How would you make this guy?


Advice


I've been working on a character concept for quite a bit and I can't seem to make it just perfect. So since I can't make it just right I'll ask for your help on how you would do it in case I missed something or help to pick the better options. I want to do as much of these as possible.... No restrictions except must be paizo published, no 3rd party. If not PFS legal plz say so just in case. After a bit ill post up what I had. A 1-20 level viability also, even if not ideal.

1) good to great SELF healing that scales. Examples are reactive healing feat, lay of hands, etc.

2) decent resistances to multipl Element types OR the best protection from energy spell build possible.

3) 2 good saves or better. Better being high save stat,sacred tattoo (half orc),divine grace or something to go a step above class saves.

4) decent social skills ( backup mouth).

5) be able to fly and other basic utilities that are needed from time time with minimal gear or aid.

Thx in advance


Self Healing that scales?
Resistances to elements?
2 Good Saves?
Charisma?

You my friend might want a Paladin as your base.
A Human Paladin with the Unscathed trait and the Human favored class bonus (+1 to a Resistance of a certain type) can easily help with that!
2 Good saves is the name of the Paladin's game.

With the Human Skilled trait, you can easily push a 12 Int (effectively 14), netting you some great Social skills and such.

If you want, you can even grab Martial Dominance (from the newest resource, Ultimate Intrigue), which allows you to use BAB in place of your Intimidate ranks.

The ability to fly can be covered via Winged Boots or the excellent Unsanctioned Knowledge. Other ways (such as utilizing Eldritch Heritage or Variant Multiclassing) exist as well.


You shouldn't expect to be able to fly or have energy resistance at levels 1 or 2.

Why don't you explain a bit more about your concept beyond a shopping list. Who, what, why, when, where.


I don't think Unsanctioned Knowledge covers fly - though it is still excellent - as I don't believe fly is on the bard, cleric, inquisitor or oracle list.


The Sword wrote:
I don't think Unsanctioned Knowledge covers fly - though it is still excellent - as I don't believe fly is on the bard, cleric, inquisitor or oracle list.

Oh dear, here I am giving poor advice. I forgot its not bog standard and from domains. You do get Angelic Aspect either way at the same level (3rd level spells).

Improved Eldritch Heritage (Air Elemental) provides perfect magical flight by 11 as well.

Additionally there is the Aasimar tree to provide you with the Wings if you so choose, though it is a little costly. Aasimar have built in Resistances too and can do a few neat little things as well (such as count as Human if you wish).

Silver Crusade

One option is an Alchemist with the Student of Philosophy trait and the Spontaneous Healing discovery.


The Sword wrote:

You shouldn't expect to be able to fly or have energy resistance at levels 1 or 2.

Why don't you explain a bit more about your concept beyond a shopping list. Who, what, why, when, where.

Can racial resistances but I do get the main point. The who what when and such is basically an idea from a dream I had. Basically a neutral or good aligned 80s horror movie villain that just keeps taking everything you threw at him. The flying is adding flavor to being able to escape or save whoever he could carry but not being able to actually stop the evil.


Empiricist Investigator w/ Orator feat would really help cover a majority of these requests. I would do Half-Orc w/ Sacred Tattoo and Fate's Favored to get +2 Luck bonus to all saves. Empiricist allows you to use Intelligence for a majority of your important skills. Orator feat allows to you use Linguistics in replace of the important "face" aspects of the social skills (and you get a free 1d6 bonus from Inspiration).

The only thing that you don't really have access to is scaling healing other than your typical Cure X Wounds spells. Though honestly, your wishlist pretty much does not describe any class in existence. To be able to get all that you're going to look at multi-classing.


Fire kiniticists can get a talent called from the ashes that let's them come back to life. They have good fort and ref saves. There are talents that let them fly and they get energy resistances I think. It may be talents in itself. They have intimidate but you could easily use a trait to get diplomacy. You'd have to read into the kineticist but I think it can give everything you want. Also, Ifrit (or other elemental Race's) get an alt. Trait that let's them heal damage when exposed to their element.


Suli Paladin (VMC Wizard: School of Air), 20 pt. build.

Str 14 (+2 Suli)
Dex 12
Con 13
Int 14
Wis 10
Cha 14 (+2 Suli)

Traits:
Unscathed (+2 each resistance)
?

Feats:
1 Power Attack
3 VMC Familiar (I'd suggest
5 Forget the Name, but there's a feat that gives you multiple Lvl -4 Cohorts. Whatever needs done, you've got a man for the job somewhere.
7 VMC School Power (Air Supremacy: +3 Fly, At Will(feather fall, levitate. At 10th, Fly. Also Lightning lash. Laughable by now.)

Got to go, have work.

Definitely NOT PFS legal.


A Unchained Barb fits in a different way.
Temp HP each rage is kinda like self healing, could also go invulnerable to get DR too.
Rage powers can give you incredible saves and flight while raging.
Rage powers can also give you resistances to elements.
Social skills you'd need some work, but it'd be doable.

Or a bloodrager with the spelleater archetype.
Have fast healing that scales and can swift action eat spells.
need charisma so face skills are easier to pull off.
get spells and bloodline abilities can give you lots of what you want, and at lv11 you get a free spell cast when going into rage.
Can't pull everything off as well, but can do pretty good at them.
Primalist- not PFS legal- can help by getting some rage powers.

Or the Skald.
You're a bard so great face built in.
Your rage powers can give flight and good saves.
you're a feat away from fast healing while raging.


I'm really glad I've asked you all for aid because a number of options I didn't think of are coming up. I got a bit stuck on divine characters but I'm seeing a lot of arcane.

@chess pawn: barb does work but I've done it just a bit too much and feels just a bit off.

@Anonymous Warrior: unscathed trait is a GREAT find thank you.

@everyone: you have made some very unique suggestions that I'll have to look into but I sincerely thank you for making them. As soon as I can look I to them proper I'll give some feedback on my feelings and go from there. Keep the goodies coming if you can.


Sidenote- got Unscathed from Hubaris.

Because when you meet someone named Hubaris, you give due credit where credit is due.


Aasimar paladin, because aasimars can take feats to get wings, and they come with as much natural elemental resistance as a 15th level human paladin.


What I had thought of was aasimar paladin with scion of humanity trait to make em human. At that point take the human FCB to gain more energy resistance. Using fey foundling at level 1 and lay of hands to give health. The problem with the idea is that paladins are so polarizing and fall apart at double digit levels. Yeah you can get angelic wings but that's a lot of wasted feats. But as far as elemental resistances only the tiefling can possibly compare to the aasimar as far as I think of.

Edit: another problem I'm having is archetypes. Is a vanilla paladin the best we can do for functionality on this? Still looking at the great options above though.


Eh, you're getting pretty munchkin at that point. Make sure you don't blow your fellow PCs out of the water.

Nothing wrong with vanilla paladin. Really depends on what you want to do.

Grand Lodge

1 person marked this as a favorite.
Renegadeshepherd wrote:

I've been working on a character concept for quite a bit and I can't seem to make it just perfect. So since I can't make it just right I'll ask for your help on how you would do it in case I missed something or help to pick the better options. I want to do as much of these as possible.... No restrictions except must be paizo published, no 3rd party. If not PFS legal plz say so just in case. After a bit ill post up what I had. A 1-20 level viability also, even if not ideal.

1) good to great SELF healing that scales. Examples are reactive healing feat, lay of hands, etc.

2) decent resistances to multipl Element types OR the best protection from energy spell build possible.

3) 2 good saves or better. Better being high save stat,sacred tattoo (half orc),divine grace or something to go a step above class saves.

4) decent social skills ( backup mouth).

5) be able to fly and other basic utilities that are needed from time time with minimal gear or aid.

Thx in advance

Oh Friend Have I got 2 builds for you.

First build is pretty basic and if very evenly distributed on Defenses and Offense. But his defenses are godly and I am currently playing this build in Skulls and Shackles. Only difference is we got a free feat at level 1 instead of Hero Points. So I got Power attack level 1. Have yet to been brought below 50% health and there have been points I could solo most combats as having fast healing + 50% miss chance is just freaking strong. What even better is I am Level 9 and still wearing just a Breastplate...not even masterwork...my only other AC item is a +1 amulet of NA. AC harly matters with 50% miss chance unless fighting something with Blind-Fight. If you notice a bunch of enemies that start having this feat or abilities to negate your 50% miss chance then get some magical armor and take haste when you rage. Cause Haste is ALWAYS good.

Carl Jr.:

Half-Orc Primalist Spell-eater Arcane Bloodrager
Alternate Racial Traits: Sacred Tattoo and Shaman's Apprentice

20 point buy: Str: 16+2 racial=18, Dex: 13+1=14, Con: 15+1=16, Int: 10, Wis: 12, Cha: 13+1=14

Trait 1: Fate's Favored- Paired with Sacred Tattoo you get +2 Luck bonus on all 3 saves...this is better than taking 3 feats. Also I am a firm believer in the Jingasa of the Fortunate Soldier.
Trait 2: Transmuter- Cat's Grace 1/day Extended 7 +1 CL on ALL transmutations

Build By Level:

1 HD: Feats- Endurance(from Shaman's Apprentice Trait) and Die Hard, fast movement, bloodrage, Disruptive Bloodrage (Su)

2 HD: Blood of Life(Su) Notice the SU in that ability. This fast healing IS magical and not a EX ability like a majority of Fast Healing

3 HD: Feat-Fast Healer, Blood sanctuary
(because of Blood of Life (Su) your fast healing IS magical...makes Fast Healer actually work for you to increase your amount of Fast healing by 1+ Half CON modifier)

4 HD: Eschew materials, Blood casting, Arcane Bloodrage (Sp)

5 HD: Feat-Raging Vitality, Spell Eating (Su)
(another source of Magical healing in spell eating and Raging Vitality makes your CON effectively 2 points higher and you don't end rage while unconscious so you can fast heal while down to stabilize and get back up)

6 HD: Bloodline Feat- Power Attack

7 HD: Feat- Arcane Strike, Fast Healing/ Increase

8 HD: Greater Arcane Bloodrage (Sp)
(Doesn't every melee frontliner want Displacement to add layered defense to your AC...amazing ability to have as a free action)

9 HD: Feat- Sunder (Helps with Come and Get me) , Bloodline Feat- Iron Will

10 HD: Fast Healing/ Increase

11 HD: Feat-Bloodied Arcane Strike, Greater bloodrage (Need to take bloodied Arcane strike to free up your swift actions for Raging Brutality and Jingasa of the Fortunate Soldier.)

12 HD: Bloodline Feat- Disruptive, Primal Choices: Come and Get me and Spell Sunder
(you're giving up Caster's Scourge (Ex) for 2 rage powers. You should already be a caster's worst nightmare with Disruptive Bloodrage (Su), Disruptive feat, and "soon to come" spellbreaker feat. Now add in more damage you're doing to casters and increasing your saves seems more important to me)

13 HD: Feat- Raging Brutality or Improved Critical-Falchion, Fast Healing/ Increase

14 HD: Indomitable will

15 HD: Feat- Improved Critical- Falchion or Raging Brutality ,Bloodline Feat- Spellbreaker

16 HD: Fast Healing/ Increase, You can trade out Your Bloodline Powers but I am a fan of Form of the Dragon 1. Good choices are Superstitious + Witch hunter or Eater of Magic

17 HD: Tireless Bloodrage (Su), Feat- (what ever seems good to you)

The second Build is one I brewed up similiar to Carl Jr. but I asked myself How can I do things differently? So I pimped him out as a reach specialist and a Uber tank. Less upfront damage but with reach tatics snagging hits it becomes on par with the Critical fisher build above. Only thing is the immunities on this build make him godly. The uber reach also helps kill things from the next room. (you think I am joking...I'm not...he can litterally have up to 30-40ft of reach at a time, and at max I have him threatening 76 squares.

The Unbreakable Bloodrager:

Unbreakable Fighter 1/ Spelleater Aberrant Bloodrager 13+

Human

Str: 17 (+1 @ 8 and +2 Human)= 20, Dex: 13 (+1 @ 12)=14, Con: 16, Int: 8, Wis: 9 (+1 @ 4)= 10, Cha: 11

Traits:
Fate's Favored
Transmuter- Cat's Grace

Feats:
Human: Power attack
1: Fast Healer
Unbreakable Fighter 1: Endurance and Die Hard
3: Raging Vitality
5: Aberrant Tumor (HedgeHog Protector Archetype...+2 Will Saves!)
7: Arcane Strike
7 Bloodline: Combat Reflexes
9: Improved Critical
10 Bloodline: Iron Will (Another +2 to Will Saves)
11: Bloodied Arcane Strike
13: Raging Brutality
13 Bloodline: Improved Initiative

Spells:
1: Enlarge person*, Shield, Spiked Armor, Frost Bite, Long Arm, Magic Missile, Feather Fall
2: See invisibility*, Cat's Grace, Resist Energy, Mirror Image, Ablative Barrier, False Life
3: Displacement*, Vampiric Touch, G. Magic Weapon, Fly, Heroism
4: Enervation, Monstrous Physique II

You can easily make the 2nd build Half-orc and full bloodrager. I typically play with Power attack given in some way or another so the Multi-class is to work around the feat issue.

How this guy is Used:

AC: Armor, 14-18 Dex (cat's Grace)+ Magic Items + Shield Spell= Respectable

Fast Healing- Your Bloodrager will have roughly Fast healing 2-10 while raging (Level and Con Dependent but it scales). Every round your going to Heal damage, Stop Bleeding, and Auto Stabilize. Remember that magical healing heals equal amounts of Non lethal and Lethal damage at the same time.

Tumor Familiar- This guy has Half your huge ass HP. He also gives you +2 to will saves...so its like taking Iron will but it gets BETTER!!!!!....The Protector Archetype allows your familiar to Shield other (as the spell). The familiar while melded to you has Fast Healing 5. Say you take 15 damage....Give 7 to the Familiar and 8 to yourself...Next round fast healing kicks in the Familiar is down 2 HP and you might not be down ANY.

Ablative Barrier- Turns some Damage into non lethal. Mixed with Fast healing it gets even more reach out of fast healing.

Miss Chance- Mirror Image and Displacement are both on your spell list.

Immunities: Being straight Immune to things seems to be what a tank would strive for...here is a List of the Immunities you are going to be gaining.

At 8th level, you become immune to the sickened and nauseated conditions.
At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally. (If a Critical gets by this you have jingasa lol)
At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition.

Damage Reduction: Scrolls of Resinous Skin and stone Skin will help you shore up on DR (If you need/want it)

All in all this guy has Crazy surviviblity. And can put out some very respectable damage.

Liberty's Edge

Hexcrafter Magus can be what your looking for

Go Dwarf with Glory of Old and Bladed Magic as your traits. You get a boast to dwarven saves +1, and double the enchantment time on weapons from the ancane pool.

For your first feat pick up Steel Soul. Plus +5 to saves versus spells, spell like abilities thanks to Hardy, Glory of Old, and this.

As a hexcrafter, you're going to gain access hexes and arcana. The best picks for your idea;
Hexes;
1) Flight: +4 to swim, featherfall at will, and minutes of flying at per class level
2) Healing Hex: cure light wounds that evolves to cure moderate as a spell like ability, then pick up The Greater verison.
3) Prensile hair: Third hand with reach that uses your intelligence in place of strength. Or you can use it to hold a potion, rod, or other item while fighting. I personall like to use it for combat mauevers against flanked or flat footed foes.
4) Cauldron: incase you want brew potion, not something I take normally, but thematic with dwarven brewing, and there are a few handy utility spells you might want to keep for yourself and party.

Arcana; there's a lot of handy Arcana for you.
1) Familiar, if you don't go Bladebound Pick this up
2) Arcane Accuracy; combine with Haste for maximum Results.
3) Spell Shield: When you need an immediate armor boost, especially when flanked at low levels.
4)Manuever Mastery. I suggest you go trip, disarm or steal
5) If you go Bladebound, Flambouyant Arcana is another nice option. Pick up Arcane Deed as well and choose Derring-Do, Targeted Stab, and Evasive.
6) Spell Scars: worrks a back up spell book and scribe scroll for you.

Feats: You get some bonus feats as a Magus, I suggest using them on combat or arcana/hexes. Some good choices based on versatility and my suggestions;
Improved Familiar; Pseudodragon, Brownie, and and Cassiun Angel come to mind.

Extra Acane Pool; it doesn't hurt to oe able to pull off a few more tricks.

The Kirin Style is a solid choice for you as well. Really rewards the Knowldge is power dynamic.

Amateur Gunslinger/Swashbuckler are handy if you don't pick up Flamboyant Arcana and Arcane Deed. Pair this Evasive Dare and you're golden.

Amateur Investigator is a solid way to boost some skills. Depends on how skill oriented you want to be. Consider Picking up Studied Combatant as well.

Inexplicable luck is not a bad choice if you need situational boostse

Toughness is a solid choice and themeatic with a dwarf. I'd pick up this and diehard if you grab a familiar.

Fast Healer is also a great addition to these two. If you're forsaking improved familiar.

Barroom Brawler is Handy, effectively giving you acess to any combat feat you qualify for a minute get the most milage by picking up improved unarmed Strike, Power Attack, or Point Blank Shot.

The Dimesional Agility line is handy for you combatwise.

Hex Strike; If going Kirin Style path, consider this. Bear in mind hexcrafter magi already get curses they can spellstrike with.

Lunge is not a bad idea if you forgoe Prehensile Hair.

Unfettered Familiar is a great option for you if you like familiars.

Weapon focus and specialization are never bad choices.

Spells: mix it up wands, but you've got some great options infernal healing and vampiric touck will keep you going. See the Magus Guides though, a. I just essentially wrote the Magus one man party guide here.

If you want some dip builds consider these;
1) Aismar Brawler2/Ninja/2/Swashbuckler(Muske*eer Achetype is also nice)1/Inquisitor with Tactics Subdomain 15. Invest in wings and halo feats.
2) Half Elf Beastmorph Vivisectionst Alchemist 3/Ninja2/Bladesinger Magus(or any variant really)15. Make use of Spontanius Healing Discovery, Splash Weapons, The forgoten ninja trick, deeds and paragon surge.
3) Human Brawler2/Samurai(ronin)3/Oathbound Divine Harrier Paladin5/Holyvindicator10. Take unsactioned Knowledge and Eldric Heritage. You'll have high saves, some versitility, combat prowess, and can switchhit on par withe a ranger.

Hope that wall of text gives you some ideas.


A Sacred Servant paladin with the Travel domain can cast fly 1/day starting at 10th.


Well folks I've looked at the options and ultimately I've narrowed it down to bloodrager and paladin. Break it down for me the pros and cons cause bloodrager isn't something I'm very knowledgeable of. Tell me it's not as easy as saves/resistances vs. Offensive power.


Are you thinking of any specific archetypes for bloodragers? It makes it easier to compare if you want to compare an archetype to paladin than if you're asking for bloodrager and all it's archetypes compared to paladin.

Liberty's Edge

Chess Pwn wrote:
Are you thinking of any specific archetypes for bloodragers? It makes it easier to compare if you want to compare an archetype to paladin than if you're asking for bloodrager and all it's archetypes compared to paladin.

I'm not seeing anyway to self heal as a bloodrager. Unless you use some of the VMC options.

We're throwing a lot of options at you, but this is looking more of a one man party setup up.

The Bloodrager in a nutshell is like a magus, rather than gishing fighter/wizard. They added Sorceror to Barbarian. I've mostly seen them played as arcane tanks. They can definitely hit hard and get some blasty and utility spells, but mostly they hit hard and have some magic.

Paladins, they are good at tanking and killing evil things. A Paladin can take more punishment than a Bloodrager, but their spell support is on the support side. Both are good options to play.

The build I suggested gives you a bit more utility, and emergency healing. Still you need to sort of figure out what exactly you want to do with the build. There is a well of knowledge here, but it doesn't seem like we can help you build the best toy till we know what you really want. Looking back at your Original Post, you could Accomplish a lot of your goals as a Bard or Alchemist, Oracle, or even an Investigator

Grand Lodge

Gravefiller613 wrote:
Chess Pwn wrote:
Are you thinking of any specific archetypes for bloodragers? It makes it easier to compare if you want to compare an archetype to paladin than if you're asking for bloodrager and all it's archetypes compared to paladin.
I'm not seeing anyway to self heal as a bloodrager. Unless you use some of the VMC options.

Spelleater fast healing.

With the Carl Jr build above you start with like 3 fast healing at level 2, At level 4 you have Fast healing 4 and Blur while raging. At level 8 your fast healing should be roughly 5-6 with Displacement (50% miss chance).

With the Aberrant build above the Fast healing is very similar but you gain the added benefit of a Protector Tumor Familiar that can (by choice, not mandatory) take half damage for you like Shield other the spell. The familiar has fast healing 5 as well as the bloodrager having roughly Fast healing 4-5 by the time you reach level 5. So basically every turn you are negating 10 damage...or more if you use the spell Ablative Barrier as Non-lethal damage is healed in equal amounts to Lethal damage. So say you take 5 non lethal, and 10 lethal damage...in 1 turn you heal all 15 points. While they think they are actually doing you damage by hitting you. High AC builds tend to be ignored because the enemy can not see effects of attacking you....with this build they are hitting you and thinking they have a chance (hardly).

Then there is the spelleating ability which is just strictly emergency. But any magical healing you get 1/2 your con modifier so a wand of cure light wounds/Infernal Healing will go alot further for the gold investment. And going to high levels a ring of regeneration basically makes you Deadpool as the ring and Blood of Life (Su) trigger separately.

Sure the paladin can do LoH and heal a good amount as well. But with a paladin comes Lawful Good and the chance the DM is a Alignment straight jacket. Bloodrager gives no Fu(ks about alignment.


spell eater gets fast healing a can swift action heal like lay on hands.
Steelblooded gets heavy armor like the paladin.
Destined bloodline can get good saves, but other bloodlines do other things.
So it's hard to compare paladin, which are all basically the same, to bloodragers when bloodrager has so many options.

Liberty's Edge

Chess Pwn wrote:

spell eater gets fast healing a can swift action heal like lay on hands.

Steelblooded gets heavy armor like the paladin.
Destined bloodline can get good saves, but other bloodlines do other things.
So it's hard to compare paladin, which are all basically the same, to bloodragers when bloodrager has so many options.

I missed the Spell Eater Archetype. Good call. Also: Metal as all get out.

Both really have a lot of options. I think the Paladin is a bit better suited to be a team player. Both have the ability to be a back up face.

I think most of the OP's goals are addressed. I'm just double checking to see if there is a more specific role in mind.


Nah nothing more specific than what has been addressed. Just a reverse 80s horror villain who just keeps coming was my inspiration.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / How would you make this guy? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice