| Arch Zull |
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.