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Fast Healing, DR, High AC, High Damage Level 7 Melee Build


Advice


Hi everyone.

I wanted to make a build with fast healing, damage reduction and high AC and yet be able to deal damage. I also really wanted to splash into a bunch of classes even if it’s generally better to stick to one class in Pathfinder.

1 Fighter (Unbreakable)
2 Barbarian (Invulnerable Rager and Urban Barbarian)
3 Barbarian
4 Hunter (Verminous Hunter and Patient Ambusher)
5 Monk (Master of Many Styles and Monk of the Iron Mountain)
6 Monk
7 Alchemist (Vivisectionist and Internal Alchemist)

Race: Human

Str 18 +4 (15 +1 level +2 enhancement)
Dex 14 +2
Con 18 +4 (16 + 2 enhancement)
Int 12 +1
Wis 14 +2
Cha 7 -2

Feats:
Human Fast Healer
1 Power Attack
3 Iron Will
5 Bolstered Resilience
7 Stalwart

Bonus Feats:
Toughness (Monk of the Iron Mountain)
Crane Style (Master of Many Styles)
Swift Iron Style (Master of Many Styles)
Endurance (Unbreakable)
Die Hard (Unbreakable)

Traits:
Aldori Caution
Finding Haleen

HP: d10 d8 d12 d12 d8 d8 d8 con 7x4, favored class +2 (barbarian), finding haleen +7, toughness +7 10, 6.5, 6.5, 4.5, 4.5, 4.5, 4.5 = 41 + (44) = 85

Rage Power: Roused Anger
Rage 10 rounds/day

Animal Focus:
Worm - Fast Healing and Fortification
Centipede +2 CMD

Fast Healing 3
DR 1 or 6 (1 Invulnerable Rager +5 fighting defensively, crane style, trait and 3 ranks in acrobatics)
Bolstered Resilience = DR 11 once/round
Fortification 25%

BAB 4
To hit +10 (+11) (-1 size +1 enhancement - 2 crane style - 2 power attack) (+1 vs more than one adjacent opponent)
Str 18 + 4 rage + 4 alchemical + 2 enlarge + 2 enhancement = 30 +10
Greatsword 3d6 + 6 power attack + 15 str + 1 enhancement = 3d6 + 22 =54 average

Fort 19 (2 2 3 3 2 +4 con +2 cloak +1 ioun stone)
Ref 12 (2 3 2 +2 ref +2 cloak +1 ioun stone)
Will 11 (3 +2 wis +2 cloak +2 iron will +1 ioun stone +1 Wayfinder and Ioun Stone)

AC:
Base 10
Full Plate +2 11
Dex 2
Enlarge -1
Fighting Defensively +5 or DR 5
Monk Nat Armor 1 / Alchemist 2
Deflection 1
Dodge IF adjacent to two or more opponents +1
= 25 / 26 / 27 or +5

Shield 4
= 29 / 30 / 31 or +5

Gear: 23500 gp
Full Plate +2 5500 gp
Greatsword +1 2000 gp
Belt of Giant Strength +2 2000 gp
Con Item +2 2000 gp
Ring of Deflection +1 2000 gp
Cloak of Resistance +2 2000 gp

Wayfinder 250 gp +1 will saves
Cracked Pink and Green Sphere (Ioun Stone) 100 gp +1 to UMD
Cracked Magenta Prism (Ioun Stone) 400 gp +2 to UMD
Cracked Pale Green Prism (Ioun Stone) 2000 gp +1 to saves

Use Magic Device Item +5 1250 gp
Item with Shield 5x day 900 gp
Item with Enlarge 5x day 900 gp

Spells:
Lead Blades - Increase weapon damage die to d8
Sun Metal - 1d4 fire damage
True Strike

* For magic gear I’ve assumed there’s a wizard with craft wondrous item (because there is one in the current campaign I’m playing).

He will buff with enlarge person before combat. If necessary he can also cast shield. He’s a little MAD but I think it works out alright. I’d like the will save to be higher and dispel magic will be a problem at some time when the buffs are 1st level. A few more rounds of rage would be nice. Extra rage would be an easy fix. But vital strike would probably be the next feat.

The Alchemist might not be the best choice but it adds 4 alchemical bonus (which I really wanted) and some neat minor tricks, like 1d6 sneak attack, UMD, True Strike and Breath Mastery. Breathing once every 18 hour is pretty cool even if it’s totally useless. Trapfinding is decent if there’s no rogue around.

I’d like to keep adding more classes as long as it’s still adding something worthwhile. Sin Eater Inquisitor and Spelleater Bloodrager would be fun to add. We rarely get to level 10 in the games I play so it doesn’t matter if he falls behind powerwise at level 20.

I’m sure I’ve missed some things and made some mistakes so I’d like to hear some advice, suggestions and comments on this build.


Fast Healing was removed from the Worm companion in a FAQ. It only grants Light Fortification now. Unless you can get a steady source of Infernal/Celestial Healing, it will be hard to add Fast Healing to your build. Spell eater would work, but you will only benefit from it for a couple of rounds/day.


DthKnell wrote:
Fast Healing was removed from the Worm companion in a FAQ. It only grants Light Fortification now. Unless you can get a steady source of Infernal/Celestial Healing, it will be hard to add Fast Healing to your build. Spell eater would work, but you will only benefit from it for a couple of rounds/day.

Only for the rounds, you are raging...But I do have a build for it if the OP is interested.


Also your DR is only 1 from classes, that doesn't really seem like it's that worth it other than to say "you technically have it"


I propose the earth aether kineticist.
It'll have DR, and fast healing temp HP, and can have good AC and attacks, ranged and melee.


I wouldn't call it fast, but that is a pretty solid way to go.


So shield and mutagen and enlarge person. 3 rounds gone to do combat and 7 rounds before buffs start to disappear.

Plus.. Finding Haleen trait? I dunno about that.


Cavall wrote:

So shield and mutagen and enlarge person. 3 rounds gone to do combat and 7 rounds before buffs start to disappear.

Plus.. Finding Haleen trait? I dunno about that.

IDK why so many people don't drink mutagens BEFORE they expect combat. Hey, guys lets head into this dangerous location...don't worry about being prepared or anything we will just wing it...

But serious with 10 minutes/Level Mutagen should be up. After an Extend rod is purchased the Shield and Enlarge should be as well. If not they will be after the first combat of the dungeon.


I mean, honestly it's still good for a fight or two at most.

You factor in moving to the next fight, checking for traps and looting you're not really enjoying much more than a minute or two.

I mean unless you know you're running from one to the next fight after (and how would you know, really) it's not consistent that much.

But hey. +4


DthKnell wrote:
Fast Healing was removed from the Worm companion in a FAQ. It only grants Light Fortification now. Unless you can get a steady source of Infernal/Celestial Healing, it will be hard to add Fast Healing to your build. Spell eater would work, but you will only benefit from it for a couple of rounds/day.

Well, he has levels in Alchemist. If he takes the Tumor Familiar Discovery, and the Protector Archetype for his Familiar, when he gets to Level 5 Familiar-Haver, his Familiar will keep Shield Other on him, absorbing half the hit points intended for the PC. And the Familiar, being a Tumor, gets Fast Healing 5.

That's different from the PC having DR or Fast Healing, but it's still seems pretty cool and along those lines.

Louise Bishop wrote:
Only for the rounds, you are raging...But I do have a build for it if the OP is interested.

I'm interested!

Arch Zull wrote:
I wanted to make a build with fast healing, damage reduction and high AC

How would you like a miss chance? If you had Scent and Blindfighting, you could carry around an Eversmoking Bottle, Blinding everybody, including you, but with Scent and Blindfighting, you can still function. The Blinded condition means every target of yours enjoys a 50% Miss Chance, but with Blind Fighting, you get to re roll that.

There are a lot of ways to get Scent. It's a Barbarian Rage Power. If you are a Cryptbreaker Alchemist, you get it in your Mutagen. Alter Self is an Alchemal Extract: you can turn into a Bugbear and gain Scent. You could get Scent as a Catfolk or a Half Orc.


Louise Bishop wrote:
Cavall wrote:

So shield and mutagen and enlarge person. 3 rounds gone to do combat and 7 rounds before buffs start to disappear.

Plus.. Finding Haleen trait? I dunno about that.

IDK why so many people don't drink mutagens BEFORE they expect combat. Hey, guys lets head into this dangerous location...don't worry about being prepared or anything we will just wing it...

But serious with 10 minutes/Level Mutagen should be up. After an Extend rod is purchased the Shield and Enlarge should be as well. If not they will be after the first combat of the dungeon.

but with 1 level that's just a flat 10 minutes, which can easily run out part way through a dangerous location. (need to spend time searching for a trap door or talking to a captive, possibly spent too long and buff is gone)

extend wont work with his extracts, which are at lv1 so lasting only 1 minute, unless you know there someone on the other side of this door not all that helpful.


Thanks everyone!

DthKnell wrote:
Fast Healing was removed from the Worm companion in a FAQ. It only grants Light Fortification now. Unless you can get a steady source of Infernal/Celestial Healing, it will be hard to add Fast Healing to your build. Spell eater would work, but you will only benefit from it for a couple of rounds/day.

Ahh, damn. Perhaps Boots of the Earth could be an alternative.

Chess Pwn wrote:

Also your DR is only 1 from classes, that doesn't really seem like it's that worth it other than to say "you technically have it"

I propose the earth aether kineticist.
It'll have DR, and fast healing temp HP, and can have good AC and attacks, ranged and melee.

Doesn’t really matter where the DR is coming from. DR is DR.

Didn’t know about that class, it seems really interesting, I’ll look more into it. Don’t see anything about fast healing though.

Cavall wrote:

So shield and mutagen and enlarge person. 3 rounds gone to do combat and 7 rounds before buffs start to disappear.

Plus.. Finding Haleen trait? I dunno about that.

That’s true. My thinking was to put up the mutagen before entering places or situations where battles are expected and then buff with enlarge in the first round. Shield would be for fights where the DR and fast healing couldn’t keep up.

What’s wrong with Finding Haleen?

Scott Wilhelm wrote:

DthKnell wrote:

Fast Healing was removed from the Worm companion in a FAQ. It only grants Light Fortification now. Unless you can get a steady source of Infernal/Celestial Healing, it will be hard to add Fast Healing to your build. Spell eater would work, but you will only benefit from it for a couple of rounds/day.
Well, he has levels in Alchemist. If he takes the Tumor Familiar Discovery, and the Protector Archetype for his Familiar, when he gets to Level 5 Familiar-Haver, his Familiar will keep Shield Other on him, absorbing half the hit points intended for the PC. And the Familiar, being a Tumor, gets Fast Healing 5.

That's different from the PC having DR or Fast Healing, but it's still seems pretty cool and along those lines.

Louise Bishop wrote:
Only for the rounds, you are raging...But I do have a build for it if the OP is interested.
I'm interested!

Arch Zull wrote:
I wanted to make a build with fast healing, damage reduction and high AC
How would you like a miss chance? If you had Scent and Blindfighting, you could carry around an Eversmoking Bottle, Blinding everybody, including you, but with Scent and Blindfighting, you can still function. The Blinded condition means every target of yours enjoys a 50% Miss Chance, but with Blind Fighting, you get to re roll that.

There are a lot of ways to get Scent. It's a Barbarian Rage Power. If you are a Cryptbreaker Alchemist, you get it in your Mutagen. Alter Self is an Alchemal Extract: you can turn into a Bugbear and gain Scent. You could get Scent as a Catfolk or a Half Orc.

Those are some good ideas. Thank you! I’ll look into it.


boots of the earth were changed to only work once a day right?

the aether elemental defense is a temp HP shield and it regenerates.


What's wrong with finding Haleen?

Well what's wrong with it is that it's a campaign trait, which are usually more powerful than a normal straight, and made for a specific campaign.

The one you chose is more powerful than 2 feats. Additionally it's not even pathfinder really, it's 3.5 isn't it?


Hmmmm what can I say that won't be censored?
5 classes in 7 levels really just about everything about this character is for max game advantage and as far as I can see nothing to do with Role-playing!
Oh well if that's what you like I guess that's what you like .
Now I remember why I stopped reading these message boards oh well back to DRAGONSFOOT I guess


2 people marked this as a favorite.

Ever heard of Stormwind Fallacy?


does it have to be pfs legal cuz if not take a level in vitalist and then get a tumor familiar from either bloodrager or alchemist they you get free fast healing 5


Chess Pwn wrote:

boots of the earth were changed to only work once a day right?

the aether elemental defense is a temp HP shield and it regenerates.

Oh, they were changed too? Didn’t know that either. The kineticist looks more and more interesting.

Cavall wrote:

What's wrong with finding Haleen?

Well what's wrong with it is that it's a campaign trait, which are usually more powerful than a normal straight, and made for a specific campaign.

The one you chose is more powerful than 2 feats. Additionally it's not even pathfinder really, it's 3.5 isn't it?

Didn’t know the campaign traits were different. I just looked through the list on d20pfsrd.

I’m pretty sure Finding Haleen is Pathfinder and not 3.5 because that’s where I found it.

Lady-J wrote:

does it have to be pfs legal cuz if not take a level in vitalist and then get a tumor familiar from either bloodrager or alchemist they you get free fast healing 5

No doesn’t have to be PFS legal as long as it’s by RAW and RAI. That is indeed nice! Thank you!


1 person marked this as a favorite.
tony gent wrote:

Hmmmm what can I say that won't be censored?

5 classes in 7 levels really just about everything about this character is for max game advantage and as far as I can see nothing to do with Role-playing!
Oh well if that's what you like I guess that's what you like .
Now I remember why I stopped reading these message boards oh well back to DRAGONSFOOT I guess

Clearly you missed the point of the game. Nowhere in the rules does it say that Pathfinder has to be played according to your beliefs. Nor does it say that you have to make your character weak(er), average, single classed or whatever. You don’t have to act, talk in a different voice, change your accent or dress up to play the game. You simply create a character and control him in whatever way you want. The game is about having fun. If you enjoy talking in a different voice or changing your accent that’s great. Enjoy it in whatever way you like. I don’t understand how my character or this post interfere with your enjoyment.

How to play Pathfinder:

Paizo wrote:

Playing the Game

While playing the Pathfinder RPG, the Game Master describes the events that occur in the game world, and the players take turns describing what their characters do in response to those events. Unlike storytelling, however, the actions of the players and the characters controlled by the Game Master (frequently called non-player characters, or NPCs) are not certain. Most actions require dice rolls to determine success, with some tasks being more difficult than others. Each character is better at some things than he is at other things, granting him bonuses based on his skills and abilities.

As your character goes on adventures, he earns gold, magic items, and experience points. Gold can be used to purchase better equipment, while magic items possess powerful abilities that enhance your character. Experience points are awarded for overcoming challenges and completing major storylines. When your character has earned enough experience points, he increases his character level by one, granting him new powers and abilities that allow him to take on even greater challenges.

The Most Important Rule

The rules presented are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of "house rules" that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

Note: They are not referring to you exclusively.

I don’t understand this need some purists have to tell other people what to enjoy and what not to enjoy (especially if they are missing the point in the first place) whether it’s music, movies, games or something else.

With that said, 5 classes in 7 levels (or any other combination of classes and levels) has ZERO impact on whether you can role play a character or not. You can still come up with a story and personality if you want and it would probably be significantly more interesting and inspiring than yet another 7th level fighter.

Optimizing, or trying to achieve specific things, is a totally normal human thing to do. It’s no different in real life. Everyone is trying to get the best out of their lives although some are more successful doing so than others.

Some people may be a carpenter all their life and be happy, and some people may play a fighter from level 1 to level 20, while other people may educate themselves in various fields and take a bunch of courses, and never specialize in one thing. Like having 5 classes in 7 levels.

In this case I would play a character who’s multiclassed and that’s just as much role playing as playing a 3rd level character with a pitchfork who used to be a farmer and talk like Donald Trump.


1 person marked this as a favorite.
tony gent wrote:
5 classes in 7 levels really just about everything about this character is for max game advantage and as far as I can see nothing to do with Role-playing!

To me it sounded more like sacrificing power (BAB, etc) to achieve a fairly impractical character concept (DR & Fast Healing), presumably for role-playing reasons.


I think you should just play an alchemist. Spontanious heal, mummification, preserved organs make you basically unkillable, especially when you pair it with the protector tumour familiar as Scott said. This covers fast healing, crit negation, nonleathal immunity. If you want Dr there are a number of polymorph spells or resinous skin that give it to you.

If you pair ablative barrier with mummification that gives another form of DR.

Dip a single level of steelblooded bloodrager or armoured hulk (unchained). To bump your defenses further. Full plate, mutagen, shield/or shield extract, barkskin, displacment now you unhitable.

This character can use a weapon or go natural attacks either will work.

I think this character will do what you are hoping. It is also good from level 1 onward. I'm level seven with a less durable version and it's been great.


I'm pretty sure boots of the earth being once/day is a PFS only thing.

At any rate, an Invulnerable Rager + Beastkin Beserker Barbarian has DR, Natural Armor and a ton of damage with access to pounce and/or flight. You can boost DR by taking Bolstered Resilience, and boost AC by still grabbing Beast Totem (though you really don't need it as a Beastkin Beserker).


I think some of you missed the point of my post at no point did I say that's not how you play the game !
My own thoughts where that as far as I can see all the choices made in that character where taken only because of what they gave the character in the game mechanics.
(Please correct me if I'm wrong) and to my way of thinking the character is no more than a set of numbers to allow the best chance to beet other sets of numbers in a mathematical contest.
A and if that floats your boat fine but I just don't get it I would rather have a character that has some faults and there for less likely to survive mathematical speaking.
But when they do beat the odds the sense of achievement is so much better
Feel free to play how you like so long as everyone is playing the same

Silver Crusade

Arch Zull wrote:


Didn’t know the campaign traits were different. I just looked through the list on d20pfsrd.
I’m pretty sure Finding Haleen is Pathfinder and not 3.5 because that’s where I found it.

It's 3.5 because the Legacy of Fire campaign, where this trait is from, was released under 3.5 rules. It wasn't until Council of Theives, the one immediately after Legacy of Fire, that Pathfinder had its own separate rules system, rather than relying on the OGL from Wizards.


tony gent wrote:


But when they do beat the odds the sense of achievement is so much better.

The opposite applies too. Always failing against the odds because the chances are so low also is a horrible time. Sitting there and failing everything you try is no fun either.

It is hard to find that perfect balance but this is why Game 0 is so important to get the feel of the entire table and what power level you will be playing at.


The game requires you to have mathematical numbers to role play. You cant be charming or persuasive without diplomacy, nor tough with out con.

If you want to be invulnerable as a character choice, see dozens of xmen characters, you have to build for that. The fact is multiclassing is mostly mechanically weaker. Martials with a few dips are the exception not the rule. Unique dips provide as much of an option for unique characters as anything else.

When putting together unique options and writing then into a coherent story you can make fantastic back story.

A monk who meditates so long his third eye charaka permanently opened costing him most of his language but providing an amazing insight into people; psychic Frankenstein monster ferocious but classy and charming; a failed wizard who steals combat styles and passes them off as magic and uses body modification to emulate magic to embody the vision he has always had for himself. Many unique ideas are not related denovo but result from inspiration. Pathfinder has a huge body of work to draw inspiration from. None of these would been as effective in the rp with out optimization of the concepts.


Louise Bishop wrote:
tony gent wrote:


But when they do beat the odds the sense of achievement is so much better.

The opposite applies too. Always failing against the odds because the chances are so low also is a horrible time. Sitting there and failing everything you try is no fun either.

Then again some people really dig the band of incompetent goons feel (Some folks find stuff like low-level Dark Heresy 1.0 or classic Warhammer Fantasy RP a barrel of fun for instance and I personally struggle to think of a relatively well known game where people start out more inept than that).

Personal taste dictates a lot but ultimately sometimes the system itself will dictate the overall feel (IE don't play Pathfinder if you want the adventures of barely surviving chumps in way over their heads and don't play DH expecting to be the John Wick's of the universe)


tony gent wrote:

I think some of you missed the point of my post at no point did I say that's not how you play the game !

My own thoughts where that as far as I can see all the choices made in that character where taken only because of what they gave the character in the game mechanics.
(Please correct me if I'm wrong) and to my way of thinking the character is no more than a set of numbers to allow the best chance to beet other sets of numbers in a mathematical contest.
A and if that floats your boat fine but I just don't get it I would rather have a character that has some faults and there for less likely to survive mathematical speaking.
But when they do beat the odds the sense of achievement is so much better
Feel free to play how you like so long as everyone is playing the same

Just because a player is focusing on mechanical aspects of his character on this forum doesn't mean he or she doesn't have rich roleplaying intentions in store for the upcoming game, even if the roleplaying aspects of the character evolve seperately from the mechanical aspects


Arch Zull wrote:
I wanted to make a build with... damage reduction... yet be able to deal damage.... He will buff with enlarge person before combat.

I have another Class for you to look at: the Living Monolith Prestige Class .

Living Monolith, Prerequisites wrote:

Base Attack Bonus: +5.

Feats: Endurance, Iron Will.

You were planning on taking Endruance and Iron Will anyway. With your first level in Living Monolith, you gain an extra +2 on saves vs. Death and Mind Affecting Spells. You will be able to cast Enlarge Person as a Swift action 3/day. You can choose to make your levels in LM a Full BAB Class, or you can choose to gain Caster Levels, perhaps in Alchemist, but Alchemist can be funny, sometimes considered a Caster Class, sometimes not: double check. I'm guessing you want to go the Full BAB route, because you will, in addition gain Toughness as a Bonus Feat, which you already said you wanted. At level 2, you will auto-stabilize and be immune to Bleed. At level 3 you will gain DR/- and will gain Fortification against Crits and Precise Damage which will increase as you gain LM levels.

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