Activation Cube

Unfinished Weirdo Collection PZ's page

No posts. Alias of UnArcaneElection.


Full Name

Builds that haven't been fleshed out yet (P ~ Z)

Race

*

Classes/Levels

*

Gender

*

Size

Variable

Age

Officially started 2021-05-23 (but thought about for a LONG time before that)

Special Abilities

Store builds that haven't been made into (or matched up with) characters yet

Alignment

Any

Deity

Any

Location

UnArcaneElection's Weirdo Collection

Languages

English

Occupation

One of the things I do when I'm supposed to be asleep

About Unfinished Weirdo Collection PZ

* * * * * * * * Character builds that haven't been made into (or matched up with) characters yet * * * * * * * *
(See here for introduction and A ~ O.)

Paladin, Human (or Half-Elf), Combat Medic:

Paladin (no archetype or Holy Tactician), Human with Powerful Presence alternate racial trait (scroll about 2/5 of the way down to find it) -- lets us rush Ultimate Mercy while keeping Charisma investment from needing to be outrageous.

15 Point Buy version: Str 14 / Dex 11 / Con 12 / Int 12 / Wis 10 / Cha (14 + 2 =) 16; increase Charisma at levels 4 and 8, and Strength at all other 4n levels.

20 Point Buy version: Str 15 / Dex 12 / Con 12 / Int 12 / Wis 10 / Cha (15 + 2 =) 17; increase Charisma at level 4 and Strength at all other 4n levels.

Traits: Dangerously Curious (we need Use Magic Device in class), Chip on the Shoulder or Keleshite Princess (we need Intimidate in class) -- if Campaign Trait also needed, add a Drawback to get another Trait slot.

Favored Class Bonus: All goes to Skills.

Skill Ranks per level: Total 6: 2 for Paladin, 1 for being Human, 1 for Favored Class Bonus (all of this goes here), 1 for INT 12, 1 for Cunning feat.

Skills to max (hence the Cunning feat below, and hence the INT 12): Diplomacy, Heal, Intimidate, Knowledge (Religion), Use Magic Device.

Other Skills (low investment but need to be non-0): Climb (1 point), Knowledge (Planes) (can leave for later, but eventually needs to be significantly more than 1 point), Perception (1 point), Sense Motive (eventually needs to be significantly more than 1 point), Spellcraft (1 point), Swim (1 point).

01: Level 1 character feat = Cunning (we need more skill ranks -- see above); bonus feat from Human Powerful Presence alternate racial trait = Persuasive (bonuses to Diplomacy and Intimidate)
02: (Lay on Hands comes on line, and we get 4 uses)
03: Level 3 character feat = Extra Lay On Hands (gets us up to 6 uses) (if choosing the Holy Tactician archetype, Tactical Acumen, the first Bonus Teamwork Feat, and Battlefield Presence come online; otherwise, Divine Health, Divine Bond, and Aura of Courage come online; either way, Mercy comes online)
04: (Ability score increase goes to Charisma, giving us 7 uses of Lay On Hands on 15 point buy or 8 uses on 20 point buy, and either way we qualify for Ultimate Mercy, because Powerful Presence deducted 2 from the normal Charisma requirement of 19)
05: Level 5 character feat = Greater Mercy (prerequisite for Ultimate Mercy, but the extra healing is nice to have, especially since we can't fit Fey Foundling into the build)
06: (Uses of Lay on Hands is up to 7 on 15 point buy or 8 on 20 point buy)
07: Level 7 character feat = Ultimate Mercy (we can't yet use it, but need to level it up in preparation for level 8; GM allowing spending of a Hero Point to squeeze out 2 extra uses for this would probably be a reasonable call)
08: (Ability score increase goes to Charisma if on 15 point buy or to Strength if on 20 point buy, getting uses of Lay On Hands up to 10 either way, now making Ultimate Mercy come online -- we now have Raise Dead 1 level before a Cleric can get it; also, if choosing the Holy Tactician archetype, Guide the Battle comes online; otherwise, Aura of Resolve comes online)
09: Level 9 character feat = Extra Mercy or Power Attack (I thought about Selective Channel, but Channel Energy is probably going to be out of combat or applied against Undead, and used sparingly anyway, so probably better to invest in removing yet another bad condition, since the D Team's limited spells won't be very good for this, or otherwise investing in improving combat effectiveness)
10: -
11: Level 11 character feat = Channeled Revival (Breath of Life at range) (if choosing the Holy Tactician archetype, Weal's Wrath now comes online; otherwise, Aura of Justice now comes online)
12: (Ability score increases hereon go to Strength)

Build variant 1 of 1: Half-Elf instead of Human:

Spoiler:
Be Half-Elf instead of Human: Use Kindred-Raised alternate racial trait to get boosts to both Charisma and Strength (but the lack of Powerful Presence increases the Charisma requirement by 2), and abuse Paragon Surge starting at level 13:

15 point buy version: Str (14 + 2 =) 16 / Dex 07 / Con 12 / Int 12 / Wis 10 / Cha (16 + 2 =) 18; increase Charisma at levels 4 and 8 and Strength at all other 4n levels (except optionally increase Dexterity at 12 to get Reflex Save part way out of the dumpster).

20 point buy version: Str (14 + 2 =) 16 / Dex 08 / Con 12 / Int 14 / Wis 10 / Cha (16 + 2 =) 18; increase Charisma at level 4 and Strength at all other 4n levels.

Favored Class Bonus: Improve Aura size (don't use any archetype that trades out Auras, except to replace with other Auras).

Traits: Campaign Trait, Dangerously Curious (we need Use Magic Device in class).

Skill Ranks per level: 4 or 5 total: 2 for Paladin, 1 or 2 for Intelligence 12 or Intelligence 14 (15 Point Buy or 20 Point Buy, respectively), 1 for Cunning feat.

Skills to max (hence the Cunning feat below, and hence the INT 12): Diplomacy, Heal, Use Magic Device; if 20 Point Buy version add Knowledge (Religion).

Other Skills (low investment but need to be non-0): Climb (1 point), Knowledge (Planes) (can leave for later, but eventually needs to be significantly more than 1 point), Perception (1 point), Sense Motive (eventually needs to be significantly more than 1 point), Spellcraft (1 point), Swim (1 point); if 15 Point Buy Version add Knowledge (Religion) (eventually needs to be significantly more than 1 point).

Skills abandoned relative to Human version: Intimidate.

Feats abandoned relative to Human version: Persuasive (because we don't get Powerful Presence, which is Human-specific).


Paladin, Orc, Castigator of the Holy Light:

Paladin (Warrior of the Holy Light), Orc with Dayrunner alternate racial trait replacing Light Sensitivity but giving a penalty with ranged attacks (which are going to be terrible anyway).

15 Point Buy version: Str (15 + 4 =) / Dex 7 / Con 14 / Int (12 - 2 =) 10 / Wis (12 - 2 =) 10 / Cha (13 - 2 =) 11; increase Charisma at level 4 (you want a positive modifier for Divine Grace but don't have to keep increasing it for spells); increase Strength at all 4n levels thereafter.

20 Point Buy version: Str (15 + 4 =) / Dex 10 / Con 14 / Int (12 - 2 =) 10 / Wis (12 - 2 =) 10 / Cha (13 - 2 =) 11; increase Charisma at level 4 (you want a positive modifier for Divine Grace but don't have to keep increasing it for spells); increase Strength at all 4n levels thereafter.

Traits: Campaign Trait, Chip on the Shoulder (we need Intimidate in class).

Favored Class Bonus: All goes to Skills.

Skill Ranks per level: Total 3: 2 for Paladin, 1 for Favored Class Bonus (all of this goes here), 0 for INT 10.

Skills to max: Intimidate, Knowledge (Religion).

Other Skills (low investment but need to be non-0): Climb (1 point), Knowledge (Planes) (can leave for later, but eventually needs to be significantly more than 1 point), Perception (1 point), Sense Motive (eventually needs to be significantly more than 1 point), Spellcraft (1 point), Swim (1 point).

01: Exotic Weapon Proficiency (Butchering Axe) -- 3d6 base damage to go with Vital Strike.
02: -
03: Intimidating Prowess -- make others fear your awesome muscle.
04: Level 4 ability score increase goes to Charisma.
05: Power Attack.
06: -
07: Vital Strike -- double your base damage.
08: Level 8 ability score increase goes to Strength.
09: Furious Focus -- no more Power Attack penalties most of the time.
10: -
11: Improved Vital Strike -- triple your base damage.
12: Level 12 ability score increase goes to Strength.
13: Weapon Trick (Two-Handed Weapon) -- gets you One-Handed Lunge and Two-Handed Menace out of the box, and later gets you Cleaving Smash.
14: -
15: Cleave -- hit an additional foe on your backswing, and thanks to Weapon Trick (Two-handed Weapon) giving you Cleaving Smash, you can use Vital Strike at the same time.
16: Level 16 ability score increase goes to Strength.
17: Greater Vital Strike -- quadruple your base damage, or use Improved Vital Strike with Cleave.
18: -
19: Great Cleave -- hit multiple additional foes on your backswing, and thanks to (Two-handed Weapon) giving you Cleaving Smash, you can use Improved Vital Strike at the same time.
20: Level 20 ability score increase goes to Strength.

Witch, Halfling, Debuffing:
Witch (Gravewalker -- loses this archetype if redeemed, Elements Patron), Halfling with Creepy Doll alternate racial trait (no penalty to Intimidate for being Small) replacing Keen Senses and Sure-Footed, Halfling Jinx replacing Halfling Luck, and Dimdweller replacing Weapon Familiarity.

Brief character concept: This character is intended for Giantslayer, and is a runaway slave from Cheliax who was mutilated into looking like a doll, and wants revenge on larger creatures, but who just might find redemption.

15 Point Buy version: Str (7 - 2 =) 5 / Dex (12 + 2) = 14 / Con 12 / Int 17 / Wis 10 / Cha (12 + 2 =) 14; all ability score increases go to Intelligence.

20 Point Buy version: Str (8 - 2 =) 6 / Dex (14 + 2) = 16 / Con 12 / Int 17 / Wis 10 / Cha (12 + 2 =) 14; all ability score increases go to Intelligence.

Traits: Outlander (Exile -- get +2 Initiative) (Universal Campaign Trait, because none of the Giantslayer Campaign Traits fit), Unshackled (get Escape Artist in class).

Favored Class Bonus: All Favored Class Bonus goes to Skills (always really hard up for skill points, and unfortunately, the Halfling Favored Class Bonus for Witch isn't very good).

Skill ranks per level: Total 7: 2 for Witch, 1 for Cunning feat (levels 1 through 3 only), 1 for Favored Class Bonus, 3 for Intelligence 16 (eventually get more, starting at level 4).

Skills to Max: Escape Artist, Intimidate, Knowledge (Local), Spellcraft, Perception, Use Magic Device.

Skills to Max - 3: Knowledge (Arcana).

Other Skills (low investment but need to be non-0): Climb, Fly (eventually needs to be more than 1), Knowledge (all not listed above, and some eventually need to be more than 1), Sense Motive, Stealth, Swim.

01: Level 1 character feat = Cunning (needed for extra skill points until Intelligence increases -- retrain at level 4); level 1 Hex Substitute = Gravewalker Aura of Desecration (if redeemed, lose this and gain Aura of Purity Hex); Level 4 Hex Substitute (gained at 1st level) = Gravewalker Bonethrall (if redeemed, lose this and gain Peacebond Hex); level 1 Familiar Substitute = Gravewalker Spell Poppet.
02: Level 2 Hex = Slumber.
03: Level 3 character feat = Accursed Hex.
04: Level 4 ability score increase goes to Intelligence (gain 1 extra skill point per level, which compensates for retraining Cunning); Retrain Cunning to Sluggish Jinx.
05: Level 5 character feat = Persistent Spell.
06: Level 6 Hex = Misfortune.
07: Level 7 character feat = Widen Spell (required for Area Jinx).
08: Level 8 Hex Substitute = Gravewalker Possess Undead (if redeemed, lose this and gain Fortune Hex); level 8 ability score increase goes to Intelligence.
09: Level 9 character feat = Jinxed Spell.
10: Level 10 Hex = Retribution.
11: Level 11 character feat = Area Jinx (needed for Jinxed Spell to be fully effective).
12: Level 12 Hex = Agony (if redeemed, lose this and gain Major Ameliorating); level 12 ability score increase goes to Intelligence.
13: Level 13 character feat = Split Hex (double your Hexing action economy).
14: Level 14 Hex = Waxen Image.
15: Level 15 character feat = Quicken Spell (use mainly with Ill Omen to produce the equivalent of a No-Save Misfortune effect).
16: Level 16 Hex = Regenerative Sinew; level 16 ability score increase goes to Intelligence.
17: Level 17 character feat = Arcane Jinxer (Witch is a bit short on spell slots to sacrifice for this, but still profitable to have in reserve against something really tough; alternatively get Dazing Spell to turn damaging spells into battlefield control.
18: Level 18 Hex = Life Giver (if redeemed, take this first) or Summon Spirit (otherwise).
19: Level 19 character feat = Split Major Hex (double your Major Hexing action economy).
20: Level 20 Hex = Summon Spirit or Life Giver (whichever one was not taken at level 18); level 20 ability score increase goes to Intelligence.

Build variant 1 of 2: Leave out Jinxing other than the base ability to concentrate more thoroughly on other types of debuffing:

Spoiler:
Use Halfling Jinx just as a standby until Hexes come online; if redeemed, lose the Halfling Jinx alternate racial trait in favor of the original Halfling Luck.

01: Level 1 character feat = Cunning (needed for extra skill points until Intelligence increases -- retrain at level 4); level 1 Hex Substitute = Gravewalker Aura of Desecration (if redeemed, lose this and gain Aura of Purity Hex); Level 4 Hex Substitute (gained at 1st level) = Gravewalker Bonethrall (if redeemed, lose this and gain Peacebond Hex); level 1 Familiar Substitute = Gravewalker Spell Poppet.
02: Level 2 Hex = Slumber.
03: Level 3 character feat = Extra Hex (Misfortune).
04: Level 4 ability score increase goes to Intelligence (gain 1 extra skill point per level, which compensates for retraining Cunning); Retrain Cunning to Accursed Hex.
05: Level 5 character feat = Persistent Spell.
06: Level 6 Hex = Flight.
07: Level 7 character feat = Extra Hex (Evil Eye).
08: Level 8 Hex Substitute = Gravewalker Possess Undead (if redeemed, lose this and gain Fortune Hex); level 8 ability score increase goes to Intelligence.
09: Level 9 character feat = Dazing Spell (turn damaging spells into battlefield control); if downtime is reliably available, instead get Craft Rod, and use first to make Intermediate Metamagic Rod of Dazing Spell, and later to make Intermediate Metamagic Rods of Persistent Spell, Widen Spell, and assorted non-Metamagic Rods.
10: Level 10 Hex = Retribution.
11: Level 11 character feat = Split Hex (double your Hexing action economy).
12: Level 12 Hex = Agony (if redeemed, lose this and gain Major Ameliorating); level 12 ability score increase goes to Intelligence.
13: Level 13 character feat = Quicken Spell (use mainly with Ill Omen to produce the equivalent of a No-Save Misfortune effect).
14: Level 14 Hex = Waxen Image.
15: Level 15 character feat = Widen Spell (if Dazing Spell was not selected at 9th level, get this instead).
16: Level 16 Hex = Regenerative Sinew; level 16 ability score increase goes to Intelligence.
17: Level 17 character feat = Spell Perfection (Cone of Cold if not redeemed or Freezing Sphere if redeemed) (enables casting the selected spell with Dazing Spell and Intermediate Metamagic Rod of Persistent Spell).
18: Level 18 Hex = Life Giver (if redeemed, take this first) or Summon Spirit (otherwise).
19: Level 19 character feat = Split Major Hex (double your Major Hexing action economy).
20: Level 20 Hex = Summon Spirit or Life Giver (whichever one was not taken at level 18); level 20 ability score increase goes to Intelligence.

Build variant 2 of 2: Keep the Jinxing, but actually be a Harrowed Sorcerer instead of a Witch:

Spoiler:
Sorcerer (Harrow Bloodline), Halfling with Creepy Doll alternate racial trait (no penalty to Intimidate for being Small) replacing Keen Senses and Sure-Footed, Halfling Jinx replacing Halfling Luck, and Dimdweller replacing Weapon Familiarity.

Brief character concept: As above, this character is intended for Giantslayer, and is a runaway slave from Cheliax who was mutilated into looking like a doll, and wants revenge on larger creatures, but who just might find redemption. In this variant, the cruel slavemaster sculpted this character into the form of a fortune-telling doll, only to charge witchcraft upon discovering that the fortune-telling had an element of reality.

15 Point Buy version: Str (7 - 2 =) 5 / Dex (13 + 2) = 15 / Con 12 / Int 15 / Wis 10 / Cha (15 + 2 =) 18; level 4 ability score increase goes to Intelligence; level 8 ability score increase goes to Dexterity; all ability score increases thereafter go to Charisma.

20 Point Buy version: Str (9 - 2 =) 7 / Dex (14 + 2) = 16 / Con 12 / Int 15 / Wis 10 / Cha (15 + 2 =) 18; level 4 ability score increase goes to Intelligence; all ability score increases thereafter go to Charisma.

Traits: Outlander (Exile -- get +2 Initiative) (Universal Campaign Trait, because none of the Giantslayer Campaign Traits fit), Chip on the Shoulder (get Intimidate in class, with bonus applying to opponents that tried to Intimidate).

Favored Class Bonus: All Favored Class Bonus goes to Skills (always really hard up for skill points, and unfortunately, the Halfling Favored Class Bonus for Witch isn't very good).

Skill ranks per level: Total 6 (at level 4 goes to 7): 2 for Sorcerer, 1 for Cunning feat, 1 for Favored Class Bonus, 3 for Intelligence 15 (at level 4 goes to 4 ranks).

Skills to Max: Escape Artist, Intimidate, Knowledge (Local), Spellcraft, Perception, Use Magic Device.

Other Skills (low investment but need to be non-0): Climb, Fly (eventually needs to be more than 1), Knowledge (all not listed above, and some eventually need to be more than 1), Sense Motive, Stealth, Swim.

01: Level 1 character feat = Cunning (needed for extra skill points, and can't even afford to retrain it).
02: -
03: Level 3 character feat = Sluggish Jinx.
04: Level 4 ability score increase goes to Intelligence (absolutely must have the extra skill points, so also keep the Cunning feat).
05: Level 5 character feat = Lightning Reflexes (better for offense against Giants via Bolster Jinx to worsen their already bad Reflex Saves -- Iron Will would be better for self-defense).
06: -
07: Level 7 character feat = Bolster Jinx; level 7 Harrow Bloodline bonus feat = Extend Spell.
08: Level 8 ability score increase goes to Dexterity if on 15 point buy or Charisma if on 20 point buy.
09: Level 9 character feat = Widen Spell (required for Area Jinx).
10: -
11: Level 11 character feat = Jinxed Spell.
12: Level 12 ability score increase goes to Charisma.
13: Level 13 character feat = Area Jinx (needed for Jinxed Spell to be fully effective); level 13 Harrow Bloodline bonus feat = Craft Wondrous Item.
14: -
15: Level 15 character feat = Craft Rod, and use first to make Intermediate Metamagic Rods of Dazing Spell, Persistent Spell, and Quicken Spell, and later make assorted non-Metamagic Rods.
16: Level 16 ability score increase goes to Charisma.
17: Level 17 character feat = Spell Perfection (Cone of Cold) (enables casting the selected spell with Jinxed Spell + Widen Spell + Intermediate Metamagic Rod of Dazing Spell).
18: -
19: Level 19 character feat = Iron Will (good for defense and for adding to Bolster Jinx); level 19 Harrow Bloodline bonus feat = Harrowed.
20: -


More to come . . . .

* * * * * * * * Party builds that haven't been made into (or matched up with) parties yet * * * * * * * *
(See here for introduction and A ~ O.)

Watch this space.