The Most Invincible Warrior


Advice

Silver Crusade

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Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

Hi everybody, next year a friend of mine wants to run a campaign based in Iblydos and heavily focused on Ancient Greek style myth.

I want to build a warrior type character who might not be the strongest, fastest or smartest but is basically the most invincible.

So I'm looking for tips on how to create someone who is nigh-unkillable and I'm willing to sacrifice offensive power to do so.

My requirements are:

Primarily Warrior-type class levels (Barbarian/Fighter/Brawler etc)
Incredible Saves
Good DR
As many and as much Energy Resistance as possible.
Stacks of HP.
Good Charisma (This is a secondary thing).

I actually don't care that much about AC, as I think it'd be thematic to take hits regularly and just soak them up.

I know these boards know how to build an Achilles without that dodgy heel, show me what you got.


I have something I came up for before for a 'Flubber' award. Upwards of 700+ health, or 1000+ if you take max HP instead of average. They end up dying around -50 hp

Can take a lot of damage:
Half-Orc
Alt Racial Traits:
Shaman's Apprentice (Endurance feat, replaces Intimidating)
Draconic Heritage (replaces Skilled, which replaces Darkvision. Gain darkvision 10ft, low-light vision, ignores CHA for Eldritch Heritage)
Fey Thoughts (gain two skills as class skills, replaces weapon familiarity)

Ability scores:
STR 14, Dex 12, Con 20 (18+2), Int 10, Wis 10, CHA 7
Put all points into Con, +6 belt, +5 tome, +12 rage

Class: Fighter (Viking)
Favored class bonus: +1 HP/Lvl (+40, see Unbreakable)

Traits:
Draconic Destiny (... Con +2 higher to determine death)

Feats:
B) Endurance
1) Diehard
F1) Ferocious Tenacity (spend rage rounds 1/day to reduce damage of an attack that kill you)
F2) Armor Focus (Mountain Pattern Armor, acts as armor training class feature)
3) Toughness (+20 hp)
F4) Advanced Armor Training (Armored Juggernaut)
5) Unbreakable (+2 hp each time you select +1FCB for fighter instead, Con +4 higher to determine death)
F6) Rage Power (Guarded Life)
7) skill focus (perception)
F8) Rage Power (Renewed Vigor)
9) Eldritch Heritage (Draconic; Bloodline Familiar, Protector archetype)
F10) Rage Power (Greater Guarded Life)
11) Ferocious Action (not staggered using diehard)
F12) Rage Power (Regenerative Vigor)
13) Raging Vitality (+2 Con in Rage)
F14) Rage Power (improved damage reduction) 1/-)
15) Blood Vengeance (+2 STR & CON in rage when ally drops)
F16) Rage Power (improved damage reduction 2/-)
17) Amplified Rage (+4 STR & CON in rage while adjacent to someone raging)
F18) Rage Power (improved damage reduction 3/-)
19) ????????
F20) Advanced Armor Training (Armored Sacrifice)

Scarab Sages

2 people marked this as a favorite.

If you're counting it, a spell-less Paladin archetype with the Oath of the Skyseeker is probably just about perfect. What's important isn't your HP total, but your effective HP, and Lay on Hands, combined with the Fast Healing Mercy and Fey Foundling, gives SO many hit points. You wanted high charisma? What if it got added to your saving throws? I have character that's optimized to be a bit more well-rounded, but if you wanted raw tankiness you could probably end up with a RIDICULOUS amount of health just waiting for you. If the Fast Healer feat applies to, you guessed it Fast Healing, it just... well, it gets even more nuts. That's a bit of a corner case, though.

The point is, you'd be hard-pressed to find something tankier than the raw effective HP a Paladin can provide. You could spend 50% of your extra feats on Lay on Hands and it would, baseline, give you 100d6 HP at level 20, or an average of 303 HP (that's about 60 HP per feat)... not counting getting Fast Healing from each, the extra 200 HP you'd get from Fey Foundling, or the Fast Healer bonus if applicable. That plus the best saves ever? Oof.


The stalwart & improved stalwart feats might help, especially with crane style. I agree that a paladin would be a solid way to start.

Grand Lodge

DeathlessOne wrote:

I have something I came up for before for a 'Flubber' award. Upwards of 700+ health, or 1000+ if you take max HP instead of average. They end up dying around -50 hp

** spoiler omitted **

How are you getting Draconic Heritage as a Half-Orc? That is a Human Alternate Racial trait, and not available to Half-Orc (unless you are using some 3rd party or house rules)

You also have a bonus feat at level 1...which only Humans get.

I think you may be misreading how the Half- races work...they count as human for things like favored enemy, spells that target humans, feats that only humans can take, human only equipment, etc...it does not allow they to take things like human alternate racial traits...Half-Orc does not have skilled, so you cannot replace it with something else, it also does not give them the human level 1 bonus feat.

Shadow Lodge

3.5's Living Arcanis had a combat feat called Improved Toughness. You needed the Toughness feat(which back then added 3 HP only) and you gained 6 HP. Then, because you could, you'd take it again and again.

Why?

Because the feat said everytime you took it you gained the same amount you got the last time you took it +3 more.

Improved Toughness, first time: 6 HP(9 with Toughness)
Second time: 9 HP(18 with Toughness)
Third time: 12 HP (30 with Toughness)

And so on. Since it's a combat feat you'd play a human fighter and spend just about all your feats on Improved Toughness. With so much HP a friend of mine didn't even give the fighter armor or a shield. He spent the gold on his weapons, a cloak of resistance, and other magic items.

It's only in that book though, sadly, and seems impossible to find anywhere online.


Slyme wrote:
DeathlessOne wrote:

I have something I came up for before for a 'Flubber' award. Upwards of 700+ health, or 1000+ if you take max HP instead of average. They end up dying around -50 hp

** spoiler omitted **

How are you getting Draconic Heritage as a Half-Orc? That is a Human Alternate Racial trait, and not available to Half-Orc (unless you are using some 3rd party or house rules)

You also have a bonus feat at level 1...which only Humans get.

I think you may be misreading how the Half- races work...they count as human for things like favored enemy, spells that target humans, feats that only humans can take, human only equipment, etc...it does not allow they to take things like human alternate racial traits...Half-Orc does not have skilled, so you cannot replace it with something else, it also does not give them the human level 1 bonus feat.

The bonus feat is from

Half-Orc
Alt Racial Traits:
Shaman's Apprentice (Endurance feat, replaces Intimidating)


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DM_aka_Dudemeister wrote:

Hi everybody, next year a friend of mine wants to run a campaign based in Iblydos and heavily focused on Ancient Greek style myth.

I want to build a warrior type character who might not be the strongest, fastest or smartest but is basically the most invincible.

So I'm looking for tips on how to create someone who is nigh-unkillable and I'm willing to sacrifice offensive power to do so.

My requirements are:

Primarily Warrior-type class levels (Barbarian/Fighter/Brawler etc)
Incredible Saves
Good DR
As many and as much Energy Resistance as possible.
Stacks of HP.
Good Charisma (This is a secondary thing).

I actually don't care that much about AC, as I think it'd be thematic to take hits regularly and just soak them up.

I know these boards know how to build an Achilles without that dodgy heel, show me what you got.

Everything of that you can get from Fighter, mostly from Advanced Weapon Training and Advanced Armor Training. Very greeky style would be to fight with shield and a spear, thanks to the feat Shield Brace . There are some AWT which increases fighter's reflex and will saving throws and initiative as well.

Or what about a Medium (the class) focused on Guardian spirit?
Being focused around Guardian spirit, gives proficiency in heavy armor, shields and tower shield, resistance to Acid, Cold, Fire, Electric, Sonic equal to HALF LEVEL, damage reduction HALF LEVEL /-, ability to block attacks directed to allies, bonus to AC.

As a Medium, your character will have naturally high Will saving throw, decent HP and med-high charisma.
With guardian spirit add a +1 up to +6 (can reach more with feats and items and archetype or gillman race) to Fortitude and Reflex savings, meaning it catches up with good saving throws, then adds the same bonus to AC and Constitution checks.

For the attack part there not too much benefit from Guardian Spirit because of medium bab, and simple weapon proficiency only. But there are two routes which are still viable in melee:

a) going through Spirited Charge feat, attacking with lance on mount will do triple the damage, just have to hit once (and medium bab it's still good at that)

b) have natural attacks, which they will attack at maximum bab

For route A, it will need martial proficiency with Lance. You can then optimize the damage adding Power Attack and Combat Stamina. Why combat stamina? because the build benefits from high constitution, synergizing well with combat stamina, and then because of Spirited Charge, you can spend stamina points up to Strength modifier to add damage to the charge which is also tripled if charging with a lance.

For route B, go Tengu or play a Fiendkeeper Medium archetype. With dark communion of Fiendkeeper, character gets instantly two claws and a bite. Instead of Tengu any other race which has some natural attacks is still good (catfolk?). Just remember to full-attack both with manufactured weapon and natural attacks.

Or route C, get Antagonize feat and get beaten instead of allies. Then heal later with some hierophant spirit... At high level with diehard feat chain and the Deathless spell it may work even better.


A Simple option would be to have a Suli for energy resistance barbarian/unchained barbarian invulnerable rager for DR with the superstitious rage power for saves.

Synthesist summoner has lots of HP and can take energy resistance evolutions, you could dip paladin for saves. Can get DR at 9th.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
citricking wrote:
Slyme wrote:
DeathlessOne wrote:

I have something I came up for before for a 'Flubber' award. Upwards of 700+ health, or 1000+ if you take max HP instead of average. They end up dying around -50 hp

** spoiler omitted **

How are you getting Draconic Heritage as a Half-Orc? That is a Human Alternate Racial trait, and not available to Half-Orc (unless you are using some 3rd party or house rules)

You also have a bonus feat at level 1...which only Humans get.

I think you may be misreading how the Half- races work...they count as human for things like favored enemy, spells that target humans, feats that only humans can take, human only equipment, etc...it does not allow they to take things like human alternate racial traits...Half-Orc does not have skilled, so you cannot replace it with something else, it also does not give them the human level 1 bonus feat.

The bonus feat is from

Half-Orc
Alt Racial Traits:
Shaman's Apprentice (Endurance feat, replaces Intimidating)

its more the fact that you can't trade a half orc trait for a human trait. You CAN get skilled on a half orc, you can even get out twice i think, but you can't trade it for the human alt racial trait

Lantern Lodge

Either the virtuous bravo paladin or a paladin 2 / swashbuckler (noble fencer) X. You will have top tier DPR in addition to high AC and Saves.


citricking wrote:

The bonus feat is from

Half-Orc
Alt Racial Traits:
Shaman's Apprentice (Endurance feat, replaces Intimidating)

Correct.

Name Violation wrote:
its more the fact that you can't trade a half orc trait for a human trait. You CAN get skilled on a half orc, you can even get out twice i think, but you can't trade it for the human alt racial trait

I am unaware of any rulings (or FAQS) that say otherwise. If it exists, point me towards it and I will add it to my knowledge of the system. As it is right now, half-orcs count as human (and orc), and if they have the racial trait "Skilled" (at character creation) they should be able to trade it away just like a human could. Sure, I imagine it was not what was intended but a lot of things end up that way. Regardless, is it really that powerful of an option? I don't believe so.

FAQ wrote:

Can a half-orc select human racial favored class options?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Bolded for emphasis. 'Rules Elements' cover a very wide array of things.


Dragonborn3 wrote:

3.5's Living Arcanis had a combat feat called Improved Toughness. You needed the Toughness feat(which back then added 3 HP only) and you gained 6 HP. Then, because you could, you'd take it again and again.

Why?

Because the feat said everytime you took it you gained the same amount you got the last time you took it +3 more.

Improved Toughness, first time: 6 HP(9 with Toughness)
Second time: 9 HP(18 with Toughness)
Third time: 12 HP (30 with Toughness)

And so on. Since it's a combat feat you'd play a human fighter and spend just about all your feats on Improved Toughness. With so much HP a friend of mine didn't even give the fighter armor or a shield. He spent the gold on his weapons, a cloak of resistance, and other magic items.

It's only in that book though, sadly, and seems impossible to find anywhere online.

Ooh, if you can combine 3.5 and Pathfinder Feats, that opens the door for all kinds of shennanigans. You can get a level 8 or so character with a DPR in the thousands!

Take Ancestral Relic or Master Craftsman to make an Adamantine Magic Weapon that combines the Maul of the Titans and Shatterspike Enchantments. Bypass the first 20 points of DR and do Triple Damage and and an extra +3 when Sundering.

Take Greater Sunder, Combat Brute, Pushback, Shock Trooper, and Improved Trip. Maybe also Deadly Concussion and the 3.0 version of Improved Sunder. With Greater Sunder, your residual (tripled!) Damage after destroying yhour opponent's thing goes to the opponent. With Combat Brute, you get an extra Attack when you Sunder someone's Weapon or Shield. With Deadly Concussion, you inflict again as much Damage on the person when you Sunder Someone's Armor or Shield. With the 3.0 version of Improved Sunder, you do Double Damage when Sundering an opponent's Weapon. With Pushback, you get a Free Bull Rush with every hit. With Shock Trooper, if you Bull Rush one target into another, you get a Free Trip Attempt on both. With the 3.5 version of Improved Trip, you get a Free Attack on people you Trip as they go down. With Greater Trip, you get an Attack of Opportunity as they go down. So we're talking about attacks that do like octople damage with one attack cascading and looping into other attacks, potentially endlessly if you are figthing multiple opponents. I was envisioning doing this with an Earthbreaker and Great Cleave or maybe a Thrikreen wielding 2 Adamantine Gythkas!

Silver Crusade

Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

My GM for this campaign is fairly new to GMing so I'm not looking to use 3.5 feats or trying to break the game. Just looking for fun combos that let me stay on my feet and in control. I like the idea of the paladin build though. And Viking Warrior build could work okay for a Spartan type hmmm...

Lantern Lodge

If you want Spartan stick with the virtuos bravo or paladin 2 / swashbuckler (noble fencer) X. It's less powerful than a slashing weapon since you can't get dex to damage but you could use a short spear for precise strike. I think It's the best way to match your concept while still having a very effective pc.

Grand Lodge

DeathlessOne wrote:
I am unaware of any rulings (or FAQS) that say otherwise. If it exists, point me towards it and I will add it to my knowledge of the system. As it is right now, half-orcs count as human (and orc), and if they have the racial trait "Skilled" (at character creation) they should be able to trade it away just like a human could. Sure, I imagine it was not what was intended but a lot of things end up that way. Regardless, is it really that powerful of an option? I don't believe so.

It is certainly an interesting workaround...and seems to be unique among racial traits. RAW it does in fact seem to work, it even works in Hero Lab (Not a definitive source, but a good sounding board). Certainly an interesting combination.

As for the bonus feat...I totally spaced on the fact that it was granted from Shaman's Apprentice.


Slyme wrote:
It is certainly an interesting workaround...and seems to be unique among racial traits. RAW it does in fact seem to work, it even works in Hero Lab (Not a definitive source, but a good sounding board). Certainly an interesting combination.

It is not unique, actually. See the Half-elf and the Round Ears alternate racial trait. It is actually very fitting that both half-races get similar access to the skilled trait.

Quote:
As for the bonus feat...I totally spaced on the fact that it was granted from Shaman's Apprentice.

No worries. Humans are humans and we miss stuff occasionally (we have no racial bonus to perception, after all).


If your game allows 3PP material, the Sentinel from Spheres of Might is built to be an outstanding tank.

Scarab Sages

So, here's the thing: I could see going with an unbreakable fighter or a Paladin with the Oath of the Skyseeker archetype plus whatever else you want, or anything else, with one caveat: In order to be a truly tanky character, you need access to Evasion and Stalwart. Fortunately, Evasion comes on a ring, but you're not so lucky with Stalwart, which is an extremely rare, but important ability, because no matter how good your saves are, if a failed save causes you damage you're in trouble. As has become a saying in my group, sometimes you just fight a Banshee, or a similar effect, and that successful save still costs you buckets of health without Stalwart.

I don't care if you have 2k HP at your disposal. Stalwart counts for SO much effective healing in the right situations that it's worth it.


DM_aka_Dudemeister wrote:
My GM for this campaign is fairly new to GMing so I'm not looking to use 3.5 feats or trying to break the game. Just looking for fun combos that let me stay on my feet and in control. I like the idea of the paladin build though. And Viking Warrior build could work okay for a Spartan type hmmm...

Well, you did entitle this thread "The Most Invinceble Warrior," and you gotta admit, the combos I suggested just might make you a Fighter that was pretty darn hard to vince!

Just sayin'.

Okaay, some pretty fun combos, and keepin' it Pathfinder.

I like the combo of Greater Grapple and Expert Captor. Greater Grapple lets you Grapple as a Move Action,so 2X/round, and Expert Captor lets you TieUp an opponent you have Grapppled--not Pinned without taking the usual -10 Penalty.

I started playing a character to get this in PFS. She's starting as a Ranger/Archer and will get the above Combo at like Level 7. Then she'll take levels as a Grenadier Alchemist. With a Crab Familiar and Tentacle, itwill really add a lot to her Grapple Mod. And Exploding Arrows are cool.

Another Fun way to go would be to fight Thunder and Fang or maybe Shield Brace: Halberd and Shield or Lucerne Hammer and Shield. I like the idea of taking Shield Slam, Greater Bull Rush, and Paired Opportunist. Maybe also Broken Wing Gambit so you'll get lots of Attacks of Opportunity with some really big weapon.

In 3.5, I had some success with the Elusive Target Feat, running around and Tripping everybody as Free Actions who took Attacks of Opportunity against me. I was thinking the Pathfinder version of that would be Panther Style feats, scoring Free Action attacks whenever you Provoke Attacks of Opportunity. Maybe be a MOMS Monk so you can wear armor against all those Attacks you are drawing, maybe also take Dodge and Mobiity, and Whirlwind Attack as long as you are in the neighborhood.

Silver Crusade

Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber
Scott Wilhelm wrote:
DM_aka_Dudemeister wrote:
My GM for this campaign is fairly new to GMing so I'm not looking to use 3.5 feats or trying to break the game. Just looking for fun combos that let me stay on my feet and in control. I like the idea of the paladin build though. And Viking Warrior build could work okay for a Spartan type hmmm...

Well, you did entitle this thread "The Most Invinceble Warrior," and you gotta admit, the combos I suggested just might make you a Fighter that was pretty darn hard to vince!

Just sayin'.

Okaay, some pretty fun combos, and keepin' it Pathfinder.

I like the combo of Greater Grapple and Expert Captor. Greater Grapple lets you Grapple as a Move Action,so 2X/round, and Expert Captor lets you TieUp an opponent you have Grapppled--not Pinned without taking the usual -10 Penalty.

I started playing a character to get this in PFS. She's starting as a Ranger/Archer and will get the above Combo at like Level 7. Then she'll take levels as a Grenadier Alchemist. With a Crab Familiar and Tentacle, itwill really add a lot to her Grapple Mod. And Exploding Arrows are cool.

Another Fun way to go would be to fight Thunder and Fang or maybe Shield Brace: Halberd and Shield or Lucerne Hammer and Shield. I like the idea of taking Shield Slam, Greater Bull Rush, and Paired Opportunist. Maybe also Broken Wing Gambit so you'll get lots of Attacks of Opportunity with some really big weapon.

In 3.5, I had some success with the Elusive Target Feat, running around and Tripping everybody as Free Actions who took Attacks of Opportunity against me. I was thinking the Pathfinder version of that would be Panther Style feats, scoring Free Action attacks whenever you Provoke Attacks of Opportunity. Maybe be a MOMS Monk so you can wear armor against all those Attacks you are drawing, maybe also take Dodge and Mobiity, and Whirlwind Attack as long as you are in the neighborhood.

These are very good suggestions for damage/control, but not for defensive bonuses, damage resistance or damage soaking.


For avoiding HP death, you'll want to try to get the combination of Ferocity (the monster ability, not the lesser Half-Orc one) and Regeneration. With that, you don't fall unconscious for being under 0 HP and you don't die for being under your negative Con score in HP. You're unkillable so long as your Regeneration stays on.

For getting high saves, you either want a big Cha on a Paladin or something that has high Fort + Will. Reflex won't matter a lick as most of those abilities are HP damage... which doesn't affect you with the above.

Energy Resist and Protection from Energy is probably most easily found from the spells.

So what build am I going to suggest? G'damn, the only thing I ever suggest: Goliath Druid. You'll get Regen at 12. You can wear Pauldrons of the Juggernaut to get Ferocity. You've got Energy Resist and Pro Energy and even Deathward on your spell list! Your class gives you high Fort and Will saves, and your main stats will be Con + Wis. Seems good.

Silver Crusade

Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber
Greg.Everham wrote:

For avoiding HP death, you'll want to try to get the combination of Ferocity (the monster ability, not the lesser Half-Orc one) and Regeneration. With that, you don't fall unconscious for being under 0 HP and you don't die for being under your negative Con score in HP. You're unkillable so long as your Regeneration stays on.

For getting high saves, you either want a big Cha on a Paladin or something that has high Fort + Will. Reflex won't matter a lick as most of those abilities are HP damage... which doesn't affect you with the above.

Energy Resist and Protection from Energy is probably most easily found from the spells.

So what build am I going to suggest? G'damn, the only thing I ever suggest: Goliath Druid. You'll get Regen at 12. You can wear Pauldrons of the Juggernaut to get Ferocity. You've got Energy Resist and Pro Energy and even Deathward on your spell list! Your class gives you high Fort and Will saves, and your main stats will be Con + Wis. Seems good.

Invincible Spellcaster is not what I'm looking for.

Grand Lodge

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Dwarven Barbarian with the Invulnerable Rager archetype with the Superstition line of rage powers Glory of Old trait and Steel Soul feat to pump their racial saving throw bonuses. Gets you solid DR/- and saves, d12 hit dice for lots of health...take Power Attack and some defensive feats. You ought to be plenty tough.


For the paladin, Human FCB and the unscathed trait combo icely for the energy resistance. I'd put one point of resist into as many types as you want to resist (I'd go fire, lightning, cold, negative, and acid, in that order) then increase them once you have the unscathed bonus. Alternatively, Aasimar with angelic skin (bronze) and unscathed has resist 7 to four elements at lv 3.

A single level of Master of Many Styles for +2 to all saves and crane style could help a lot, especially if you take stalwart for DR options.


DeathlessOne wrote:

I have something I came up for before for a 'Flubber' award. Upwards of 700+ health, or 1000+ if you take max HP instead of average. They end up dying around -50 hp

Spoiler:
Half-Orc
Alt Racial Traits:
Shaman's Apprentice (Endurance feat, replaces Intimidating)
Draconic Heritage (replaces Skilled, which replaces Darkvision. Gain darkvision 10ft, low-light vision, ignores CHA for Eldritch Heritage)
Fey Thoughts (gain two skills as class skills, replaces weapon familiarity)
Ability scores:
STR 14, Dex 12, Con 20 (18+2), Int 10, Wis 10, CHA 7
Put all points into Con, +6 belt, +5 tome, +12 rage

Class: Fighter (Viking)
Favored class bonus: +1 HP/Lvl (+40, see Unbreakable)

Traits:
Draconic Destiny (... Con +2 higher to determine death)

Feats:
B) Endurance
1) Diehard
F1) Ferocious Tenacity (spend rage rounds 1/day to reduce damage of an attack that kill you)
F2) Armor Focus (Mountain Pattern Armor, acts as armor training class feature)
3) Toughness (+20 hp)
F4) Advanced Armor Training (Armored Juggernaut)
5) Unbreakable (+2 hp each time you select +1FCB for fighter instead, Con +4 higher to determine death)
F6) Rage Power (Guarded Life)
7) skill focus (perception)
F8) Rage Power (Renewed Vigor)
9) Eldritch Heritage (Draconic; Bloodline Familiar, Protector archetype)
F10) Rage Power (Greater Guarded Life)
11) Ferocious Action (not staggered using diehard)
F12) Rage Power (Regenerative Vigor)
13) Raging Vitality (+2 Con in Rage)
F14) Rage Power (improved damage reduction) 1/-)
15) Blood Vengeance (+2 STR & CON in rage when ally drops)
F16) Rage Power (improved damage reduction 2/-)
17) Amplified Rage (+4 STR & CON in rage while adjacent to someone raging)
F18) Rage Power (improved damage reduction 3/-)
19) ????????
F20) Advanced Armor Training (Armored Sacrifice)

Question, Armored Juggernaut says that other than DR from Adamantine Armor and Armor Mastery, it doesn't stack with any other Damage Reduction...

Armored juggernaut wrote:
If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction.

So does it actually work with the Increased Damage Reduction Rage Power?


Dracala wrote:
So does it actually work with the Increased Damage Reduction Rage Power?

Hmmm... Apparently not. Good news, then. That's three rage powers or fighter feats you can free up to peruse different options. The extra DR 3/- isn't that impressive anyway. You still end up with DR 10/- (3 Armored Juggernaut, 2 Adamantine medium armor, 5 armor mastery) in the end, as Viking doesn't lose armor mastery.


Actually, with Armored Juggernaut, since Viking takes away Heavy Armor Proficiency, its only 2/- >.> unless you take Heavy Armor Proficiency.

Armored Juggernaut wrote:
When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor.
Viking wrote:

Weapon Proficiency

A viking is not proficient with heavy armor or tower shields.

Sorry for continuing to be a party pooper. Good News is it's still 9/-, or 11/- if you get Heavy Armor proficiency <.<


DM_aka_Dudemeister wrote:

Hi everybody, next year a friend of mine wants to run a campaign based in Iblydos and heavily focused on Ancient Greek style myth.

I want to build a warrior type character who might not be the strongest, fastest or smartest but is basically the most invincible.

So I'm looking for tips on how to create someone who is nigh-unkillable and I'm willing to sacrifice offensive power to do so.

My requirements are:

Primarily Warrior-type class levels (Barbarian/Fighter/Brawler etc)
Incredible Saves
Good DR
As many and as much Energy Resistance as possible.
Stacks of HP.
Good Charisma (This is a secondary thing).

I actually don't care that much about AC, as I think it'd be thematic to take hits regularly and just soak them up.

I know these boards know how to build an Achilles without that dodgy heel, show me what you got.

PALADIN

You want a Paladin... And I'll show you how:

The Invincible Warrior

Human: Fey Foundling
1st: Power Attack
3rd: Greater Mercy

After that... Grab an item called the "Bracer of the Merciful Knight" and under no circumstances will you EVER throw your Lay on Hands away.

Starting Array:
18, 10, 12, 10, 8, 16

Welcome to being PRACTICALLY IMMORTAL (as far as damage is concerned)

Why are you immortal? Lay on Hands on self is a swift action!

How does it scale when healing yourself?

lvl 2: 1d6+2
lvl 3: 2d6+4 (Assuming greater mercy on all tiers)
lvl 4: 3d6+6
lvl 6: 4d6+8
lvl 8: 5d6+8

At around 9 you'll get your bracer of the merciful knight!

lvl 9: 7d6+14
lvl 10: 8d6+16
lvl 12: 9d6+18
lvl 14: 10d6+20
lvl 15: 11d6+22
lvl 16: 12d6+24
lvl 18: 13d6+26
lvl 20: 14d6+28

On top of that, as a Spellcasting Paladin you get the best damage survivability spell ever! Hero's Defiance!

If something puts you down, it fires off a LoH with an additional +1d6 immediately! Because Fey Foundling adds +2 per die of healing you get more life longer!

Imagine if you will, a +1 Con Paladin at level 11...

77 HP...

You eat a surprise Dragon that hits you for 103 damage! Bye bye birdie right? Wrong!

The Best Lifesaver Ever

So, you hit your "Oh crap!" button at level 11 and drop 9d6+18 healing on yourself. (average of 50 HP) You go from what would be certain death at -26 HP to positive 24 HP. Not only did you not even go down, but you just tanked the heaviest hit you are likely to take and are still raring to go!

As far as Charisma goes? You're a Paladin! I recommend trying to get to an 18 by level 8.

Saves? Divine Grace my friend! Divine Grace! + your Charisma to all saves!

Using the stats above, by level 2, LEVEL 2, you'll have the following:

Fort +7 (+3 +1 +3)
Ref +3 (+0 +0 +3)
Will +5 (+3 -1 +3)

And it only keeps getting better!

When you want charisma, you want survivability, and you want to be able to melee with the best of them... Paladin! It's fantastic!


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Be a Yojimbo Samurai of the Order of the Flame. Take Power Attack at level 1, then every single other feat is Unconquerable Resolve (Healers Handbook). At about 12th level every time you spend a Samurai Resolve you get 96 Temp HP. You can use a resolve to remain conscious and stable after being dropped below 0... which would give you 96 Temp HP. You normally have only a few resolve points, but you regain resolve points when you defeat the target of your challenge class feature. Order of the Flame gives you the ability to challenge another target within 30 feet when you defeat your challenge target, without consuming a use of challenge. For every challenge you chain, you take an AC penalty and a damage bonus.

Of course once combat is over the temp HP goes away and the fact that you're in the negatives sets in...


DM_aka_Dudemeister wrote:
Greg.Everham wrote:

For avoiding HP death, you'll want to try to get the combination of Ferocity (the monster ability, not the lesser Half-Orc one) and Regeneration. With that, you don't fall unconscious for being under 0 HP and you don't die for being under your negative Con score in HP. You're unkillable so long as your Regeneration stays on.

For getting high saves, you either want a big Cha on a Paladin or something that has high Fort + Will. Reflex won't matter a lick as most of those abilities are HP damage... which doesn't affect you with the above.

Energy Resist and Protection from Energy is probably most easily found from the spells.

So what build am I going to suggest? G'damn, the only thing I ever suggest: Goliath Druid. You'll get Regen at 12. You can wear Pauldrons of the Juggernaut to get Ferocity. You've got Energy Resist and Pro Energy and even Deathward on your spell list! Your class gives you high Fort and Will saves, and your main stats will be Con + Wis. Seems good.

Invincible Spellcaster is not what I'm looking for.

I mean... you're going to be Large or Huge size. With a Str score that goes way up via size bonuses. My build with this dipped into Titan Fighter for oversized weapons and bonus feats that I burned on the Vital Strike chain. Like, yeah, you've absolutely got spells and that's rad as all get out, but you're hitting for absurd amounts of d6s each round.


The last campaign I GM'd included a PC Invulnerable Rager Barbarian with the Improved Stalwart feat. He took a dip in Unbreakable Fighter to meet the Stalwart prereqs more quickly and used Reckless Abandon to offset the to-hit penalties imposed by Combat Expertise / the Stalwart feats. His AC was laughably low but with a DR close to 20 near the end of the campaign, few monsters could harm him. And then he added Come And Get Me and Combat Reflexes to the mix.


Add on Antagonize and their next attack would have to be against him, with Come and Get Me, Combat Reflexes, Reckless Abandon, and 20/- DR(offsetting the Standard Action with Combat Expertise), that would be Absolutely Hilarious XD


I saw mention of a Viking, and I played a Viking in a Mythic game. He eventually got up to 20th level and 5th tier on the Guardian path. He wasn’t particularly invulnerable from a DR perspective, but he probably could have been with different feat and Mythic ability choices. He was still pretty tough for most foes to take down though since his shield bonus eventually got very high and Mythic Shield Focus allows you to apply that to your touch AC, providing some much needed protection against attacks that can otherwise be pretty tough to avoid.

For RP reasons I used heavy shield and TWF mostly with light hammer. That required an enormous investment of feats along with Mythic Power Attack to keep damage output good. Using Shield Brace would probably be a better plan. If you want to go with Stalwart and Crane Style I guess even just fighting with a shield in one hand and nothing in the other could work out pretty well. Shield Slam is pretty cool and becomes even better if your campaign uses Combat Stamina. Our DM made it available as a feat at one point, and after that it was pretty fun when foes with weapons would show up since you can use Come and Get Me / Taunting Stance to get an AoO and potentially Trip or Disarm an enemy before their attack is resolved.

It just occurred to me that maybe a campaign based on Greek myth might still not be a Mythic campaign. Even if that's the case Shield Slam is pretty cool and could be combined with Crane Style if you wanted lots of AC or possibly pretty good AC and DR.


Moonclanger wrote:
...He took a dip in Unbreakable Fighter to meet the Stalwart prereqs more quickly...

If you can make it fit your character concept, I believe that the green knight cavalier archetype would also achieve this goal (with various added benefits). ^_^


DM_aka_Dudemeister wrote:
Scott Wilhelm wrote:
DM_aka_Dudemeister wrote:
My GM for this campaign is fairly new to GMing so I'm not looking to use 3.5 feats or trying to break the game. Just looking for fun combos that let me stay on my feet and in control. I like the idea of the paladin build though. And Viking Warrior build could work okay for a Spartan type hmmm...

Well, you did entitle this thread "The Most Invinceble Warrior," and you gotta admit, the combos I suggested just might make you a Fighter that was pretty darn hard to vince!

Just sayin'.

Okaay, some pretty fun combos, and keepin' it Pathfinder.

I like the combo of Greater Grapple and Expert Captor. Greater Grapple lets you Grapple as a Move Action,so 2X/round, and Expert Captor lets you TieUp an opponent you have Grapppled--not Pinned without taking the usual -10 Penalty.

I started playing a character to get this in PFS. She's starting as a Ranger/Archer and will get the above Combo at like Level 7. Then she'll take levels as a Grenadier Alchemist. With a Crab Familiar and Tentacle, itwill really add a lot to her Grapple Mod. And Exploding Arrows are cool.

Another Fun way to go would be to fight Thunder and Fang or maybe Shield Brace: Halberd and Shield or Lucerne Hammer and Shield. I like the idea of taking Shield Slam, Greater Bull Rush, and Paired Opportunist. Maybe also Broken Wing Gambit so you'll get lots of Attacks of Opportunity with some really big weapon.

In 3.5, I had some success with the Elusive Target Feat, running around and Tripping everybody as Free Actions who took Attacks of Opportunity against me. I was thinking the Pathfinder version of that would be Panther Style feats, scoring Free Action attacks whenever you Provoke Attacks of Opportunity. Maybe be a MOMS Monk so you can wear armor against all those Attacks you are drawing, maybe also take Dodge and Mobiity, and Whirlwind Attack as long as you are in the neighborhood.

These are very good suggestions for damage/control, but not for defensive...

I have had qualified success with a Half-Orc who took the Keen Scent and Blind Fighting Feats. She carried around an Eversmoking Bottle: made everyone Blind, including her, and a gave her 50% Miss Chance. Between the 2 Feats, she could function quite well while Blinded. The only problem was the the Smoke Blinded the rest of the party as well, and rather than take their own countermeasures against being Blinded, they pressured me to stop doing it except for sometimes, such as when the enemy turned Invisible.

Another way to enjoy a Miss Chance would be to just use the Dirty Tricks Combat Maneuver to make your opponents Blind. Still another way would be the Ninja Vanishing Trick. If you took the False Attacker Rogue Talent, you would stand a fair chance of pressing an attack without breaking Stealth, efectively staying Invisible. If you did something like dip 3 levels in Monk, Drunken Master, you would be able to replenish your Ki and vanish all you want, forcing your enemies to find you by the boozy stink on your breath. I had a notion of doing this as a Ranged Touch Attack Acanist/Ninja, but you could also do this with Dimensional Slide, Flanking sometimes, turning Invisible sometimes, Blinding your opponents sometimes all the while racking up extra damage from Sneak Attacks.

There's talk of it coming with Ultimate Wilderness, but TMK it hasn't been nerfed yet. Protector Familiar Protects its master with Shield Other. An Alchemist can get a Tumor Familiar which has Fast Healing 5. So a Tumor Protector Familiar will sort of double your Hit Points, and sort of give you Fast Healing 5.

There is the Living Monolith Prestige Class: DR + Enlarge Person. That seems nice.

This might not worry you, but nothing makes my skin crawl like the wicked gleam in the GM's eye when he asks, "Are you sleeping in your Armor?" If the answer is yes, you wake up Fatigued. If the answer is no, you will be fighting Wandering Monsters in your underwear that night. If you take the Endurance Feat, you can sleep in Medium Armor. You can sleep in Light Armor or Mithril Medium Armor. Mithril Full Plate I consider prohibitively expensive. Only GMs' characters wear Mithril Full Plate. If you dip a level in Wizard, Paladin, Magus, or something, you might cast or use a Wand of Swift Girding, which lets you don or dress someone else in your/their Armor as a Standard Action. Those are the only circumstances I dress my character in Medium Armor. Also, if you are dressing in your armor with Swift Girding, you could also make your Armor Adamantine and gain DR that way. Adamantine Full Plate is as prohibitively expensive as Mithril Full Plate, but your Adamantine Agile Breastplate might be doable for DR 2/-.

Also, since plusses on any item go up in price geometrically, you want to spread the cost amongst multiple items: Magic Armor, Magic Shield, Ring of Protection, Amulet of Natural Armor. Natural Armor Bonuses Stack with regular Armor.

Just some first thoughts.


Dwarf with the racial trai hardy, the five kings mountains regional trait glory of old and steel soul= +5 to most saves. Combine that with Barbarian or vanilla Paladin or even the dwarf archetype stonelord.
Half elf/orc or human Barbarian with the superstitious rage powers and human fcb.

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