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In fact, the boots of haste were what gave him the idea :P

In any case, with their current gold, he will only be able to afford the one per day use version, and for 16,200 that is reasonable for me. Thanks for the clarification Kalindlara ;)


Hi, one of my players asked me to create a custom item. The problem is that he is being a little unreasonable about the price and capabilities.
What he wants is either some googles or bracers that allow him to cast True Strike as a free action, if possible, several times a day.

Already, that is too powerful for my liking, and I did not find a way to calculate a price for that with the rules of item creation. The solution I came up to was to calculate the cost as if the spell was casted with the quickening metamagic setting the level to 5 instead of 1 and make it a switf action and using the command word column in the table to work the numbers.

That gave me the following price: 9th casterl level x 5th spell level x 1800 = 81,000 gp.
However, what I don't get is how to add the daily uses for it. According to the table it says: Divide by (5 divided by charges per day), and to my understanding, that makes 5 uses divide the final price by 1 and 1 use divide by 5? Which makes no sense to me. It is the opposite?

In any case, I'm not sure about letting him create this item or looking for another alternative. Is there an item out there that works in a similar fashion?


I have this build I call the "Lost Heir":

Race: Human

Character Traits: Defender of the Society, Carefully Hidden

Abilities (20p/buy)
1st S14+2 D13 C14 I10 W10 C15

Class: Fighter (VMC Bard) 12
FBC: Fighter +12 Skill Points

1 - Bonus Combat Feat (Power Attack), Human Feat (Shield Focus), Combat Reflexes
2 - Bravery +1, Bonus Combat (Shield Brace)
3 - Armor Training, Flagbearer
4 - Bonus Combat Feat (Improved Bravery), +1 STR
5 - Weapon Training (Polearms), Cut from the Air
6 - Bravery +2, Bonus Combat Feat (Inspiring Bravery)
7 - Advanced Armor Training (Armor Specialization), Bardic Performance (Inspire courage +1, Inspire competence +2)
8 - Barroom Brawler, +1 STR
9 - Advanced Weapon Training: Abundant Tactics, Smash from the Air
10 - Bravery +3, Advanced Weapon Training: Warrior Spirit
11 - Versatile Performance (Oratory), Inspire courage +2, Inspire competence +3, Advanced Armor Training (Armored Juggernaut)
12 - Bonus Combat Feat (Pin Down), +1 CHA

This character is conceibed as a support and tank warrior. The high Charisma is basically a tax for the flagbearer feat, but once you hit 7th level and grab Inspire Courage and a Banner of the Ancient Kings, you start to give big bonuses to your party members, in addition to the ones provided by Inspiring Bravery.

With Shield brace, Armor specialization, Armor training, Shield focus, Defender of the Society, Armored Juggernaut and Cut/Slash from the Air, you get top notch defenses.

Having a Two-handed weapon with power attack, plus your Weapon Training and the magical aid you can pick up with Warrior Spirit, the character is still a force to be reckon in melee.

Finally, Abundant Tactics and Barroon Brawler let you be versatile on the fly, and exploit the combo of picking an Item mastery feat via Advanced Weapon Training, and getting support magic whenever you need it (Teleportation mastery and Fly mastery will be the usual choices).

Skill wise, he is not the brightest, but with a decent charisma and his lost heir background, he can fit the party face role if needed (specially later, with versatile performance)

Notable Gear to grab:
Banner of the Ancient King, Gloves of Dueling, Adamantite Fullplate armor, Sash of the War Champion.


Mind Chemist and Grenadier are both great for a bomber type alchemist.

I usually favor the Mind Chemist for its insane bonus to knowledge checks. Abd with the cognatagen and high Int, you impose very high DC on your bombs, making debufing a very atractive route.


This comparison is old, and it always come to this: if you want to focus on a crossbow go Bolt ace, if not, pick up a bow if you can.

In fact, I do think the Bolt ace if superior to the regular archer. Five levels and you have all the essential feats (Point-blank shot, Precise shot, Rapid shot, Deadly Aim, Rapid reload) you add Dex to dmg and get a Crit increment to your crossbow. Later, with Improv. Crit you end up with a Crit range of 17-20 x3, which is amazing.

The archer on the other hand still need to focus on Str to get extra dmg, but needs one feat less to work.


Some general tips:

Keep your players on the edge. From time to time, make some dice rolls behind the screen and even take some notes. This is particullary effective when there is a bunch of npc in the area, any rare feature on the scenery or in cities. You don't need to do write anything, just make some scribbles.

This method can be fantastic if they take notice of some npc or event that you can use to sheper the pc in the direction you want.

Another useful method is a crude and old one, but to this day I still believe is the most effective: just steal from them. If there are not on their guard, they do something stupid or reckless, its quite easy to accomplish. Make sure they find some clues, and again, you just led them to the plot hook.

But be careful, don't abuse this trick, because in time they will either ignore it or go to recover or find whatever picked up their interest and then turn their backs.


You want to sneak attack pretty much always? Look no more and check Canny Tumble.

To my understanding, is the best way to secure SA whenever you want, specially when you don't have a flanking buddy or the enemy is trying to be smart and repositions constantly to avoid that.

Onto the build, Arcane Trickster is not that bad, mainly because you still progress sneak attack (one thing that you wanted to keep) and nets you spell progession as well.
Being an Elf, 3 levels of Wizard is what you want if you decide to go through this route.


Chromantic Durgon <3 wrote:
This guy is kewl^^ not the best will saves/ranged options but you don't want him to be too perfect.

That's is exactly the case ;)

I don't intend him to be perfect, and the concept of the character is an arrogant but lovable badass halfling. I already mentioned before that his Will ST was his kriptonite, but I think that flaws like this are what makes a character more appealing, and not just a bunch of numbers.


Blave wrote:
The point of this topic isn't covering the basics. It's getting inspired to try out new things like the Swashbuckler. :)

Then, may I present you to Clovis Lanfor? The Halfling I mentioned earlier :)

Race: Halfling

Alternative Racial Traits: Fleet of Foot, Skulker

Abilities (20p/buy)

1st S12-2 D16+2 C13 I12 W10 C12+2

12th S10 D24 C14 I14 W12 C16 (+1 Con +2 Dex / Lv, +4 Dex belt, +2 Mental headband)

Unchained Rogue 4 (Thug), Swashbuckler (Mouser) 3, Brawler 1, Fighter (Weapon master) 4
FBC (UR: +4HP)

1 - R1 - Finesse training, Sneak Attack +1d6, Frightening, Dodge
2 - R2 - Evasion, Rogue Talent (Slow Reactions)
3 - R3 - Brutal Beating, Finesse training, Sneak attack +2d6, Mobility
4 - R4 - Debilitating injury, Uncanny Dodge, Rogue Talent (Combat trick: Enforcer), +1 Con
5 - B1 - Brawler's cunning, Martial flexibility, Martial training, Unarmed strike, Canny Tumble
6 - S1 - Panache, Deeds (Underfoot Assault, Derring-Do, Dodging Panache), Swashbuckler Finesse, Pirahna Strike
7 - S2 - Charmed life 3/day, Crane Style
8 - S3 - Deeds (Kip-Up, Quick Steal, Swashbuckler Initiative, Precise Strike), Nimble +1, +1 Dex
9 - F1 - Cautious Fighter, Iron Will
10 - F2 - Weapon Guard, Improved Critical
11 - F3 - Weapon Training, Risky Striker
12 - F4 - Advanced Weapon Training (Warrior Spirit), +1 Dex

Like I said, He is heavily multiclassed, but is a Halfling swordman badass, with many tricks to his sleeve.

His to go strategy is to Canny tumble into a foe and do an unarmed strike. That grants a sneak attack that let us active the Enforcer feat (non-letal damage), sacrifice one die on SA to activate the Brutal Beating (Sickened) and the Debilitating injury (Disoriented recommended), and you denny his AoO (Slow Reactions). If we have time, we can use a Reduce person wand before and since he is tiny now, he can get into the square of the enemy without being attacked first (activating the Underfoot Assault deed).

If done correctly, the enemy will have -10 attacking our allies and -8 attacking us, and as soon as another of our friends gets to him (most probably the magus) he is flanked too.

One fun thing you can do is try to steal things from your opponents with the Quick Steal feature. Sure, you don't get any bonuses, but is a free shot if you hit them, so, why not? Spell component pouches, unattended wands, weapons and potions should be easy targets.

Fighting defensively with Crane Style + Cautious Fighter + Dodge and size bonuses and the gear you can carry, the AC go easily to 40. You will be almost always untouchable. And best of all, you will be doing all this with style.


In a party like that, why don't stick to the basics then.
How about a good old dwarf vanilla fighter?

Get the usual Steel Soul feat, additional traits to grab Defender of the society and Glory of old, and the go for the advanced armor and weapon options if you are allowed.

With Shield Brace you can keep your shield and go Two-Handed, and with all the heavy armor goodies there are now, you can easily go to the 30's on AC, be still pretty good dealing damage and have a toon of HP and great saves thanks to being a dwarf.


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Chromantic Durgon <3 wrote:

Not to derail or anything but @Oldrolero I was curious what your dude does to deal with flight/ranged magic users targeting touch and stuff like that, does he have room for bow feats?

His touch AC can rise to 31, so he's more and less safe there, not untouchable but good enough to be missed on a general basis.

Onto the flight problem, yes, the build I have is not final, and I am considering not getting an advanced weapon training with the Fighter Weapon Master to change it on the fly with the Martial Versatily of the Brawler and get the Item Mastery feat you need according to the situation (Fly Mastery on this regard).

Another option is using a Celestial Armor, which comes with a once per day Fly spell.

The ranged problem can be workable, but yes, that would involve modifing the build a bit.


I have a build for a heavily multiclassed halfling, so I don't know if you could still like him or not.

It goes Unchained Rogue (Thug), Brawler, Swashbuckler (Mouser) and Fighter (Weapon master)

It's actually a 12th level build, and with the right equipement goes up to 46 AC, +26 to hit, +31 to dmg and can impose heavy debuffs on opponents (Shaken, Sickened, debilitating injurty and the Underfoot deed) all in one round.

He can easly lock one foe no matter how tough it is. His only kriptonite is being grappled, and maybe a better will save.

So he is actually a great tank and dps, but also can work as a face and scout for the party.


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I also encourage going fighter but vote for Weapon Master archetype. Don't waste a feat on Crossbow mastery, as they already told you, you are expending a feat to gain 1 point of extra damage on average. Totally not worth it.

About the archetype, stick with a light crossbow and make it your weapon of choice for the class. When you reach 8th level (3rd in wpn master fighter) you get weapon training and can choose the advanced weapon training option every time you gain one of the fighter's bonus feats. Some good recomendations for this are versatile training, warrior spirit, abundant tactics (explained later) or trained initiative.

The archetype also grants some bonuses to criticals, so going that route on later levels is a good idea.

About abundant tactics, the barroom brawler or item mastery feats are excellent choices for the expanded uses it grants. You can get BB and use it to grant the Advanced weapon training option: item mastery, which essentially gives you an item mastery feat of your choice, and allows for a wide range of magic utility options.


If you want to go Fighter you will how enough feats to cover your needs, but you will lack the expertise of any especialist in any of the three fighting styles you are listing.

However, you can still be quite competent. I would recommend picking up Barroom Brawler which allows the martial flexibility feature once a day. Then, at level five, expend your feat in advanced weapon training and grab Abundant tactics. Now you can use the feat extra times a day (escaling with weapon training and stacking with gloves of dueling).

This method isn't a perfect solution but helps you to be adaptable on lower levels.

For a feat selection to keep the versatile theme active, I would pick the bare essentials: Power attack, Two-weapon fighting, Improved Shield Bash and Quick draw. The last one allows you to switch swiftly between your weapons. From there, some recomendations:
Dirty fighting opens up maneuvers while flanking and fulfill requisites for the improved versions (which you can grab with barroom brawler if needed).
Combat reflexes is always good to have, specially if you use reach weapons (for your Two-handed style maybe).
Improved bravery is amazing if you go vanilla Fighter, mending your Will saves.
The Advanced armor training options are pretty good as well, Armor specialization and Armored juggernaut are great options.
Deadly aim can be a good choice too, to have better use for your throwing weapons that you can draw freely if you got Quick draw, allowing full-round attacks and making you effective at a distance as well.


Get Lingering performance, Flagbearer and Improved Initiative. Use a Longspear for your banner and you can function as a second line of attack from the rear while you give your buffs.
If you go human, I would use your extra feat for Toughness or Medium armor prof.
You will be giving a morale and a competence bonus to your pals, and if you cast prayer later you also add a luck bonus to the mix. You need to act fast to set your combo (although the flagbearer doesn't need an action to function, just stay on sight). The problem with this combo is that it doesn't truly shine till 7th level when you can inspare courage as a move action, allowing to set the combo in one round.

Another option is to pick up the animal domain and the boon companion feat. You will have an extra frontliner with the animal companion provided which can benefit greatly from your buffs with the share spell feature, let you focus on the spellcasting and buffs.


Just go Ragebreed unchained barbarian, preferably with the invulnerable rager archetype.

For the build, pick up the Beast totem line, aAnimal fury, Accurate stance and whatever else you may want. Get Extra feature as your first feat and then power attack.

The ragebreeds are a variant of the skinwalkers race, and are essentially distant cousins of the were-boars. You can shapeshift several times a day getting extra +2Con and an animal feature. With the extra feature feat you get two, which will be a gore attack and 2 hoof attacks.
The Animal fury nets you a bite attack, and the Lesser beast totem brings 2 claws to the table (With an additional claw once you have haste avaliable, either by the wizard or some item).

So, by level 3 you are doing a full-round of 6 attacks. Fast-foward to 10th level when you get Pounce via the Greater totem, and you just got the I win botton.

Procure a Furious Amulet of Mighty Fist as fast as you can, and now all your attacks are magical. Past that, is just icing the cake.

Sample build:

Race: Skinwalker Boarkin (Ragebreed)

Character Traits: Indomitable, Reactionary

Abilities (20p/buy)

S16+2 D14 c15 I10 W10+2 C8-2

Class: Unchained Barbarian (Invulnerable Rager) 12
*FCB: HP

1 - Fast movement, Rage, Extra Feature
2 - Rage power (Beast Totem, Lesser), Invulnerability
3 - Extreme Endurance, Power Attack
4 - Rage power (Animal Fury), +1 CON
5 - Extra Rage power (Superstition)
6 - Rage Power (Savage Dirty Trick)
7 - Extra Rage power (Beast Totem)
8 - Rage Power (Accurate Stance), +1 STR
9 - Extra Rage power (Clear Mind)
10 - Rage power (Beast Totem, Greater)
11 - Greater Rage, Extra Rage Power (Internal Fortitude)
12 - Rage Power (Sharpened Accuracy), +1 STR


I always recommend Weapon Master Fighter, specially since the advanced weapong training options came in. This is even better when you get your hands in some Gloves of dueling.
Three levels of that and you have it, with extra feats to net you anything else you may want/need.
The fighter also opens the weapon mastery feats, and burrowing shot is amazing. With 4 levels you are fulfilling the requirements for weapon specialization which leads to Point-Blank master, allowing you to shot in melee at ease.
Past that, you could look into other options and dips. Grenadier alchemist can be a solid choice to futher improve your ranged prowress and get another quick buff.


you will need Skill focus: Knowledge arcana to qualify for eldritch heritage, which also has a lv3 requirement. So you will probably have to wait to get.

When you roll, prioritize Cha and Dex. Looks like you are going to focus on your magical aspects, so better max your innate talents for that. And of course, Dex is a must for initiave and AC in low levels. Being human, I would not focus on Int (you will have 7sp/lv with 10 Int) Instead, Con will allow you to be alive longer and even Str can be a primordial choice to help your party in combat.


If you want to focus on buffs, check out the Flagbearer feat. You will be providing a morale bonus as well as your Inspire courage (which is a competence bonus so it stacks). Later, get your hands on a Banner of the Ancient Kings.

If you go this route, equip yourself with a longspear, so you can hold the banner and attack at the same time. If you want to focus a little more in combat, Arcane Duelist is not a bad choice. Some extra feats, free Arcane strike and a kinda special weapon that works as an arcane bond too.
If you like a tactical aproach, the Arbiter archetype opens up the teamwork feats making your allies count as having the ones you pick up, easing their use.
I also like the Flame dancer. Nets you some fire spells, fire resistance for the party and another performance to see through fire, smoke and fog, which could come in handy.

Since you are going to be the magical talent of the group, I wouln't recommend any dips to avoid hindering your casting prowess. You will have enough charisma and skill points to easily cover the face role, so don't worry about that.


Here is my 2cp

Race: Half Orc

Alternate racial traits: Fey Thoughts (Perception, Use Magic Device), Shaman's Apprentice, Sacred Tattoo

Character traits: Defender of the society, Fate's favored

Base Abilities 25p/buy
S16+2 D14 C16 I14 W10 C7

Class: Fighter 20
*FCB: HP

1 - Endurance, Diehard, Weapon Focus (Falchion)
2 - Bravery +1, Power attack
3 - Armor Training, Combat expertise
4 - Stalwart, +1 STR
5 - Weapon training, Advanced Weapon training (Armed Bravery)
6 - Bravery +2, Combat Reflexes
7 - Advanced Armor Training (Armor Specialization), Stand Still
8 - Improved Critical, +1 STR
9 - Advanced Weapon training (Abundant Tactics), Item Mastery (Teleportation Mastery)
10 - Bravery +3, Advanced Weapon training (Warrior Spirit)
11 - Advanced Armor Training (Armored Juggernaut), Improved Stalwart
12 - Pin Down, +1 STR
13 - Advanced Weapon training (Focused Weapon), Dimensional Agility
14 - Bravery +4, Staggering Critical
15 - Advanced Armor Training (Armored Sacrifice), Dimensional Assault
16 - Advanced Weapon training (Fighter's Reflexes), +1 STR
17 - Advanced Weapon training (Trained Initiative), Dimensional Dervish
18 - Bravery +5, Critical Focus
19 - Armor Mastery, Item Mastery (Flight Mastery)
20 - Weapon Mastery (Falchion), Stunning Critical, +1 STR

GEAR:

Eyes of the Dragon 110,000
Spectral Shroud 26,000
Gloves of Dueling 15,000
Bracelet of Second Chances (Negate Critical hit/Sneak Attack 7 times) 15,750
Boots of Speed 12,000
Iron Circlet of Guarded Souls (Immune to effects that target souls) 30,000
Belt of Physical Perfection +6 144,000
Headband of Mental Prowess +6 90,000
Scarab of Protection (Absorb energy-draining attacks, death effects, and negative energy effect 12 times) 38,000
Cloak of Resistance +5 25,000
Manual of Gainful Exercise +3 STR 27,500
Dark Blue Rhomboid (Alertness) 10,000
Dusty Rose Prism (+1 Insight AC) 5,000
Cracked Dusty Rose Prism (+1 Initiative) 500
Iridescent Spindle (Don't need to breathe) 18,000
Pale Green Prism (+1 Competence on attack rolls, saves, skill checks, and ability checks) 30,000
Flawed Pale Green Prism (+1 Morale on attack rolls, saves, skill checks, and ability checks) 28,000
Wayfinder with Clear Spindle (Don't need to eat and drink, Protection from possession and mental control as protection from evil) 4,500
Impervious Liberating Ghost Touch Courageous Phase Locking +1 Adamantite Falchion 60,000
Impervious Comfort +5 Adamantite Fullplate Armor 41,000
Ring of Evasion 25,000
Ring of Freedom of Movement 40,000
Permanent Enlarge Person 2,500
Handy Haversack Bag 2,000
Potion of Barkskin +5 (x2) 2,400
Potion of Shield of Faith +5 (x2) 1800
Potion of Resist Fire 30 (x2) 2,200
Potion of Resist Ice 30 (x2) 2,200
Potion of Resist Acid 30 (x2) 2,200
Potion of Resist Lightning 30 (x2) 2,200
Potion of Remove Blindness/Deafness (x2) 1,500
Potion of Neutraliza Poison (x2) 1,500

868,250 spent (11,750 gp left)

STATS

Initiative +12; Perception +30; See Invisibility, Darkvision 120 ft., Blindsense 60 ft.

S34 D18 C22 I20 W16 C7

Movement Land 30 Fly 60 (Good)

HP 254 (20d10 + 140)

AC 43 (10 + 20 Armor +2 Dex + 1 Insight + 5 Natural + 5 Deflection)

Resist: Fire 30, Ice 30, Acid 30, Lighting 30; Inmune: Grapple

SQ: Evasion, Constant Freedom of Movement, Constant See Invisibility, +10 DC vs Intimidate

FOR 29 REF 28 WIL 25 (+2 Luck +1 Competence +3 Morale +5 Resistance +5 WIL when armed +7 Wpn Training to REF)

Melee +37 +37 +32 +27 +22 (+20 Base Attack +12 STR +1 Wpn Focus +7 Wnp Trainig +5 Magic Wnp +1 Haste +1 Competence +3 Morale -1 Size -6 Power Attack -6 Combat Expertise)

DMG 3d8 + 48 (15-20/x3) DR 21/-

Spell Like Abilities:
1/day: Become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability
9/day: Fly (as the spell) CL 20th
9/day: Dimension Door (as the spell) CL 20th

SKILLS:
Perception +30, Knowledge (Arcana*, Planes*) +25, Religion +20 Nature +20 Knowledge Dungeoneering +20, Fly* +24 Use Magic Device +19
ACP -2 / *Headband

This is just a plain good old fighter with some of the new goodies of the lastest manuals. The armor juggernaut combined with adamantite armor plus the stalwart feats and armor mastery, results in an impressive 21 DR by 20th level. Considering that attack escales way better than AC, reducing tons of damage per hit is the best defensive option IMO.

With the Teleportation mastery and the dimensional feat chain, you can jump through the battlefield unopposed, and you can also Fly 20 minutes per activation thanks to Flight mastery.

Of course, by this level a Fighter is gear dependent, and the items I listed prioritize protection against a lot of nasty things.

Finally, he doesn't slack off on the offense either, with an average 60hp per hit. The melee routine I wrote uses power attack and combat expertise for the extra damage and DR, if you need better attack precision it would be like this without PA and CE:
+49 +49 +44 +39 +34 / 3d8 +30 / DR 11

This numbers imply that you activate Warrior Spirit previously to improve the magic bonus of the weapon to +5, and having an extra +3 to spent in weapon magical abilities. My advice would be Bane and Holy (or whatever opposite alignement serves best), resulting in a +7 Weapon that adds +4d6 to dmg (and the weapon base abilities as well) This is why the character has high knowledge skills, to identify what's he is going to fight, and get the correct buff.


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Incidentally, I happen to have a build around most of this ideas. Everyone here kinda inspired me for this. So...

Half Elf

Alternate Racial Traits: Fey Thoughts (Use Magic Device, Appraise)

Unchained Monk (Sensei, Scaled Fist), Oracle (Seeker), Cavalier (Daring Champion), Battle Herald

Progression: Monk 1, Oracle 1, Cavalier 4, Battle Herald 6

Abilities (20p/buy)

S10 D10 C14 I14 W10 C16+2

1- Advice, Draconic Might, Stunning fist, Unarmed strike, Dragon Style, Noble Scion of War, Skill Focus (Perception)
2- Mystery (Lore), Oracle’s Curse (Legalistic), Tinkering, Orisons, Revelation (Sidestep Secret)
3- Challenge 1/day, Champion's Finesse, Order of the Dragon, Tactician (Outflank), Divine Fighting Technique (Way of the Shooting Star)
4- Aid Allies, +1 Cha
5- Nimble +1, Piranha Strike
6- Challenge 2/day, Panache, Deeds (Dodging Panache, Precise Strike, Swashbuckler Initiative)
7- Inspiring command +1 (Shake It Off), Improved Leadership, Voice of Authority, Lingering Performance
8- Easy march, +1 Cha
9- 2nd inspiring command (Sound the Charge), Deadly Aim
10- Inspiring Command +2, Inspire greatness
11- 3rd inspiring command (Keep Your Heads), Banner, Steadfast Personality
12- Teamwork feat (Swap Places), +1 Cha

Thinks to note:
I'm not quite sure if unchained monk could take the sensei archetype. If not, change with normal monk.
Second, having draconic might let you sustitute Wis for Cha for most of the Monk stuff (mainly for the bonus to AC), but, having also the Revelation Sidestep Secret to change Dex for Cha again, I don't know if there is any FAQ or ruling that disqualifies this possibility because this way you are getting Cha x2 to your AC (although from diferent base stats)

Havind said that, this is a martial build and more or less thematic. His role should be buff, dps, party-face. You can also play Rogue sustitute as a Trap defuser thanks to Tinkering.
By third level you add your Cha to Initiative, AC (x2), Attack and Damage (as long as you use a Star Knife)
At low levels, you are not buffing much with your Sensei's Advice, but this will pay off later when you get to the Battle Herald.
You can actually pack quite some damage: Cha+Piranha Strike+Precise Strike+Advice.
Skill wise he has almost all the skills of the game as class and 6sp/level, not bad.

His first order of business would be to grab wands of mage armor and shield as soon as possible. Later, a Returning Star Knife and Deadly Aim should open range options (not great, but still competent)

With the Herald features and the boost to Inspire Courage you will start to pack some nice bonuses to your allies.

All in all, it may lack magic, but has great AC, great attack, nice buffs and saves, and lots of skills.


I'm loving this thread ^^

Didn't know about the slayer archetype and certainly he can be an interesting base for a debuff build. So here is what I brew:

Race: Human

Traits: Bred for War, Clever Wordplay (Intimidate)

Str 13 Dex 16+2 Con 14 Int 13 Wis 13 Cha 7

Slayer (Bounty Hunter) 2 Unchained Rogue (Thug) 4 Fighter (Lore Warden) 5

1- Studied target, Track, Dodge, Power Attack
2- Dirty Trick
3- Sneak Attack 1d6, Frightening, Weapon Finesse, Cornugon Smash
4- Evasion, Rogue talent (Combat Trick: Movility), +1 Dex
5- Finesse Training, Brutal Beating, Sneak Attack 2d6, Canny Tumble
6- Debilitating injury, Rogue talent (Weapon Training: Kukri)
7- Scholastic, Two-Weapon Fighting, Agile Maneuvers
8- Combat Expertise, Improved Dirty Trick, +1 Dex
9- Maneuver Mastery +2, Greater Dirty Trick
10- Improved Two-Weapon Fighting
11- Weapon Training (Light Blades), Dirty Trick Master

So I throw in a bit of everything in the mix (I was even wondering to add another class, maybe urban barbarian), but the main thing is that I wanted to include the first levels of the Unchained Rogue to grab the extra debuff of his Debilitating injury and the Thug's Brutal Beating.

This opens up extra options, especially at low levels when you cannot pull off the dirty trick maneuver that easily. Once we are on 7th level, the Lore Warden and the extra feats helps us build the dirty trick and two-weapon fighting lines.

At 11th level and without gear he has a +24 on Dirty Trick attemps (BA 10 + DEX 5 + Bred 1 + Sneak 2 + 4 feats + ManMaster 2)

The great problem this build has is his efing Will Save. I originally made him a Half Elf with Dual Minded, but was one feat short in the build (mainly to grab Cornugon Smash and Canny Tumble quickly)

If drawbacks are allowed, that opens up Carefully Hidden (or any other Will boost)

Of course, part of the problem is making him as a Dex Build, but having access to only Light Armor makes him an easy target without it.


ChaosTicket wrote:
I dont think that is a legal build. To get Weapon Specialization you have to have 4 Fighter levels, and you cannot have Advanced Weapon Training until 9 Fighter levels. Gunslinger levels dont stack for that.

You are correct on the weapon specialization, was doing this on memory, my bad. However, you do get the Advanced Weapon Training on lv8, as the Weapon Master archetype gets it by 3rd level and improves it every four.

To correct the ilegality, 7th level could go like this:

7 - F2 - Weapon Guard, Overwatch Style, Overwatch Tactician

This style may come in handy to counter casters with two ready shots as a standar action while you keep on the move avoiding being locked in melee.


Bolt Ace Gunslinger + Weapon master Fighter works great and it is pretty straigth foward.

Race: Human

Str 10 Dex 17+2 Con 14 Int 12 Wis 14 Cha 7

Class: Gunslinger (Bolt Ace) 5 / Fighter (Weapon Master) 15

1 - G1 - Crossbow Maven, Deeds (Sharp Shoot, Gunslinger Dodge, Vigilant Loading), Grit, Point-blank shot, Precise Shot
2 - G2 - Nimble +1
3 - G3 - Deeds (Shooter's Resolve, Gunslinger Initiative, Pistol-Whip), Rapid reload
4 - G4 - Deadly Aim, +1 Dex
5 - G5 - Crossbow Training, Rapid shot
6 - F1 - Weapon Focus (Light Crossbow)
7 - F2 - Weapon Guard, Weapon Specialization (Light Crossbow), Point-Blank Master
8 - F3 - Weapon Training (Light Crossbow), +1 Dex
9 - F4 - Improved Critical, Burrowing Shot
10 - F5 - Reliable Strike
11 - F6 - Improved Precise Shot, Advanced Weapon Traing (Trained Initiative)
12 - F7 - Advanced Weapon Traing (Warrior Spirit) +1 Dex
13 - F8 - Clustered Shots, Critical Focus
14 - F9 - Mirror Move
15 - F10 - Blinding Critical, Iron Will
16 - F11 - +1 Dex
17 - F12 - Greater Weapon Focus, Greater Weapon Specialization
18 - F13 - Deadly Critical
19 - F14 - Critical Mastery, Censoring Critical
20 - F15 - +1 Dex

By 5th level you are a perfectly operational ranged combatant who also gets Dex to damage and a crit increment. By 7th, you can shot in melee no problem. By 9th, you have a 17-20 x3 critical and once per round your shot imposes a -2 to attack, skills and saves.
By 12th you have almost anything you should want and the option to grant an extra +4 magic upgrade to your weapon (provided you get some Gloves of Dueling) several times a day.

Past that, I just put the rest of the levels as an example with a critical build to take advantage of your nice crit range. But realisticaly, you don't really need it as you pack tremendous damage and can end a lot of opponents with a critical shot.


Chess Pwn wrote:
There's a FAQ that says so. Vestigial arms don't give extra attacks.

I stand corrected then. Thanks for the info.


Chess Pwn wrote:
the extra arms from discoveries CAN'T be used to get extra attacks via multiweapon fighting. Extra arm discovery CAN'T make more attacks then it could without the extra arms.

I disagree.

Vestigial Arm:
Benefit: The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

Multiweapon Fighting:
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.

And since Multiweapon Fighting replaces two-weapon fighting, is perfectly legal as raw, unless there is a faq out there that says so.


I have a build I made a while a go, and gets online pretty fast:

Race: Human

Traits: Reactionary, Carefully Hidden

Class: Fighter (Mutation Warrior)

Attributes (20p/buy)

Str 14 Dex 16+2 Con 14 Int 12 Wis 12 Cha 7

1 - Point-blank shot, Deadly Aim, Quick draw
2 - Bravery +1, Precise Shot
3 - Mutagen, Far Shot
4 - Rapid Shot, +1 Dex
5 - Weapon Training (Thrown), Advanced Weapon Training (Versatile Training)
6 - Bravery +2, Ricochet Toss
7 - Mutagen Discovery (Vestigial Arm), Multiweapon Fighting
8 - Weapon Focus (StarKnife), +1 Dex
9 - Advanced Weapon Training (Trained Throw), Dodge
10 - Bravery +3, Advanced Weapon Training (Focused weapon)
11 - Mutagen Discovery (Vestigial Arm), Close-Quarters Thrower
12 - Clustered Shots, +1 Dex
13 - Advanced Weapon Training (Armed bravery), Improved critical
14 - Bravery +4, Improved Precise Shot
15 - Mutagen Discovery (Greater Mutagen), Advanced Weapon Training (Trained initiative)
16 - Weapon Specialization (StarKnife), +1 Dex
17 - Advanced Weapon Training (Trained Reflexes), Greater Weapon Focus (StarKnife)
18 - Bravery +5, Improved Initiative
19 - Mutagen Discovery (Grand Mutagen), Greater Weapon Specialization (StarKnife)
20 - Weapon Mastery (Starknife), Advanced Weapon Training (Weapon Sacrifice), +1 Dex

The build takes advantage of the extra arms through the mutagen discoveries to get multiweapon fighting which combined with rapid shot, gives up to 4 extra throws. This build comes fully online by 11th level,but it is perfectly operational by levels 5 to 7.

You pack damage by number of throws, and thanks to the extra arms, rapid shot and ricochet toss you can rain starknifed death very quickly.

From there, Trained throw, Deadly Aim and much later weapon specialization help pile up the damage.

Some of the Advanced Weapon Training options can be choosed in diferent order, especially if you want faster access to Armed Bravery or Focused Weapon.

At its full potencial, this build has all good saves, great initiative, 9 attacks per turn (if hasted), and gets enough skills to be capable in more than knife throwing.


Hi, sorry for the double post and the necropost, but I just wanted to share the final character I made for the concept.

In the end, I decided on pure bonuses going with the Negotiator Bard. While there where another amazing ideas in the thread, I opted for something I am familiar with.

The Secret Broker Occultist looked great, but I don't have any npc or pc using an occult class in the campaign, and will result in having to introduce new mechanics and classes, and half of my players are newbies to whom I don't what to overwhelm with more features.

The Phantom Thief almost convinced me, specially with the access to the social talents, but having to invest in magical tail and magic talents to suply spell casting put the result against it.

On the other hand, the choice between the negotiator and the mastermind was hard. But in the end, I was only interested in the Impregnable Mind ability, which can be almost replaced with some items and spells.

What I liked about the negotiator is that he is in part skill monkey, in part spell caster and in part talented rogue. And the fcb is also very thematic.

The Fast talk/Spellsong combo is brutal, specially with charm and suggestion spells. The Binding Contract makes sure that anyone that makes a pact with her is compelled to fulfil it or suffer the consequences. And it also has access to all the rogue talents I was interested with.

So, here is my Information Broker build:

CR 11

Race: Kitsune

Alternate Racial Traits: Gregarious

Abilities (20p/buy)

STR 10-2 DEX 10+2 CON 13 INT 16 WIS 12 CHA 14+2+2+2

Class: Bard (Negotiator) 10

FCB: 1/2 Lv to Lie and Gather information checks

1- Hard Bargainer, bardic performance (Counterargument, Fast Talk, Distraction, Fascinate), Realistic Likeness
2- Well-Versed, Rogue Talent (Coax Information)
3- Inspire competence +2, Spell focus (Enchantment)
4- +1 Cha
5- Master of Rhetoric, Spellsong
6- Suggestion, Rogue Talent (Black Market Connections)
7- Inspire competence +3, Extra Talent (Obfuscate Story)
8- Dirge of doom, +1 Cha
9- Binding Contract, Extra Talent (Stealth Story)
10- Jack-of-all-trades, Advanced Rogue Talent (Rumormonger)

Base Attack +7

HP 55 (10d8 + 10)

For +7 Ref +11 Wil +11

Skills: Diplomacy +26 (+31 to gather info), Bluff +26 (+31 to lie), Intimidate +16, Sense Motive +19, Knowledge: Local +25, Knowledge: Nobility +10, Perform: Oratory +21, Perception +20, Lingüistics +10, Stealth +10, Sleight of Hand +10, Disguise +15, Appraise +20

Languages: Common, Sylvan, Elven, Gnome, Halfling, Orc, Dwarven, Draconic, Goblin

Spell-like ability: 3/day—dancing lights

Spells know:

0th: Light, Prestidigitation, Message, Mage Hand, Read Magic, Detect Magic
1th: Beguiling Gift, Auditory Hallucination, Charm Person, Silent Image, Disguise Self
2th: Animal Messenger, Share Memory, Invisibility, Tongues, Cacophonous Call
3th: Jester's Jaunt, Scrying, See Invisibility, Seek Thoughts
4th: Modify Memory, Dimension Door

Notable Gear:

Ring of Mind Shielding 8,000
Medallion of Thoughts 12,000
Cape of Resistance +3 9,000
Circlet of Persuasion 4,500
Eyes of the Eagle 2,500
Headband of Alluring Charisma +2 4,000
Gloves of Larceny 2,500
Boots of Escape 8,000
Wayfinder with Mossy Disk Ioun Stone (Knowledge: Local) 5,500

56,000 spent

As I said in her introduction, I tried to be faithful to her concept, and choose all feats, talents, skills and geart that should feat her role as a schemer and info broker.

If combat breaks up, she will always try to escape if her bodyguards are not present or looks like they will lose. Secret passages, invisibility or dimension door should always be her first choice.

About her capabilities, numbers speak for itself. With her bonuses she can convice and influence almost anyone with ease, or lie her way out if the sitiation demands it. With her puntuation in Knowledge: Local, she should be able to know most of the things that occur in the city, even obscure ones, and if not, she has the abilities to procure those secrets herself.

I will also provide her with some allies who work for her spy network, to be used as plot convinience once in a while.

So, what do you think?


Amazing ideas guys, thank you so much!

I'm still undecided, but so far I like Mastermind Investigator, plain Unchained rogue and Negotiator Bard.

The Rogue could go for the cheese through the magical tail tree and still get some goodies. I think it can be the more generalistic of the choices as she gains combat utility and the skill unlocks.

On the other side, the Mastermind gets the superberb nope to any kind of divinition and the option to make paws use her diplomacy and intimidate checks, which qualifies with her modus operandi.

The Negotiator is pure and brutal bonuses, as the bard fcb gets an +1/2 per lv to roll to lie and gather information, plus, half her level as well to all the social skills.

It is a tough choice.

What about feats or specific items? Is there a must have out there for this kind of char?


Hello fellow players,

I am about to introduce an important npc on my campaign, She is a crafty Kitsune that thrives as an information broker in a big city.
She is a clever schemer and has plenty of conections all over the place, which has allowed her to know many secrets and all shorts of info.

The characters are about to meet through her own request, after making them come to one of her many meeting places. Her intention is to persuade or trick the pc's into telling her some relevant info about the plot.

I have her concept very defined, but what I don't know is what kind of build could suit her best. I would like that she had some king of magical ability or spellcasting (mostly divination and enchantment) but also lots of skill monkery to be able to excell specially on the social aspect.

Of course, this requeriments scream the bard class, but I don't know if there is some archetype, class combination or cheese factor that would suit her better.

Don't worry about stats, I would like a build of 10th level and what feats/talents/powers/etc could work best for this concept. She is not a combatant, prefering to use companions and minions to do her wetwork.


The real edge you can get in this fight is based in how good the PC's teamwork actually is.

Not all groups coordinate well or even back up each other to maximize their strengths. Your advantage here is that you have total control over your npc meaning you can set up different tactics that you know they will do when you need them to do so.

To that end, you should try to create a group that compliment each other or capable to pull off several combined actions.

Another thing you should consider is the terrain itself. Unless this is an impromptu encounter, should you include a scout type character into your npc group, you could get insight about the battlefield and even set up an ambush for the PC's.

Try several strategies like hit and run tactics, lure monsters to them to debilitate the party and deplate their resources, focus all attacks on one character, etc.

In the end, it will be like a chess battle against your PC's but with worse pieces.


I have a build here for a pure tank/caster bane Figther

Race: Dwarf

Character traits: Defender of the society, Glory of old

Abilities (20p/buy)

Str 17 Dex 12 Con 15+2 Int 12 Wis 10+2 Cha 5

Class: Fighter (Mutation warrior) 12

1 - Steel soul, Power attack
2 - Combat reflexes, Bravery +1
3 - Stand still, Mutagen
4 - Barroom Brawler, +1 Str
5 - Weapon training, Advanced Weapon training (Fighter's tactics)
6 - Bravery +2, Intercept Charge
7 - Mutagen Discovery (Wings), Cut from air
8 - Disuptive, +1 Con
9 - Advanced Weapon training (Abundant tactics), Smash from the air
10 - Bravery +3, Spellbreaker
11 - Mutagen Discovery (Vestigial Arm), Shatterspell
12 - Pin Down, +1 Str
13 - Advanced Weapon Training (Armed bravery), Outflank
14 - Bravery +4, Advanced Weapon Training (Trained Initiative)
15 - Mutagen Discovery (Greater Mutagen), Spellcut
16 - Teleport tactician, +1 Str

Starting with the "never-gets-older" Dwarf combo of Steel Soul+Glory of Old, you get some serius boost to your saves against spells (the bane of all fighters)
You can stop your foes on their tracks with Intercept charge, Stand still and Pin Down, effectively locking any opponent in you desire it.
With Cut and Smash from the Air you can cover both yourself and any adjacent ally against ranged attacks including ranged touch ones, negating ray spells. Later, you can do it as well with spells that target your Reflexes with Spellcut.
Being a Dwarf you get access to Shatter Spell which benefits from Abundant tactics, meaning, you get to dispell several spells per day with your special move, which is great end enemy buffs or problematic spells such as Forge cage.
You should get a Phase Locking weapon and you will get excellent results with Teleport Tactician, because at highter levels, lots of enemies can teleport away if you don't prevent it.
Since you are going to get a flanking buddy, Outflank double your bonus, which is always nice.
Barroom Brawler also benefits from abundant tactics, meaning you can get any feat you need on the fly more than once a day.
Finally, the perks of the mutagen warrior gets you Greater mutagen which is a great buff, plus Wings and an extra arm that will let you grab a shield a 2-hand your weapon.

So in short, great melee offense, utility tactics, great movility, great saves and anti-caster tricks.


SmiloDan wrote:
There's not no tactical complexity to ranged combat. You might occasionally move to get into position, or range of your Point Blank Shot feat, but mostly you just stand still and get lots and lots of full attacks. Which doesn't suck.

I politely disagree. Sure, if you only want to dps that's one aproach you can take, but ranged combat is overall the best for more than that.

For instance, you don't need to be static. Pick up a mount (horse, summon, animal companion) and enjoy moving while you fullround your enemies at a constant moving safe distance. As long as you don't double move, you don't get penalties to your shots (Bonus points for equiping your mount with horseshoes of speed so you can double your movement)

Second, one interesting option is the overwatch style. Once you get Overwatch Tactician, you can set up to two readies with a standard action. This is a solid tactic to hunt enemy caster, who will find themselves with an arrow to the face the moment they start casting.

If you go Lorewarden you can opt for a trip build. Take Ranged trip and combine it with Relentless Shot, you can now effectively pin your foes to the ground with your shots and once they try to get up, the provoke AoO and you can trip them again.

Don't want to trip? Go with disarm then, and combine it with Ricochet toss and a Throw weapon and now you can mug your enemies from a safe position.

If you decide to go Bolt Ace though, don't go further than 5th level, there is no more ice past there.

And finally, as SmiloDan mentions, a bomber Alchemist can be quite fun to play and offers a ton of posibilities with his discoveries and extracts.

So yeah, Ranged characters can be very fun to play. You just need to be creative.


I forgot about the variant multiclassing, if my understanding is right, by being free you mean you don't have to pay feats for it?

If that's so, my recomendation with the build I post above would be Rogue. If you can pull a surprise round or get invisible the amount of extra damage you can pile with your throws is insane.

Also, it works well as a concept of a ninja like warrior, and if you use the FBC to get skills, you get 6/level, plus the versatile training, plus the extra class skill you also get with the rules you listed, so the character can also make an excellent scout.


Here is my proposal:

Race: Human

Traits: Reactionary, Carefully Hidden

Class: Fighter (Mutation Warrior)

Str 14 Dex 16+2 Con 14 Int 12 Wis 12 Cha 10

1 - Point-blank shot, Deadly Aim, Quick draw
2 - Bravery +1, Precise Shot
3 - Mutagen, Far Shot
4 - Rapid Shot, +1 Dex
5 - Weapon Training (Thrown), Advanced Weapon Training (Versatile Training)
6 - Bravery +2, Ricochet Toss
7 - Mutagen Discovery (Vestigial Arm), Multiweapon Fighting
8 - Weapon Focus (StarKnife), +1 Dex
9 - Advanced Weapon Training (Trained Throw), Dodge
10 - Bravery +3, Advanced Weapon Training (Focused weapon)
11 - Mutagen Discovery (Vestigial Arm), Close-Quarters Thrower
12 - Improved critical, +1 Dex
13 - Advanced Weapon Training (Armed bravery), Clustered Shots
14 - Bravery +4, Improved Precise Shot
15 - Mutagen Discovery (Greater Mutagen), Advanced Weapon Training (Trained initiative)
16 - Weapon Specialization (StarKnife), +1 Dex
17 - Advanced Weapon Training (Trained Reflexes), Greater Weapon Focus (StarKnife)
18 - Bravery +5, Improved Initiative
19 - Mutagen Discovery (Grand Mutagen), Greater Weapon Specialization (StarKnife)
20 - Weapon Mastery (Starknife), Advanced Weapon Training (Weapon Sacrifice), +1 Dex

The build takes advantage of the extra arms gained through the mutagen discoveries to get multiweapon fighting which combined with rapid shot, gives up to 4 extra throws. This build comes fully online by 11th level,but it is perfectly operational by levels 5 to 7.

You pack damage by number of throws, and thanks to the extra arms, rapid shot and ricochet toss you can rain starknifed death very quickly.

From there, Trained throw, Deadly Aim and much later weapon specialization help pile up the damage.

Some of the Advanced Weapon Training options can be choosed in diferent order, especially if you want faster access to Armed Bravery or Focused Weapon.

At its full potencial, this build has all good saves, great initiative, 9 attacks per turn (if hasted), and get enough skills to be capable in more than knife throwing.

Alternatively, if you don't want to be a full thrower, you can ditch Close-Quarters Thrower and Dodge, and get Weapon Finesse, Power attack and switch one of the Advanced Weapon Training options for Trained Grace. Now you are equally competent both in melee and in ranged combat. The quicker way to do this is skip versatile training and far shor on early levels.


IMO, the most important thing for a tank type character is to prevent the enemies from attacking your party or just lock them, denying their actions or find ways to buff/protect your allies.

Sure, a good ofense is great, but it should not be your priority with this kind of char.

Good old Fighter makes an excellent tank:

Using a trip reach weapon to cut their movement out of turn via AoO, and combine that with a cestus or gaunlet to threaten your adjent squares as well to use feats like stand still/pin down. Lore warden archetype is fantastic for this.

Bodyguard and Cut from the Air are another good set of backup, specially if you are covering your casters.

With Fighter tactics you can get access you Intercept charge, a reactive way to stop an ubercharger from taking out one of your budies.

Finally, both you sample builds get Fey Founding, and I think only Paladins take full advantage from it, on your characters, its a feat wasted.

Here is a sample buid with some of the ideas I mention:

Race: Dwarf
Alternate racial traits: Craftsman
Character traits: Defender of the society, Glory of old

20p/buy

1st Str 16 Dex 13 Con 16 Int 12 Wis 12 Cha 8

12th Str 20 Dex 16 Con 18 Int 12 Wis 14 Cha 8 (with +2 PhisPerf belt and Wis Headband)

Class: Fighter (Mutation warrior) 12

1 - Steel soul, Power attack
2 - Combat reflexes, Bravery +1
3 - Stand still, Mutagen
4 - Barroom Brawler, +1 Str
5 - Weapon training, Advanced Weapon training (Fighter's tactics)
6 - Bravery +2, Intercept Charge
7 - Mutagen Discovery (Wings), Cut from air
8 - Disuptive, +1 Str
9 - Advanced Weapon training (Abundant tactics tactics), Smash from the air
10 - Bravery +3, Spellbreaker
11 - Mutagen Discovery (Vestigial Arm), Shatterspell
12 - Pin Down, +1 Dex

This character has a good chunk of HP, excelent AC and Saves, can intercept charges and nullify ranged attacks. He can also break spells with shatter spell and get feats on the fly, and thanks to the Abundant tactics, can do so up to 5 times/day (having dueling gloves equipped). Finally, can use his weapon two handed and keep a shield thanks to the extra arm, and can fly on his own, and he also has the mutagen to get an extra buff when needed.

Is not the most original concept (dwarf fighter is a clasic), but has enough variety of features to make him very capable and interesting to play.

Above 12th level, Spellcut and Teleport Tactician are solid choices, Armed bravery and Figher reflexes if you want to improve your saves, and initiave is a priority on higher levels so Improved Initiative and Trained Initiative should be on the list at some point.


In the end it is just about concept.

You can decide that in your world/plane/whatever, resurrection spells are the stuff of legends, only capable to the greater divine powers or through powerful artifacts. You could even write whole adventures around acquiring this kind of power to get back a chesired character or important npc.

This way, the pc's will try to play more safe and calculate their movements more carefully, and when death unfortunetly gets them, it will definitely have more impact.


I am going to DM a new campaign for my friends after years without being behind the shield. I am writting a homebrew setting and most probably a great deal of the campaign will happen in a small region, so no long jorneys would be required and encouraging fast travel between locations.
However, here is the trick. My idea is having my players moving constantly across the different places of the region solving the numerous problems that happen in this lands, and because of that, the chance of encountering assaultants during some of this travels should be high. That got me thinking, that I don´t want to just roll a random monster at them, and instead, create a dedicated antagonist they could face from time to time. And so, The Hyena Bandit International was born.

I think of the Hyena as a funny foe that appears from time to time to meddle with the players, assaulting them, robbing them, or as a plot convinience to puss the story foward. Think of him as a mix between The Zorro, Jack Sparrow and Iñigo Montoya. He is a thrill seeker, a presumptuous and adorable bastard, silver-tongued and cunning, and whose life priorities are his confort, his security and his profits.

So, to summarize, I want him to be like a Bandit King without a Kingdom, because he will backstab anyone and anything to be safe, but because he is charismatic to a fault and crafty as a devil he always ends up on top and getting himself new allies and opportunities.

What do I need? Well, some help creating the stats for this kind of character. I would want him to stick to as a non-magic user but do not discard completely that he can do some tricks, but his main focus should be more like a skill-monkey/face type. However, He needs to be able to hold his own on a fight. He fancies himself as the best swordsman ever as well (yeah, he is kinda arrogant too) and this fits pretty well with the inspiration samples I mentioned earlier.

He does not need to have one class only, as he is multitalented. Of course, Swashbuckler, Rogue and even Bard comes to mind, but I want to read your advise and would even ask for some sample builds. Don't go above 10th level and don't worry about ability stats, but for balance shake use 20point buy.

So, anyone up to the challenge?


Here is Build I've been working on. I call it: The Dastardly Lore Warden. Basically, it's a maneuver specialist that abuses dirty trick and also, has a wide skill set and can pack quite the punch in a fist fight.

With the Lore Warden Archetype, 14 Intelligence and Human, we are sitting on 7 skill points per level, plus the extra that Versatile Training net us.

With the following layout, you can max as class skills: Perception, Acrobatics, Sense Motive and Stealth, and with the SF:Linguistics+Orator combo you can max Diplomacy, Bluff and Intimidate too with only one skill that also grant us new languages. If drawbacks are allowed, a personal recommendation would be to pick up pragmatic activator as the Lore Warden also convert it to a class skill when switched as Int based skill.

The skill focus in acrobatics its to exploit the Hair's feature, maxing out our chances of evading a critical per turn.

So basically, he is a Half-Skill Monkey, can act as party face, Scout, do some good tanking with dirty trick locks, and while not focused in dps, still can pack good damage on a fight.

The build progression looks as follow:

Race: Human

Alternate Racial Traits: Focused study

Traits: Reckless, Seeker

Str 17 (15+2) Dex 15 Con 13 Int 14 Wis 12 Cha 7

1 - Skill focus: Linguistics, Orator, Power attack
2 - Combat expertise, Improved dirty trick
3 - Maneuver training +2, Kitsune Style
4 - Kitsune Tricks, +1 Con
5 - Weapon Training (Close), Advanced Weapon Training (Versatile Training: Close)
6 - Quick Dirty Trick
7 - Maneuver training +4, Know Thy Enemy, Greater Dirty Trick
8 - Skill focus: Acrobatics, Combat Reflexes, +1 Str
9 - Advanced Weapon Training (Focused Weapon: Cestus), Weapon focus (Cestus)
10 - Kitsune Vengeance
11 - Maneuver training +6, Hair’s Breadth, Pin Down
12 - Dirty Trick master, +1 Dex

The essential is getting close and personal with an enemy, dirty fight it, and them, they can either remove the two conditions you impose and having to expend a standard action to do so or trying to get away provoking an AoO and triggering another dirty trick maneuver thanks to Pin down and Kitsune vengeance. If they decide to stay and do not shake off the conditions, you literally can disable them on your next turn with Dirty Trick Master.

The nice thing about this PC is that he gets the hell away of the big stupid fighter picture. He has a terrible flaw though, his will save. The problem with the Lore Warden is that it loses bravery and the armed bravery posibility. I want to fit Iron Will somewhere, and even additional traits to pick up a will booster, but don't know what to cut away yet.

So, what do you think?


Since the Bolt Ace was nerfed impeding the Signature Deed feat to work with Sharp Shoot, it is no longer optimal to full Gunslinger anymore.

For what you want, to be able to work in melee with your crossbow, the best choice is to pick up 5 levels of Bolt Ace to get crossbow training, and then switch to Figher-Weapon master. You can get weapon focus and weapon specialization to get Point-blank master, allowing you to shot in melee with your crossbow.

Having weapon training also nets you the option of improving your bonus with the gloves of dueling, and also, allows you to select the weapon mastery feats, and for instance, Burrowing Shot is an excelent choice.


Here is another build I've been working on:

Race: Half Orc

Alternate racial traits: Fey Thoughts (Perception, Sense motive), Shaman's Apprentice, Sacred Tattoo

Character traits: Defender of the society, Fate's favored

Abilities (20 point buy)

18 14 15 12 10 7 - 1st Level (+2 Str)

22 16 18 12 12 7 - 12th Level (+2 Str, +1 Con [Lv Incrs], +2 Str, Dex, Con [Belt], +2 Wis [Headband])

Class: Fighter (Mutation warrior) 12

1 - Dodge, Endurance, Shield focus
2 - Bravery +1, Power attack
3 - Stand still
4 - Combat reflexes, +1 Con
5 - Weapon training (Heavy blades), Cut from air
6 - Bravery +2, Bodyguard
7 - In Harm’s Way, Mutagen Discovery (Wings)
8 - Greater shield focus, +1 Str
9 - Advanced Weapon training (Fighter's tactics), Intercept Charge
10 - Bravery +3, Smash from the air
11 - Mutagen Discovery (Spontaneous Healing), Pin down
12 - Swap places, +1 Str

This one is a Tank type. You can easily cover your pals with bodyguard/In harm's way, cancel ranged attacks againts you or them, Intercept enemy charges gainining movement out of your turn and breaking their momentum, and can effectively lock a foe with stand still and pin down. Plus, it has a ton of AC even witout buff (37 with 12lv equipment) and can also fly on his own.


Hello and welcome to another build brainstorming. Although there is already a lot written about it, this is my personal take and first build with some of the new additions to the fighter.

So I thought, lots of people try or want to build a fighter as a tank or at least as a flesh shield whose whole objetive is protect the party so they can win the encounter safely. The general problem is that without an agro mecanic there is no way to get the enemy attention away from the casters or the dps players, or when taken by surprise or in a bad position, they generally lack the capabilities to quickly recolocate and pick up the pace.

Anyways, with some of the weapon mastery feats and advanced weapon training, I built a fighter with the capabilities that allow him to be able to tank moderately well. To keep a classic feel, I made a Dwarf Fighter, and toss in the mutation warrior, because he will not enjoy the full benefit of the armor training, since he is not Dex focused.

Here goes:

Race: Dwarf

Alternate racial traits: Craftsman

Character traits: Defender of the society, Glory of old

25p/buy

1st Str 16 Dex 14 Con 17 Int 13 Wis 12 Cha 8

12th Str 20 Dex 16 Con 20 Int 13 Wis 14 Cha 8 (with a belt of phys perf and a wis item)

If using point buy, the need of combat expertise and its 13 Int requirement make us MAD. The solution could be Dirty fighting but for what I understanding, it does not work for Swift aid. I could scratch points from Wis and Cha, but I think he can work well as it is.

Class: Fighter (Mutation warrior) 12

1 - Steel soul, Dodge

2 - Power attack, Bravery +1

3 - Combat reflexes, Mutagen

4 - Combat expertise, +1 Str

5 - Weapon training, Cut from the air

6 - Bravery +2, Swift aid

7 - Mutagen Discovery (Wings), Bodyguard

8 - In harm's way, +1 Str

9 - Advanced Weapon training (Fighter's tactics), Intercept Charge

10 - Bravery +3, Smash from the air

11 - Mutagen Discovery (Spontaneous Healing), Swap places

12 - Teleportation Mastery, +1 Con

For a tanky build, Dwarf works wonders with the Con and Wis bonuses, as well as hardy combined with steel soul and glory of old, which are really not that needed in the begining and will pay off later, but you can only get those on first level.

The first feats are the standard pick ups for any martial with the exception of combat expertise which as usual, is a tax feat for later.

Level 5 nets us the fantastic Cut from the air, excelent defense against ranged attacks and also, let us protect one of our allies.

Switf aid, bodyguard and harm's way transforms us into a meat shield once per turn, and Switf aid is there to not cripple our action economy doing it.

At 9 We get the amazing Fighter's tactics that let us enjoy the benefits of the teamwork feats without the feat requirements for our allies, and there are very good options here. With intercept charge We can interrupt enemy charges as an inmediate action which is huge because we get free movement out of our turn while we protect a companion.

At 10, Smash from the air is the perfect counter against ranged touch attacks.

Swap places is another battlefield reposition option, especially when we are fighting in tight spaces like corridors.

Teleportation mastery sounds amazing in paper, but it will need a conjuration item that also works for our build. Any ideas?

So, to summarize, he has a good chunk of HP, excellent saves, excellent AC (with the appropriate equipment) and has movement options to cover his allies without having to expend his actions in his own turn (appart from a swift action for the aid), can fly on his own thanks to the wings discovery, can take hits for them and parry ranged attacks targeted at him or this watch.

He essentially is a bodyguard.

So, what do you think? Sounds viable?


For the first build, I don't think you can count your Dex twice with the Fury's fall feat, since you are using weapon finesse to use your Dex as your base stat for the CMB, and also, the description of the Fury's fall says that you use both strenght and dexterity, and hence the extra bonus. Of course, it will depend on your DM reasoning.
For extra feats once you have the build running, Serpent lash and greater whip mastery open reposition and grapple as whip maneuvers, not a bad deal.

For the second build, I will suggest going with Half Orc, as he possess two alternate racial traits that grant whip proficiency (beast master and city raised) and also gives you access to the Sacred Tattoo, which combs greatly with the fate's favored trait (I would ditch Whip Specialist for that) It also nets you darkvision, and other interesting options.
As for options for AWT, Focused Weapon is huge for a weapon specialist, more so for a whip user. Armed bravery should be the best choice, but Lore Warden loses the feature and so you cannot select it. As for feats, Iron will is always a good choice with a fighter if you don't know what to pick up.


I think the best route for this kind of character is Gunslinger (bolt ace) 5 / Fighter (weapon master) 4 / whatever

You can quickly get all the neccesary feats to be a ranged badass, and goodies like dex to dmg and weapon training, as well to access to weapon specialization and point blank master.

After that, you should try to cover a secundary role appart from dpr or something that nets you extra tricks. Personally, I like the Horizon walker a lot. It will give you the spot as the party ranger if there is none, passive bonuses with the terrain masteries and more importantly, things like dimension door or fly as spell like abilities, which for are martial character are huge.

If you just want to go full martial, keep going as a fighter then, you will get more feats which can be used to get the snap shot chain or critical feats chains.


Looks like you have a player with anime character desire syndrome, aka, cool melee beast with inner super strength when fighting for revenge/friends/cause/etc.

This use to be one of the problems with new players, and generally, there is no way to fullfil his demands without going with a good optimized pc with some complex theorycrafting and play style, which demands a good knowledge of the rules.

Since that is not your case, my recomendation ia try to keep it simple and encourage him to take a look at the rules and maybe some build guides, to help him understand the game for future characters once he has better mastery of said rules.

Meanwhile, you could make him try a mutagenic mauler. It is a Brawler archetype that ditches the martial flexibility and ac bonus, and grants an alchemist supermutagen. So, you have a straigthfoward unarmed warrior, that can use the mutagen as this "fighting spirit" when things get tough, and you save him the trouble of having to take a look at lots of feats constantly.


If interested in the arcane archer take, this would be my suggested build:

Elf
Alternate Racial Traits: Arcane focus
Traits: Magical knack, Elven reflexes

Str 14 Dex 17 Con 12 Int 17 Wis 10 Cha 7

Fighter (Weapon master) 4 Wizard (Admixture Evoker) 3 Arcane Archer 3

01 - F1 - Point-blank shot, Precise shot
02 - F2 - Weapon Guard, Rapid shot
03 - F3 - Weapon Training, Weapon focus
04 - F4 - Weapon specialization, +1 Dex
05 - W1 - Arcane bond, Arcane school, Cantrips, Scribe Scroll, Point-blank master
06 - W2
07 - W3 - Deadly aim
08 - A1 - Enhance arrows (magic), +1 Int
09 - A2 - Imbue arrow, Many shot
10 - A3 - Enhance arrows (elemental)

Base Attack +8
Caster level 7th Concentration +11

You start as an archer, become a decent one quite quickly and you can shot in melee without provoking AoO.
At 5th level you begin your mage career as an admixture evoker, as the base power is priceless for a blaster ranged dps.
By 10th level, you are still a very competitive archer, can cast 3th level wizard spells with a 7th caster level, and have the most used tricks of the Arcane Archer.
So not only this build does not take too long to come online, but also lets you be competent from the beginning and more or less, fullfil your request of being capable in all three main forms of combat.
Without taking equipment into the equation, here are some numbers for a full attack routine:
+10(X2)+10 +5 (1d8+12)
Not bad considering you are just using a composite vanilla bow and the spells you can add to the mix with imbue arrow skill.
Beyond 10th level, I would pick up one more level of arcane archer and then keep going as a wizard all the way. This will net you +14 base attack and up to 8th level spells, all in all, you won't break the world, but will still be a force to be feared.


Iron will is always worth it for a fighter. Improved initiative comes to mind as well. Depending on your Con you may pick up Toughness as well.
If you are going with the snap shot chain, get combat reflexes to maximize its effect.
Being human, if you are considering skill focus feats, better take the focused study alternate racial feat for a total of 3 extra feats. If you invest in Charisma you could take a look at the Eldritch heritage chain and gain bloodline powers.
But really, by level 12 you have everything you need as an archer, so you could multiclass or consider some prestige class. Chevalier and Horizon Walker are easy ones to access and worth it for a few levels dip.
In any case, for an Archer Fighter is better to take the vanilla version, as the capabilities that the archer archetype offer are worse than the regular fighter. I would say, Mutation warrior will fit great and offers good stuff like the mutagen and thing like wings.
If you ditch the archer archetype, you should pick up point-blank master to replicate the Safe Shot feature.
More or less, that's what first comes to mind.


Toss in a gunslinger dual-wielding dual-barrelled pistols, shot everything to death in a round. Just max your initiative so you can go first, and pull the triggers.

Of course, he will probably end you anyways after one encounter. But oh boy, the look in their faces would be glorious.


I would recommend that you won't go with the big stupid fighter idea they are suggesting you with these builds.

Before you start to work with the numbers. Try to picture your character. Think of a name and a description, a brief background is also a good idea. Doing this will help you picture your character and what he can do and what aspirations he has.

Don't ditch any atribute, especially the mental ones. Try to keep them as low as 10. Why? because not being a retarded, reckless or antisocial dude, will make it easier to play, considering you are new to the game.

Onto the system, I do believe Fighters (even vanilla ones) can make great characters. They need a little optimization and smart play, but there are several builds proved to be effective.

Pathfinder is a game that rewards specialization, and above all, good teamwork. The game is designed so you take on adventures with a varied party that covers all the challenges you will face.

As a fighter (or martial character) you will probably be on the frontlines, so good resistance and defense should be the chasis of your pc. You said you want to be respectable on the damage bussiness, good news, it is the easiest thing to do in pathfinder and martials are usually the best at it.

If you want to start with something simple, and you are beggining at a low level, Fighter is a great class to work as a tutorial and can easily grow into something complex depending on your feat selection.

Finally, if you want some numbers, here are some basic builds:

The heavy-hitter

Str 18 Dex 13 Con 14 Int 10 Wis 12 Cha 10
Weapon focus, Power attack, Furious focus, Cleave

Easy peasy lemon squeezy. Pick up a two-handed weapon, get close to an enemy, crack his head.
Pros: You do lots of damage, ignore the penalty for power attack and can hit and additional foe adjacent to the one you hit.
Cons: you are a one trick ponny, and really, a BSF.

The tank

Str 18 Dex 14 Con 12 Int 13 Wis 10 Cha 10
Combat expertise, Improved trip, Weapon focus, Combat Reflexes

A little more tricky. Get a reach weapon with the trip quality like a guisarme or a horsechopper, and when your foes try to get pass you and provoke attack of opportunity, you use the trip maneuver, ruining their action and letting them prone.
Pros: you are a good defender for your party, and can hinder the enemy action economy.
Cons: you are risk-taker, and will need more feats to make this strategy viable in the later levels.

The archer

Str 14 Dex 18 Con 13 Int 12 Wis 10 Cha 10
Point-blank shot, Precise shot, Rapid shot, Deadly aim

Ranged attacks are the best fighting style in the game. In you want to go this route though, there are better classes at it, being the ranger one of them.
Pros: heavy damage at a distance, can be very effective quickly.
Cons: on the long run, the ranger and gunslinger classes end up being the superior choice.

The plan for the future

Finally, the fighter is one of the best classes to multiclass. You can begin as one, and then switch to another class that fits your style of play to complement you character once you have a better understanding of the game.

As I said, the best way to do your character is to have a good picture of him before you start writing numbers. The rest comes easily.


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There is an old trick that always works: make the villain steal something from the pcs. Pretty simple, but I can assure you that they will go to the end of the world to get back their thing (whatever it is) and hate the guy for taking it. Period.

Bonus points if you taunt them any time they are about to catch him and he ends up scaping.