Give me a weird idea for a PFS character.


Advice


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I've been playing a lot of PFS characters, and my inspiration is running dry, but I'm playing in a low-level game next week, so I need a new character. I'm starting at level 3 due to accumulated GM credit.

As I've said, I've played all the things that really interest me, and I notice all my builds sort of converge on the same stat array. 18 Strength (post-racial), CON/DEX 14, and fiddle with the mental stats until I have what I like (typically a 7 CHA, and 14 in either INT or WIS, a 9 in the other). So now I'm asking you, the Pathfinder hivemind for new inspiration. I don't mind weird multiclasses or sub-optimal choices, as long as I'm still effective.

- I like wearing armour and being on the frontline.
- I gravitate towards melee characters, but support is fine too.
- I like having magic.
- I also like skill points. Don't need a ton of them, but I want to be able to do things out of combat.

One of my pet projects for a while was getting a Grey Paladin/Druid combo going, because I like to smite things while I'm an octopus. But I realised I was spreading my stats too thin. But that's the kind of thing I'm going for. I'm toying with the idea of a Cleric of Gorum, but that's just more smashy-smashy I've been kinda avoiding.

To get an idea of what I've played and enjoyed so far:
- Cleric of Gozreh. Very support-focused.
- Halfling Cavalier.
- Treesinger Elf. Also very smashy.
- Sword and board Slayer.
- Melee-focused Occultist.
- Barbarian/Alchemist multiclass. VERY smashy.
- Arrowsong Minstrel Bard. Still pretty DPS, but from a distance.
- STR 5 Shaman. Purely support.

I'm thinking maybe a Paladin/Inquisitor combo. Tortured Crusader casts off WIS, so I don't need CHA. I've played some Inquisitors before, but they never really worked out the way I liked them to. Another idea is some form of arcane caster in armour, with Arcane Armour Training, but I have no idea what shape that'll take yet. But if people have any other good ideas, I'd be happy to see them.

Liberty's Edge

A halflng gunslinger, a half orc bard or a gnome barbarian?


A wyldblooded Sylvan gnome sorceror with a flying size medium animal companion. Cast ant haul on it (wand or scrolls if you don't want to use one of your limited known spells), ride it, and focus on rays. Take boon companion and mounted combat early. Pew pew pew!

Dark Archive

Gunslinger plus 2 levels in juggler bard for easy gun TWF without gun twirling shenanigans.

5 levels of cleric of your favorite neutral deity into envoy of balance. I like Ng for the travel domain and Herald Caller. Grab selective, improved, and versatile channel. Channel either positive or negative energy. At level 9 do both at the same time.

Sunder specialist fighter. Make sure to use smashing style to trip foes when you sunder then, at the same bonus. Works well with lore warden for CMB bonus and skill ranks

Kitsune spirit guide oracle, life type. Take curse wrecking mysticism. Trade away all of your mystery spells for magic tail feats. Every day pick up life spirit. Worship either Pharasma or Milani and get their changeling feat. By level 7 you have a TON of channels. Trade them away with bless equipment feat to grant you dps allies bane on their weapons.

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Some ideas I haven't had the chance to use:

TWF quarterstaff Witch

Kitsune archer Oracle

Natural-attack melee Psychic

(Core) Polymorph/natural-attack Barbarian/Wizard/EK

Melee Psychic Detective

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I could see a tortured crusader/inquisitor working well, particularly given their ability to burn lay on hands for additional smite evil uses. If your planning on being mounted, you might also consider Sohei monk, as they can flurry in light armor and get mounted combat feats as bonus feats.

I've never been overly fond of Arcane Armor Training, but that's mostly because it uses up your swift action, and I tend to use classes that have abilities that use those often.

Here are a couple of character concepts from my big sheet of things I'll never get to play that you might enjoy, based on your criteria.

1. Eldritch Guardian 2/Psychic - Ride your mauler familiar into battle as a gnome/halfling/wayang in full plate

2. Titan Fighter 1/Goliath Druid x - Use Exotic weapon proficiency (bastard sword) and your ability to become large quickly and (eventually) a huge impact bastard sword held in two hands to swing for obscenely large damage dice while still being a full caster. Amusingly, does not heavily rely on strength.

3. Inspired Blade Swashbuckler 1/Empiricist Investigator x. (alternately Inspired Blade Swashbuckler 1/Magus x) - I've seen a fair number of people tossing around concepts for a variant of this one. You get a wide variety of skills based around two or three stats, and can jump quickly into your main shtick. It's basically a magus/investigator, but with toys, though.

4. Sacred Huntsmaster Inquisitor or Hunter - With Outflank, Combat Reflexes, Paired Opportunists, and Broken Wing Gambit. You and your pet become a virtual blender for anything that risks attacking either of you. And that's not accounting for the spells and high skill points of both classes.

5. Scrollmaster Wizard 1/Magus x - I will fully acknowledge how silly this one is, but with a fortifying stone to keep the scroll from breaking, and make whole to keep them intact, you can easily be swinging an effective +6 weapon in PFS for under 2k gp. You will likely want to use a ring of spell knowledge or an arcana to add the make whole spell to the magus list.

6. Champion of Irori - Do not discount the monstrosity that this can become. The last one I put together was slated to break 50 AC by level 12, can smite evil 25+ times per day, and will shortly have access to summon monster IX. And is PFS legal. She is only played with people who have full knowledge of what I am bringing to the table.


Try using a build/concept that most people think wouldn't be very viable, and make it viable. Some examples include:

- A character whose highest stat is Con

- A character who deals lots of combat damage-- but with a +0 stat bonus.

- A character who never makes an attack roll

- A character whose weapon never makes a damage roll

Sovereign Court

One of the concepts that I am working on is:
Flame Blade Blistering Feint: considering Inquisitor of Sarenrae: sanctified slayer or sacred huntsmaster, plus green faith warden on either (for crocodile domain sneak attack); or nature fang druid; or feral shifter druid. Basically, I want sneak attack, flame blade, and animal focus (because of the feat planar focus: fire).
Twinned Feint, possibly cleave, possibly weapon trick(feint and bash).
The sanctified slayer + green faith warden is interesting, because at 11 it has 5d6 sneak attack, and could have picked up trapfinding at 8. And you still have Bane, and casting.

The Exchange

I've been having a lot of fun lately with Flame Dancer Bards (I have two now in PFS), and

Song of the Fiery Gaze:
(Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components. This ability replaces inspire competence.

At low level, I push up my UMD and pick up a wand of obscuring mist which I either hand out to someone who can use it, or I UMD it myself.

Dark Archive

Angry Wiggles, could you explain the mechanics behind those bullet points? I'm intrigued.


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I have a concept of a tank mesmerist floating around somewhere. An half-orc in heavy armor with a tower shield but no STR to speak of, so his final attack bonus is somewhere around -12 (due to not being proficient).
His saving grace is the mesmerist trick that allows him to force a creature to attack him when the he misses it with an attack, giving him the opportunity to actually tank some hits.

Bonus points if you manage to trigger it with an attack of opportunity after casting deja-vu on said opponent. Double bonus points if your (improvised) weapon happens to be a rod of extend you used for that deja-vu spell.

As all he really needs is 13 dex for dodge (and later oslyuth guile) and some con, so he can still max out his charisma.
This helps him to contribute with his spell DCs and he has an easy time positioning himself for that color spray. As a psychic caster none of his spells use somatic components, so spell failure does not apply. He can't do anything reliant on attack rolls (so aid another is off the table), but demoralize is at least something. You also still debuff with your stare and will be a great party face.

You'd have to avoid anything anything that involves stuff like climbing until you have at least access to levitate, but one or two scrolls might help in the beginning.
Your first feat has to be noble scion of war as you otherwise suffer your full armor check penality on your initative roll.

The bane of your existance are creatures immune to mind-affecting effects, so plan to take the relevant bold stare (also allows you to intimidate those creatures) and/or the spirit walker archetype, which at least helps against undead.


SodiumTelluride wrote:
- A character whose highest stat is Con

I saw another post on here that made me want to build a drunken master qinggong monk with con as his highest stat

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Oh dear. That's a lot to break down piece by piece, but here goes. Spoilered for brevity.

Armored Pscyhic:

You use eldritch guardian Fighter to give yourself armor proficiencies and the familiar itself, but also to give it access to combat feats, in case you want to share some down the line. The familiar will need to take the Mauler familiar archetype and you'll need to take Boon Companion in order to have it actually be able to grow. With the right familiar choices, you can get amazing mobility, or flight at level 3 on what is otherwise a very decent and now well armored caster.

Titan Fighter/goliath druid:

Titan Fighter allows you to wield any large two-handed weapon in two-hands, as though it was sized appropriately for you. Exotic Weapon Proficiency (bastard sword) allows you to wield a bastard sword in one hand. People typically use this to wield a large bastard sword in two-hands. Now, you can wield a large bastard sword (typically a two-handed weapon) in one hand, or a huge one in two hands. With lead blades or the impact enchantment, and either enlarge person or the giant shape from goliath druid, this becomes equivalent in damage to swinging a colossal bastard sword, at 6d8 damage per blow. However, due to the wording of titan fighter, and the penalties for being different sizes from your weapon, you are taking either a -4 or a -6 penalty with that weapon (there is some table variation, I lean towards the -6). This is overcome pretty easily with a decent strength modifier, wild shape, and the enormous amount of buffs available to a full caster.

It should be pointed out that this still works with the recent size stacking FAQ, as there is the actual weapon size (huge) followed by 1 effective size increase (gargantuan) followed by 1 actual size increase (colossal), which stacks.

Inspired Blade 1/Empiricist Investigator or Magus:

The inspired blade level is there primarily to quick start the build by granting quick access to weapon finesse, weapon focus, and a limited amount of panache. The first level swashbuckler deeds can go a long way when applied with extracts or spells, especially parry and riposte, and both of the other classes that this would move into rely on Intelligence, so this is a clear win.

The Empiricist Investigator was offered up because of the request for out of combat options. It replaces on obscenely large amount of skills with Intelligence, and you can use Traits or the Orator feat to replace even more, making almost the entire skill list Intelligence or Dexterity based. Use that with an Agile and/or Keen Rapier (I am not a fan of fencing grace's errata), and you will have decent damage, and a wide array of out of combat skills. You also can take the infusion discovery to give yourself an absurd amount of out of combat utility to the party as well.

The Magus was offered up because of the request for an arcane caster. It replaces fewer skills, but will still contribute out of combat decently due to high intelligence and the increased number of class skills from swashbuckler. The most popular build is to use a keen rapier to crit more often with spells, which is a little swingy in damage, but hits very hard when it works. There's a lot of flexibility in the archetypes, so long as you're using the rapier that you dipped for. You can easily maintain decent armor class with this concept, and your spell list will give you decent utility as long as you remember to keep a few spell slots open.

Sacred Huntsmaster Inquisitor or Hunter:

Fair warning, be careful with this idea. I've seen it break 200 damage in a round at level 6 when the chain got off, On the enemy's turn!
Do not play this if you cannot play your turns quickly, or if you can not intentionally play bad tactics sometimes so that other people can enjoy themselves. Because you can and will kill things before they finish their own turn in the surprise round. And springing that on an unsuspecting GM is rude.

Both of these ideas work the same way, in that your pet gets all of your teamwork feats for free.

Outflank makes it so that whenever you confirm a critical hit, other creatures with Outflank get an attack of opportunity. We'll use this with something with a decent crit range, like a keen falchion or scimitar. Broken Wing Gambit makes it so that your enemy gets a bonus to hit and damage against you, but whenever they attack you, allies with the feat get an attack of opportunity against them. Paired opportunists means that whenever one of your allies gets an attack of opportunity, you do too. See where I'm going with this? Stack on combat reflexes and a decent enough dexterity, and you are a terrifying reactionary beast.

1. Every time you confirm a critical hit, both you and your companion can take an attack of opportunity before you finish resolving the critical hit

2. Every time a creature attacks you or your companion, both of you attack them before their attack is resolved.

You have the issue, though where attacks of opportunity, interrupt other actions, which means you may interrupt your own damaging actions before you know how much damage you've dealt. Let me demonstrate below.

So let's envision this scenario where both 1 and 2 happen. Your pet Fluffy is adjacent to you.
A. A creature walks up to you and rolls an attack roll against you, the following things happen, in order.
B. This provokes an attack of opportunity from Fluffy.
C. Fluffy being allowed an attack of opportunity, provokes an attack of opportunity from you. Your attack precedes Fluffy's attack because it was triggered by Fluffy's attack, We will resolve the attack from B in a moment.
D. You roll your attack of opportunity with your keen falchion and confirm a critical hit! As this has provoked an attack of opportunity (Event E), we will not roll damage at this time.
E. This provokes an attack of opportunity from Fluffy.
F. Fluffy being allowed an attack of opportunity, provokes an attack of opportunity from you. Your attack precedes Fluffy's attack because it was triggered by Fluffy's attack, We will resolve the attack from E in a moment.
G. You roll your attack of opportunity with your keen falchion, hit, and roll damage.
H. Fluffy rolls their attack of opportunity remaining from event E with their natural attack, hits, and rolls damage.
I. You roll damage for your critical hit from event D.
J. Fluffy rolls their attack of opportunity remaining from event B with their natural attack, hits, and rolls damage.
K. The creature that originally attacked resolves its attack roll and rolls damage, if it is still alive.

The creature has now been hit twice by Fluffy, and twice by you, and one of your attacks was a critical hit. Every additional confirmed critical hit provokes an additional attack of opportunity from both you and Fluffy.

We've got a lovely rule preventing multiple AoO's from the same action keeping us from becomeing an infinite AoO monstrosity, at least. Although, aAt higher levels, I've seen people take Sieze the Moment to get an attack of opportunity from threatening the critical hit, and then another one from confirming it, which does not violate that rule. No matter how much I want it to.

Scrollmaster Wizard:

This is actually fairly straightforward, for a build that requires beating people to death with magical paper.

Scrollmaster wizard allows you to treat a scroll as a shortsword with a an enhancement bonus equal to 1/2 the level of the highest spell on the scroll. PFS limits you to 6th level spells on scrolls unless you are a high enough level that a character of your level could cast those spells, but that doesn't matter too much. The big issue is that the scroll has a limited number of hit points equal to the highest level of the spell, and every time you deal a blow with it, those hit points are reduced by 1, and they cannot be reduced. The only consistent way around this that I've seen, is Fortifying Stones. Fortifying stones increase the hitpoints of any magical object by 20, and the hitpoints granted by a stone CAN be restored by make whole. At 1000 gp a piece, a few extra fortifying stones to reinforce a 6th level scroll, is still much cheaper than a +3 weapon, and the stones explicitly state that you can attack multiples.

The real magic is when you multiclass into Magus, not only can you use spell strike to cast spells through a scroll rather than from it (hah!), but you can use the arcane pool to enhance the scroll further. The enhancement bonuses from the magus arcane pool stack with enhancement bonuses that already exist on a weapon, which means they stack with our scroll's bonuses. At level 5, when you are wizard 1/magus 4, you can burn an arcane point to make your 6th level scroll, a +5 weapon. At level 5, we can have a +4 keen short sword or a +5 keen short sword as a swift action, ignoring almost all DR using our enhancement bonuses alone. So the loss of BAB from the wizard level wasn't too painful.

Again, you'll need make whole as a regular ability to make this work. I recommend the magus arcana so you don't need to wait for the gold to get the ring for it, just buying scrolls with your saved gold for the first few levels, maybe even using them as backup weapons if you need to.

I'm hesitant to put the full details of the Champion of Irori build up in a public manner. The method I've used is quite terrifying. There is a great guide to them here, though. It covers most of what I'm doing, with the exception of a few notable, and particularly worrisome discoveries, like free raise deads, and summon monster IX.


SodiumTelluride wrote:
- A character who never makes an attack roll

I have a character along this concept.

Starts off with one level of the ubiquitous Kitsune Fey Sorcerer/ess, then converts into Dark Tapestry/Wrecking Mysticism Oracle. (I believe Wrecking Mysticism is PFS legal, but not positive.)

By level 9, with all spells slots and SLA's per day, the character can cast over 50 spells per day. All slots are either mind control, buffs, or area control, so no need to ever make an attack roll while still positively effecting every combat.

Sovereign Court

Angry Wiggles wrote:
I'm hesitant to put the full details of the Champion of Irori build up in a public manner.

I am guessing ki channel and teas of tranferance?

Haven't looked into the summon monster 9 part, but I did something similar with a paladin/ninja/oracle of Sarenrae (cult of the Dawnflower) without Ki channel. And a second character with ki channel, but shaman the base, to leverage more spellcasting out of the tea.
Paladin, level 5: 1 free raise dead, 6: 2 free, 7:3 free a day.
Shaman: level 11: 40 gp to recharge 3 level and lower spells, or regain a channel. Level 19: 40gp to recharge a 7th level spell.


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Dwarf Armored Hulk Barbarian (1)
Empiricist Invesitgator (2)
Str16 Dex12 Con14 Int16 Wis12 Cha5
Alternate Racials: Stoic Negotiator (+2 diplomacy and bluff) and Unstoppable (+1 Fort and Toughness as bonus feat). Lose hardy, stonecunning, hatred, defensive training
Traits: Wisdom of the Flesh (Wis for stealth) and Student of Philosophy (Int for Dip and out of combat bluff)

Why? Well...you have Str16. With rage it is Str20. With enlarge person it is Str22. Now give him a Dorn Dergar and a Dwarven Boulder Helmet. You've got a 15ft reach. More than makes up for slow movement. And because you have racial toughness, your character pretty much is now a d10hp class.

Most importantly, you now use Int for diplomacy, bluff, disable device, perception, sense motive and use magic item. You use wisdom for stealth. This gives you an effective ACP of 0. You are now the party rogue as well as a heavily armored beat stick. How many characters can sneak around in full plate?

Finally you are still a skill monkey. The barbarian level means -2 skill points, sure. But it gives you +3 HP, so a decent trade. With 7 skill points at Lvl 1 and 9 skill points thereafter, you'll have more than enough to go around.

-----

Alternatively, swap Armored Hulk for 1 level of Savage Technologist. Replace Wisdom of the Flesh for Armor Expert.

You lose heavy and medium armor proficiency, but Mithril Breastplate is 0ACP. Also your rage gives +4 Str and +4 Dex. So at Lvl 3 with a mithril breastplate and raging you have AC20 (if you bump your Dex up to 14). Even better than an Armored Hulk barbarian. You also get fast movement so your dwarf now has a 30ft movement.

At Lvl 3 you can take Extra Rage as a feat (+6 rounds of rage) and at Lvl 5 extra traits (barbarian of the society gives +3 rounds of rage and you get another feat. I suggest defensive strategist so you are never flat footed).

This lets you be an ultra-strong, magical ale swilling, learned dwarf barbarian.

The party needs a scout? You got it. The party needs a rogue? You've got it covered better than any rogue could hope. The party needs a tank? You can ste up. The party needs a high strength, power attacking beat stick? You've got it. And finally, you have diplomacy and bluff both having a +5 modifier before skill points. So at Lvl 3 both are at +11. Throw in a pair of cracked Ioun stones to make it +12 and you are also the party face.

Indeed...he is the most interesting dwarf in the world!

Dark Archive

I did a wizard build and concept specifically around explaining why he has so many GM credits instead of real field experience. So that's my 2 cents once you've got that part of his backstory in place its not to hard to find the right combo of options to be effective at something.


How about a cleric of Azothoth that deliberately absorbs hits and drives his foes to insanity? Build can be shared


Renegadeshepherd wrote:
How about a cleric of Azothoth that deliberately absorbs hits and drives his foes to insanity? Build can be shared

The Outer Gods are not PFS legal.


Fighter 1/ Alchemist X - grab extra arm twice at level 3 via discovery and feat. Use heavy armor, a two handed weapon, a shield (not for attacking), and have a hand free to drink extracts or chuck bombs with

Dwarf Daring Champion - Dex 16 or 17, str 13 for power attack, heavy pick (it's a 1 handed piercing weapon after all). Use the dwarf favored class bonus, end up adding 2 1/2 times your level to damage rolls against the target of your challenge before factoring in str or power attack. Plus take the feat and trait that boosts your hardy bonus to +5.

Human Cleric of Gorum - negative energy channel, start with channel smite and guided hand. Use Wis for attack and damage rolls with your greatsword. 2 of the sub/domains available also add a no-action smite boost that can be stacked on your first hit each round. Vital Strike line of feats suggested here.

Dark Archive

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You could try my Intimidatrix build:
- 2 levels of Order of the Cockatrice Cavalier to get the Braggart class feature.
- 2 levels of Barbarian for the Intimidating Glare rage power.
- 1 level of Rogue with the Thug archetype for the Frightening class feature.
- Skill Focus (Intimidate) for a nice bonus to your intimidate checks.
- Intimidating Prowess for a strength bonus to your intimidate checks. (Don't forget to start your rage first.)
- One trait that adds a bonus to your intimidate checks. (Doesn't matter which one.)
- Half-Orc for that +2 bonus to intimidate checks.
- Max ranks in intimidate.
- A high strength and charisma.

You can now frighten opponents when you try to demoralize opponents, demoralize all opponents within 30 ft. or you can use a move action to demoralize one adjacent foe. You also get a +2 morale bonus on attack rolls against demoralized opponents.

Your intimidate bonus before adding your strength and charisma should be +12 at level 5. The DC to demoralize is 10+hit dice+wisdom.

I don't know if all of this is Pathfinder Society legal. It's a one trick pony that focuses on debuffing and melee.


I'm not sure if you want your list of likes more or just being different more. With your list of likes, the skald comes to mind. If you want to buff your whole party, including the casters, then the spell warrior archetype is probably the best. But if you go with the regular raging song, skalds vigor is a really nice feat. Either way, you could feat build as a standard two handed face smasher.

It doesn't all work until level 6, but you may want to consider a spell warrior skald handing out keen and daemon totem. And of course you'd be using a high crit two hander like the falchion or the nodachi.

daemon totem:
Daemon Totem (Su) (Horror Adventures pg. 46): While the barbarian is raging, her melee attacks impose a temporary negative level on her opponent on a successful critical hit. After 1 hour, these temporary negative levels disappear automatically without a saving throw). A barbarian must be at least 6th level and have the lesser daemon totem rage power to select this rage power.

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Firebug wrote:
Angry Wiggles wrote:
I'm hesitant to put the full details of the Champion of Irori build up in a public manner.

I am guessing ki channel and teas of tranferance?

Actually, no. I was unaware of Ki Channel, amusingly enough. Although the addition of that to the roster makes this all the more horrifying. I shall reevaluate my build.

I suppose I might as well, now.

I was using channel pools from both paladin and cleric along side meditation crystals to grant more ki, while using the Champion of Irori's class ability to turn 2 ki into smite or lay on hands, alongside a ring of ki mastery to instead use only 1 ki. Combined with Ultimate Mercy, this provides free raise dead castings in exchange for 10 ki. combined with the Bracers of Celestial Intervention, this provides a summon monster spell of the spell level equal to the number of smite evil uses (or ki points) spent.

The AC is a combination of stacking crane style, dodge, size bonuses, osyluth guile, smite evil, barkskin from ki, with high dexterity from ki, mage armor, cautious fighter, monk bonuses to AC, and other minor bonuses that follow in that vein.

It is very M.A.D., but I'm enjoying it a great deal.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Quentin Coldwater wrote:

I've been playing a lot of PFS characters, and my inspiration is running dry, but I'm playing in a low-level game next week, so I need a new character. I'm starting at level 3 due to accumulated GM credit.

As I've said, I've played all the things that really interest me, and I notice all my builds sort of converge on the same stat array.

Hard to tell from your description if you're looking to try something different or stick with the same general stat concept, but if you want a change of pace, I've been noodling around with an Arcane Swashbard - a multiclass arcane duelist bard plus swashbuckler (probably vanilla unless halfling - then use the mouser archetype). Spells, extra damage, buffing, and skills, swashbuckler levels add class features to pump attack & damage & full BAB/HP, deeds, and panache. BUT you'll want CHA just a tiny bit higher than 7.


Renegadeshepherd wrote:
How about a cleric of Azothoth that deliberately absorbs hits and drives his foes to insanity? Build can be shared

Please share this!


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Heres a wacky one!
What about a Good aligned Drow Ranger who dual wields scimitars with his pet Panther?

I'll show myself out.

Dark Archive

Unchained Rouge into Hellknight Commander focusing on an intimidate build.

Dark Archive

I'm working on a Tiefling Magus Natural Attack build currently. Using a mithral breastplate for the armored feel, and using rime spell with elemental spell (cold) for strange shocking grasp shenanigans. Later on I'm using the tenebrous spell chain just for the heck of it, but so far my play tests of this build have been looking promising.

Sovereign Court

Angry Wiggles wrote:
I was using channel pools from both paladin and cleric along side meditation crystals to grant more ki, while using the Champion of Irori's class ability to turn 2 ki into smite or lay on hands, alongside a ring of ki mastery to instead use only 1 ki. Combined with Ultimate Mercy, this provides free raise dead castings in exchange for 10 ki. combined with the Bracers of Celestial Intervention, this provides a summon monster spell of the spell level equal to the number of smite evil uses (or ki points) spent.

Interesting bracers, I wasn't aware of those. Though I am using the Merciful Knight ones for the extra LOH and healing from them.

I could imagine some GM saying that:

Champion of Irori wrote:
"In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability."

doesn't actually give you more uses of Smite Evil, the smite is merely triggered.

Where are you getting Still Mind? It seems like you need at least 2 paladin, at least 1 cleric (unless you were counting hospitaler paladin has the cleric), and 3 levels of monk?

Liberty's Edge

Angry Wiggles wrote:

Oh dear. That's a lot to break down piece by piece, but here goes. Spoilered for brevity.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

With the Sacred Huntsmaster...suppose a particularly unsavory individual was to take a wolf (free trip attempt on a bite) as his animal companion...one would get another chain of AoOs when the enemy (assuming he was still alive) tried to stand up, yes?

I want to make this build and save it for meat grinders like Bonekeep. Rush to level 5 > start slow progression > enjoy.

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Firebug wrote:


I could imagine some GM saying that:
Champion of Irori wrote:
"In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability."

doesn't actually give you more uses of Smite Evil, the smite is merely triggered.

Where are you getting Still Mind? It seems like you need at least 2 paladin, at least 1 cleric (unless you were counting hospitaler paladin has the cleric), and 3 levels of monk?

I could see that interpretation, and it is open to a little bit of table variation. My other local GM's have all signed off on the interpretation that I'm using, but I would recommend running this by your local GMs before using it elsewhere.

I am using monk in order to get Still Mind. Specifically the Master of Many Styles and Monk of the Sacred Mountain archetypes.

I start out with monk and paladin for the martial ability, and then move into champion of irori for the ki pool stacking. I then return to paladin for the channel pool and mercy, and then dip into cleric for an additional channel pool.

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Osmin wrote:
Angry Wiggles wrote:

Oh dear. That's a lot to break down piece by piece, but here goes. Spoilered for brevity.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

With the Sacred Huntsmaster...suppose a particularly unsavory individual was to take a wolf (free trip attempt on a bite) as his animal companion...one would get another chain of AoOs when the enemy (assuming he was still alive) tried to stand up, yes?

I want to make this build and save it for meat grinders like Bonekeep. Rush to level 5 > start slow progression > enjoy.

You are correct, You would also be able to use the double attacks of opportunity with Greater Trip or Vicious Stomp in that same fashion.

Dark Archive

Dark tapestry oracle that focuses on turning into a monstrous humanoid.


Angry Wiggles wrote:
Firebug wrote:


I could imagine some GM saying that:
Champion of Irori wrote:
"In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability."

doesn't actually give you more uses of Smite Evil, the smite is merely triggered.

Where are you getting Still Mind? It seems like you need at least 2 paladin, at least 1 cleric (unless you were counting hospitaler paladin has the cleric), and 3 levels of monk?

I could see that interpretation, and it is open to a little bit of table variation. My other local GM's have all signed off on the interpretation that I'm using, but I would recommend running this by your local GMs before using it elsewhere.

I am using monk in order to get Still Mind. Specifically the Master of Many Styles and Monk of the Sacred Mountain archetypes.

I start out with monk and paladin for the martial ability, and then move into champion of irori for the ki pool stacking. I then return to paladin for the channel pool and mercy, and then dip into cleric for an additional channel pool.

Ha, that's funny. I have a character who is doing the same things, just via a different route.

I would also agree that the Champion of Irori doesn't work for this how you're hoping, as it says "triggers". You never actually gain any additional uses of Smite Evil.

Grand Lodge

Street Performer Bard 1 / Lore Oracle X

Go slow speed, and make stupid amounts of money in PFS because of Dayjob Checks, plus using CHA for AC/Saves/Knowledges is just fun sounding.

*Nothing like having an extra 600 gold by the end of level 1.....


Angry Wiggles wrote:
Osmin wrote:
Angry Wiggles wrote:

Oh dear. That's a lot to break down piece by piece, but here goes. Spoilered for brevity.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

With the Sacred Huntsmaster...suppose a particularly unsavory individual was to take a wolf (free trip attempt on a bite) as his animal companion...one would get another chain of AoOs when the enemy (assuming he was still alive) tried to stand up, yes?

I want to make this build and save it for meat grinders like Bonekeep. Rush to level 5 > start slow progression > enjoy.

You are correct, You would also be able to use the double attacks of opportunity with Greater Trip or Vicious Stomp in that same fashion.

[url=http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9n8a]Just be aware of this FAQ[url]


Sadly the true primitive archtype is no longer legal for play:
"The true primitive archetype is removed as a legal option from play on July 9, 2015."

Because I for one would love to see an illiterate Pathfinder. hehehe

Shadow Lodge

Bramble Brewer half elf Alchemist who "smokes" his extracts, complains about his parents when he casts spells and takes extracts to up his physical stats.

Basically stoner Alchemist.

Bad Touch Bone Oracle/rogue w/feinting touch attacks.

Zypus' girlfriend, they met at the Opera.

Clouded vision Oracle/gunslinger, probably mysterious stranger.

Took up shooting to improve confidence when they went blind.

Gnome dirty trick kitsume brawler.

Summoner who dumped intelligence. Eidolon is emotionally abusive, calling him "meat puppet". Alternatively, speaks in Chelish propaganda (think North Korean or Mao thought propaganda).

You come up with combat style.


I saw an idea once for an abberant bloodrager/sorcerer with very low int, lower than their tumor.


Ectar wrote:


Sunder specialist fighter. Make sure to use smashing style to trip foes when you sunder then, at the same bonus. Works well with lore warden for CMB bonus and skill ranks

I have a Dwarf Foehammer that uses Smashing Style to Sunder, Bull Rush, AND Trip all at once. Works well with the dwarf racial trait to get a +2 to Bullrushing

Silver Crusade

Angry Wiggles wrote:
Osmin wrote:
Angry Wiggles wrote:

Oh dear. That's a lot to break down piece by piece, but here goes. Spoilered for brevity.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

With the Sacred Huntsmaster...suppose a particularly unsavory individual was to take a wolf (free trip attempt on a bite) as his animal companion...one would get another chain of AoOs when the enemy (assuming he was still alive) tried to stand up, yes?

I want to make this build and save it for meat grinders like Bonekeep. Rush to level 5 > start slow progression > enjoy.

You are correct, You would also be able to use the double attacks of opportunity with Greater Trip or Vicious Stomp in that same fashion.

My sacred huntmaster is heading that way, but the half-orc is the one doing the tripping, then the deinonychus rips up the target with a full 3 attacks once it's on the floor, with more coming at level 7. I've got the teammwork feats to flank when next to each other, and an extra 1d6 damage per attack when flanking. Not high enough level for Greater Trip yet, but I'll get that as soon as I can.

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