1M3F1A2: Tentacle, Weapon Focus Tentacle
8C1M3F2A2: Feral Combat Training Tentacle, Save vs Fatigue +1

With Feral Combat Training, not only does the Monk Unarmed Damage, now 1d8, apply to the Tentacle, but she can also use that Tentacle for the Attacks of Opportunity, the Immediate Action Attack, and the Free Action Retaliatory attacks. With the Grab ability, she can start a grapple with every one of those attacks and release them as a free action. Why do this? Armor Spike damage, of course! So each of your 8 tentacle attacks/round may be accompanied with Armor Spike Damage 1d6 + bonuses, say +1 armor spikes and +4 for St. (mutagen) The DPR is

8(1d8+4+1d6+4)=88.

This assumes you are not getting your Sneak attack damage. If you do, you get +1d6 for both your tentacle and for your armor spikes, so that is

8(1d8+4+1d6+4+2d6)= 144

9C1M3F2A3: Swift Alchemy, Poison Use, Poison Resist, Sneak Attack 2d6, Improved Natural Attack Tentacle

Your tentacles will inflict damage as if you were 1 size bigger, from 1d8 to 2d6, a little more than +20 Damage/round. A PFS Character can only get INA via 2 levels in Ranger, which isn't so bad. Freebooter gives you and your allies +1/+1 at level 1, and you can use wands with Ranger Spells. You can use a Wand of Strong Jaw and do an extra 1d6/attack.

10C1M3F2A4: King Crab Tumor Familiar

Even though you haven't taken Improved Grapple yet, your GMB should be respectable. The Tentacle gives you +4, and the King Crab gives you +2. My favorite Level 2 Alchemist Extract is Alchemal Allocation. Use Share Spells to have your Familiar cast Alchemal Allocation, then have it use a Potion of Shield Other to protect you. At this point, my character would only have 77hp, with a Con of 14, and the familiar 38, but with Shield Other half the damage goes to Dia Zerva (the character), and the other half to Amber Rayne (the Familiar). It's not quite as good as having 100hp, but almost, and because the Familiar is a Tumor, it gets Fast Healing 5 while attached to you.

11C1M3F2A4Inquisitor1: Judgement, Luck Domain, Stern Gaze, Monster Lore, Mobility

The bonus attack from Panther Claw depend on provoking attacks of Opportunit by moving out of threatened squares. You should probably take Mobility sooner.

12C1M3F2A4I2: Cunning Initiative, Tracking
13C1M3F2A4I3: Solo Tactics, Precise Strike, Improved Grapple
14C1M3F2A4I4: Judgement 2/day
15C2M3F2A4I4: Expert Captor, Greater Grapple
16C2M3F2A4I5: Bane, Descern Lies.
17C2M3F3A4I5: DR/lethal, Potion Glutton

I just learned about Potion Glutton. It's in Inner Sea Gods. It lets you drink potion or any potable as a swift action. So, say I want to wrestle with a Balor Demon. I cast True Strike on myself (probably with a Wand), have my armor DimDor me to it then initiate a Grapple as a standard action at an extra +20, then use Potion Glutton to pound an Extract of True Strike as a swift action for a +20 again, tying up the Balor Demon as a Move Action. Now all you need is strong enough rope...

18C2M3F4A4I5: Combat Expertise
19C2M3F5A4I5: Weapon Training Unarmed, Improved Dirty Trick
20C2M3F6A4I5: Quick Dirty Trick, Save vs. Fatigue +2

Dirty Trick can be used to make your opponents Blind, Deaf, Anosmic, or whatever, securing your ability to get your precision damage.

So, I have just shown you how to get a DPR greater than 100 by level 8, have a decent AC, a 50% miss chance, and something nearly as good as Fast Healing 5.

What is the Final DPR?

8[2d8+4+1d6+5+2d6(bane)+6d6(precision)]= 8(2d8+9d6+9)= 396

It is a very complicated build, so because of that, and the awesomness, you won't just be a Tank, you'll be an American Tank!


There's always the classic FuelDrop Tank. Long story short it's a wizard in a flying steel box. As you level up you keep upgrading the box with stuff like permanent invisibility and remote activated runes. I suggest a small character in a medium box.


Dustyboy wrote:

So i'm looking at potentials to being as unkillable, and damaging as possible with no worry about any other potentials or utility. I just want to be a survivor and a murder machine.

Now i'm not trying to be a traditional tank, as i'm not doing this to protect the party (Evil campaign) I'm actually just trying to cover my bases for the event of being inevitably betrayed or left alone to fend for myself.

I'm thoroughly considering Orc as a race, with some sort of heavy armor and archery build (Along with the whole ferocity chain)

I've just suffered grievously due to the poor choices of my party mates (TPK as a result of someone just revealing that we were carrying priceless artifacts thinking it'd be funny to worry me) and intend for that to never happen again.

All first party content is allowed.

We ran an evil campaign recently (Way of the Wicked) and we had a character similar to that. It was a Tiefling (Demonborn) who was a Paladin of Asmodeus - Lawful Evil instead of Lawful Good but built exactly the same way.

He took Oath of Vengeance and lots of Lay on Hands feats. The Tiefling FCB that improves the effectiveness of Lay on Hands made him almost impossible to kill and he always had plenty of Smites with which to hammer Good creatures... closest thing I've ever seen to what you're describing. He was a very well-built character and was incredibly effective.

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