Need helps with building best lvl 5 character for 1on1 combat


Advice


I need a build for the strongest lvl 5 character for 1on1 combat in your opinions. But there're some restriction.

1. Can be any race/class/archtype but character lvl is 5
2. Have only 10,000 Gold to buy any stuff but no wands,staff
3. Do not have any traits
4. Do not have to mind about role playing stuff
5. Cannot set up every thing before battle, need to start buffing or not after initiative

This is what this character needs but I want some more stuff.
1. Able to handle characters that can fly
2. Able to handle lvl 5 caster with save or die spell
3. Have more than 65 HP

Does anyone have some advice or build. Thanks.


Are you allowed to take the Additional Traits feat?


5 is a sweet spot for Gunslingers. A musket master can be quite deadly at that level.


notty235 wrote:

This is what this character needs but I want some more stuff.

1. Able to handle characters that can fly
2. Able to handle lvl 5 caster with save or die spell
3. Have more than 65 HP

Does anyone have some advice or build. Thanks.

1. Ranged attacks

2. Good Saves
3. Toughness, Favored Class bonus, Constitution

My suggestion is a Dwarf
-Bonus to Con and Wisdom -> +1 to will and fort saves, what is what save or suck spells target
-Also get a +2 bonus to saves vs. spells and spell-like abilities.
-I think they even get access to a feat the adds another +2 to teh racial ability.
-The +2 to con gets you 5 points closer to your magic 65 HP.

My suggested class is:
Monk - Zen Archer
-Monks get great saves.
-Zen Archer can use Wisdom instead of dex for attack rolls.
-With d8 HD you will have to work to get 65 HP. Assuming average rolls, favored class going to HP, and the toughness feat you still need a 16 con (after the +2 racial bonus). Without toughness...ehhh...18 con...hard to do even with the racial bonus.

Alternate classes:
Ranger or Fighter.
-With d10 HP they don't need toughness to hit 65 HP.
-5th level cap works against martial classes because they are so close to their 2nd attack and probably favors the prepared casters who have their 3rd level spells. That said Fighters get weapon training which is nice. Rangers get a couple of spells and their 2nd favored enemy. If you know the race of your opponent having a +4 TH and damage is AWESOME!.
-both have weak will save, so might be worth trading that Toughness feat you didn't have to take for Iron Will.


With 10,000 gold, I think it is easy to reach 30AC++, which is pretty hard to hit for any that is not targeting your touch.


Play a dwarven druid, take steel soul for a +4 against all spells and SlA's.

If you need to fly you can use wild shape. However, I recommend going for something with grapple.

Focus on buffs for for your spells, stuff like magic fang, resinous skin, barkskin etc. this will help save money on gear.

For your gear just focus on the staples like cloak of resistance, ring of protection and if you want to skip magic fang an amulet of mighty fits is always cool.

Sovereign Court

1/2 elf synthesist

Extra evolution x2
Improved Init.
Skill Focus (Perception)

FCB: Extra Evolution

Spells include:

Mage Armor, Shield, Lesser Rejuvenate, Enlarge Person, Bull Str, Glitterdust

Claw Eidolon:

Evolutions: 11 points

Flight, magic (4)
Extra Claws (1)
Improved Damage (1)
Energy Attacks (2)
Strength Increase (2)
Reach (1 pair of claws) (1)

Gear:
Amulet Mighty Fist+1
Belt: Dex+2...though Str or Con are good

I made one like this:

Full Attack:
Base:

4 * +10 1d6+6+1d6 energy damage

AC: 21

HP: ~40, Eidolon ~40

Flight: Perfect 40' (Fly Skill +19)


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Human Cleric 5
Domains: It really doesn't matter
Negative channeling, rulership variant channeling
1: Channel Ray, Improved Channel
2:
3: Ability Focus (channel energy)
4:
5: Quick Channel
Spells Prepared:
Summon Monster I, Summon Monster II, Summon Monster III

Tiefling (Asura-Spawn) Pistolero 1/Trench Fighter 4
Prehensile tail alternate racial trait
1: Rapid Reload (double-barreled pistol)
2: Rapid Shot
3: Grasping Tail, Two-Weapon Fighting
4:
5: Deadly Aim, Weapon Specialization (double-barreled pistol)


Avoron wrote:
Are you allowed to take the Additional Traits feat?

Nope TT


Thanks to everyone!!
By the way you can also handle the things I told by using potion or others stuff too.


OilHorse wrote:

1/2 elf synthesist

It is interesting. But how can I survive for 1 minute to fuse with my eidelon.(If fuse eidelon have same casting time as summon eidelon)


For melee, a natural attacker is pretty great at level 5, as they'll be getting more attacks than anyone else. Be a half-orc for a bite attack, then take take a bloodline (or rage power) that gets you claws.

You can also make a pretty beastly mage-killer with a Primalist Untouchable Rager with Superstitious (and Beast Totem.)

Only problem is fliers are hard to deal with. You can carry a bow, though.

Silver Crusade

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Here's a rival to Avoron's ultra-munchkin suggestion:

Start as a small-race level-one Dual Cursed Heaven's Oracle. Spend a feat to get both required Revelations (Awesome Display & Misfortune). Multiclass and take one level as Aboron's suggested Hangover Cleric (Rulership) including the Animal and Travel domains. Now take three levels of Sylvan Sorcerer, so you get Color Spray and never run out. Get the Boon Companion feat for a full animal companion, preferably something that flies. So this obscenity is a multiclass Oracle-1/Cleric-1/Sorcerer-3 . This 5th level caster uses only 1st level spells and class abilities, but they are quite enough.

Here's how to win most duels:

Hold back your full animal companion as a personal defender. Ideally it administers the coup de gras. Get close to the foe, but not too close. You are a capable fast flyer.

Zap once with your best amped-up super-duper Focussed Spell metamagic Awesome Display Color Spray. If they make the high-DC (can be around DC 20) Will save they experience Misfortune and must roll again. If that didn't work, channel Rulership as a Move action and force another save. All save DCs are Charisma based, and yours is high. They must make several consecutive saves to even have a chance.

You also have a full animal companion. So not a slouch at melee. So you still have a chance (e.g. Truestrike Trip by your AC) to stop a beefy martial who makes three lucky saves. Each round you force a save-or-die and a save-or-daze, while you and your mount fight as a team using defensive stalling tactics.


That's quite excellent, Magda.
But if total melee is more your style, why settle for three attacks when you can have 8? 6 primary, 2 secondary.

Rageborn Skinwalker Invulnerable Rager Barbarian 2/Vivisectionist Alchemist 3
1 (Barbarian): Power Attack
2 (Alchemist):
3 (Alchemist): Feral Mutagen, Extra Discovery (Vestigial Arm)
4 (Barbarian): Beast Totem
5 (Alchemist): Extra Discovery (Vestigial Arm)
You are allowed to exchange your primary and off-hand unarmed strikes for your Vestigial Arm claws attacks.

This gives you
Bite/Claw/Claw/Claw/Claw/Gore/Hoof/Hoof

Sovereign Court

notty235 wrote:
OilHorse wrote:

1/2 elf synthesist

It is interesting. But how can I survive for 1 minute to fuse with my eidelon.(If fuse eidelon have same casting time as summon eidelon)

Why would you not have the Eidolon out already?

It is an integral part of the class. Does a prepared caster need to memorize spells to have them?


If you have an infinitely large battlefield you could go all Mongol horse archer on your enemy. Get a fast mount, a bow, vast numbers of arrows, and try to keep a few hundred feet gap at all times. It's a slow way to win but it can be really hard to beat.

Grand Lodge

Quote:
You also have a full animal companion. So not a slouch at melee. So you still have a chance (e.g. Truestrike Trip by your AC) to stop a beefy martial who makes three lucky saves. Each round you force a save-or-die and a save-or-daze, while you and your mount fight as a team using defensive stalling tactics.

If only the Roc was large by 5 for the Grab ability to take martials up and drop them. But sadly he isn't....what pet do you recommend for level 5?

And for the small race you mentioned wouldn't gnome be the pick for the +1 to DC of Illusion spells (color spray)? Its like you got spell focus right off the bat to add to Awesome Display Color Spray. you could also alternate in Bond to the Land since this is PvP arena style and a +2 dodge bonus is better than defensive training and hatred.

Silver Crusade

I was thinking a medium-sized Roc, since you are small. I know that works, although I think you can't hover for a few more levels. I don't really know what are the good options for flyers.


Wizard with acadaeme graduate. Depending on enemy, start with fly or summon monster 3 swarm of small air elementals. Just keep pouring on air elementals till enemy defeated.

If enemy is melee then fly nerfs them. If enemy is ranged then being swarmed by flying summons causes them to take AoO.


Avoron wrote:

But if total melee is more your style, why settle for three attacks when you can have 8? 6 primary, 2 secondary.

Rageborn Skinwalker Invulnerable Rager Barbarian 2/Vivisectionist Alchemist 3
1 (Barbarian): Power Attack
2 (Alchemist):
3 (Alchemist): Feral Mutagen, Extra Discovery (Vestigial Arm)
4 (Barbarian): Beast Totem
5 (Alchemist): Extra Discovery (Vestigial Arm)
You are allowed to exchange your primary and off-hand unarmed strikes for your Vestigial Arm claws attacks.

This gives you
Bite/Claw/Claw/Claw/Claw/Gore/Hoof/Hoof

Vestigial Arm explicitly does not let you make extra attacks.


It explicitly does not let you make extra attacks.
It also explicitly lets you exchange certain attacks for others.
SKR said here that you can use it to freely exchange between manufactured attacks and natural attacks, so long as you do not exceed your maximum number of attacks.

In this case you are exchanging a primary and off-hand unarmed strike, which all characters are capable of making in addition to their natural attacks, for your two Feral Mutagen claws on your Vestigial Arms. You are definitely allowed to do this.

If you want to discuss this more, feel free to make a thread about it in the rules forum. Or just post on one of the dozens that are out there. But I wouldn't recommend it, as it isn't a very pleasant topic to discuss.

Unlike, say, how to make powerful level 5 characters. That is a very enjoyable topic to discuss.

Speaking of which, Magda, how are you getting the Focused Spell metamagic on your Color Spray? Magical Lineage isn't an option because you don't get traits, and it doesn't seem like that build has access to second level spells.

Also, someone mentioning academe graduate reminded me that the build I posted needs a full-round action to summon, which they can't get. Any suggestions on the best ways to make it a standard action?

Silver Crusade

Avoron wrote:
Speaking of which, Magda, how are you getting the Focused Spell metamagic on your Color Spray? Magical Lineage isn't an option because you don't get traits, and it doesn't seem like that build has access to second level spells.

Ooops. You are right. No Focused spell. So the DC tops out around 18 or so.


Avoron wrote:

It explicitly does not let you make extra attacks.

It also explicitly lets you exchange certain attacks for others.
SKR said here that you can use it to freely exchange between manufactured attacks and natural attacks, so long as you do not exceed your maximum number of attacks.

In this case you are exchanging a primary and off-hand unarmed strike, which all characters are capable of making in addition to their natural attacks, for your two Feral Mutagen claws on your Vestigial Arms. You are definitely allowed to do this.

One more comment and then I'll drop it: the vestigial arm can also explicitly only make attacks using two-weapon fighting. Natural attacks are not two-weapon fighting, so vestigial arms can't be used for natural attacks.


Avoron wrote:

It explicitly does not let you make extra attacks.

It also explicitly lets you exchange certain attacks for others.
SKR said here that you can use it to freely exchange between manufactured attacks and natural attacks, so long as you do not exceed your maximum number of attacks.

In this case you are exchanging a primary and off-hand unarmed strike, which all characters are capable of making in addition to their natural attacks, for your two Feral Mutagen claws on your Vestigial Arms. You are definitely allowed to do this.

If you want to discuss this more, feel free to make a thread about it in the rules forum. Or just post on one of the dozens that are out there. But I wouldn't recommend it, as it isn't a very pleasant topic to discuss.

Unlike, say, how to make powerful level 5 characters. That is a very enjoyable topic to discuss.

Speaking of which, Magda, how are you getting the Focused Spell metamagic on your Color Spray? Magical Lineage isn't an option because you don't get traits, and it doesn't seem like that build has access to second level spells.

Also, someone mentioning academe graduate reminded me that the build I posted needs a full-round action to summon, which they can't get. Any suggestions on the best ways to make it a standard action?

Occultist Arcanist


Avoron, your cleric build doesn't exactly need standard action summoning - round one you channel daze with your move, and start casting summon monster with your standard, round two you finish casting summon with your standard, and channel daze with your move.

Granted, it's much better if you can standard action summon. You qualify for Sacred Summons, although the list of monsters you could potentially summon with that feat is pretty shabby.

Grand Lodge

RumpinRufus wrote:
...Granted, it's much better if you can standard action summon. You qualify for Sacred Summons, although the list of monsters you could potentially summon with that feat is pretty shabby.

A Cleric of Erastil can get a boon to summon Sacred Celestial Elk on the Summon Monster II list. This get 2-4 Celestial Elk as Superior Sacred Summon Monster III. That's not shabby.


Cleric of Erastil can't channel negative, though, or use Rulership channeling, so that kills the build.


Sound interesting for every opinion.
Hope we will find the best one soon.


Half-Orc Scarred Witch Doctor 2/Invulnerable Rager 2/[class with familiar] 1
Slumber hex, goat familiar, Valet familiar archetype
1: Ability Focus (slumber hex)
2:
3: Raging Vitality
4: Ferocious Mount
5: Amplified Rage
You'll have a DC 24 slumber hex. And you'll be carrying a scythe. Enough said.

Human Pack Lord 4/Cavalier 1
1: Boon Companion, [some feat, retrained at level 2 to Boon Companion]
2:
3: Boon Companion
4:
5: Boon Companion, Outflank
Four full progression animal companions, buff spells, the ability to share Outflank, etc.


I say throw caution to the wind and focus on going first in a 1 on 1...
1 dual cursed oracle, 4 elf Wizard + compsognathus familiar + Improved initiative + divination school
20 dex, 20 INT, decent con and wis, whatever strength and charisma
thats +15 to initiative so you should get highest initiative and can misfortune yourself if you roll poorly. You can misfortune them if they roll well.
persistent metamagic rod (9k gold)
Hideous laughter = they lose several turns and between persist and misfortune (if not used previously) they should fall victim.
Kill with spells...


I forget to tell one of the most important thing. We have 25 points buy


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That's actually a good deal less important than one would expect, although it definitely has an effect.

Sovereign Court

notty235 wrote:
I forget to tell one of the most important thing. We have 25 points buy

Why would you not have the Eidolon out already?

It is an integral part of the class. Does a prepared caster need to memorize spells at the start of the scenario to have them?

Silver Crusade

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Korthis' comment about going first prompted this post.

The precise rules of the dueling environment are crucial to take this any further. For example, what is the starting distance? Are there walls? How big is the arena? Is there a penalty for leaving it? What is the duration of the duel? Are there any rules? Who adjudicates the rules, if any? How? Can they be bribed? Do you have to fight 'fair'? What is 'fair'?

E.g. If the starting distance is wrestling position (grappling distance) this favors some builds. If the standard starting distance is 50 furlongs this favors other builds. For every distance you can give, it will favor some builds over others.

E.g. Is it possible to fly away from the foe, escape, spy on the foe from long range until they let down their guard, then murder them while they sleep?


Magda Luckbender wrote:

Korthis' comment about going first prompted this post.

The precise rules of the dueling environment are crucial to take this any further. For example, what is the starting distance? Are there walls? How big is the arena? Is there a penalty for leaving it? What is the duration of the duel? Are there any rules? Who adjudicates the rules, if any? How? Can they be bribed? Do you have to fight 'fair'? What is 'fair'?

E.g. If the starting distance is wrestling position (grappling distance) this favors some builds. If the standard starting distance is 50 furlongs this favors other builds. For every distance you can give, it will favor some builds over others.

E.g. Is it possible to fly away from the foe, escape, spy on the foe from long range until they let down their guard, then murder them while they sleep?

The size of the arena is 110 x 110 with 2 10 feet gates in the middle of north and south side of the arena. There's also a limit height for flying but I'm not sure about how high it is.

We can deploy our characters at any where that not further than 20 feet from the gates.

The duration of the duel is unlimited until there's a winner or there's the one who surrender.

The player can bribe each other. But the winner of the duel will gain more exp and earn a fold prize. But the loser will gain only half exp of the winner and no gold prize. The people who pay the bribe for make the opponent surrender can also be betrayed too.

For the full rules I will type tonight if you want more details.


In that cast I would make the same wizard without the oracle levels.
Going first is still paramount.
Start next to the wall.
Round 1 cast invisible
Round 2 cast fly and use your move action to fly up to see if you can see him. Since you went first (presumably) this will only be bad if he used his first action to cast see invisible.
Round three depends on if you can see him or not (whether or not he is invisible);
-If you can see him cast Hold Person
-If you can't see him move back behind the wall (move action) and then cast see invisible
Round 4 will depend on round 3
-If you hit him with Hold Person then "kill with spells"
-If you had to cast see invisible and (and he hasn't flown into view himself looking for you) Then move back up and cast "Hold Person"
Round 5 kill with spells
()I will say though, I have not actually done this before so others may have better advice. I just think "go first with persistent save or die/suck" seems the best way to win.


Just be a heavens oracle unless your facing a paladin. Color spray him and he's dead. Just grab noble scion and improved initiative to make sure you go first. Cheesy I know but it works.

Silver Crusade

Thanks for the info about the arena. So starting distance is 110 feet. Not sure which build that favors. Some thoughts:

* A character with 30' movement can run for one round and be adjacent to their opponent.

* A character (or mount) with 50' movement and reach could win initiative and charge the opponent on Round One. For example, a mounted knight with a lance.

* Can a caster survive a full lance charge one Round One, with no buffing? Questionable.

* A caster who survives Round One can probably beat anyone but another caster.

* 110' is close range for real-world archery. How deadly can an archer be in Round One? Can any un-buffed caster survive a full attack by a skilled archer?

It begins to seem that Korthis is right. Whomever goes first will likely win. Or maybe not. At the very least it may be very important.


at 100 feet to work with blasters are very happy. one empowered fireball with spell focus and spec would be fairly hard to survive. The DC would be CL (5+2)/2=3 rounded down+10+3(spell)+1 for spell focus=17 DC for them to half 7D6*1.5 damage. That could be boosted even further depending on race. a human could have extra traits for reactionary and a +1 CL boost to fireball to a DC 18 and an extra dice and a gnome would have pyromaniac.

Scorching ray is also fun as empower gets you 3 rays of 4D6*1.5 OR 3 rays of 6D6.

PS: empower is being reduced cost of -2 with the metamagic traits of wayang and brother.

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