Xipe Totec
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In the "cheating out teamwork feats vein":
Half-Orc Monster Tactician Inquisitor 8 / Bloodrager 1 / Skald 1
(If you feel that Raging Song fulfills the Rage requirement for Amplified Rage you can drop the Bloodrager level and get Summon Monster 5 at 10, sort of unclear if its rage or not)
Pseudo Pseummoner 10
1: Bloodrager, Feat: Amplified Rage, Celestial Bloodline:trade 1st level bloodline power for a Valet Familiar that can give fast healing a couple times per day, and shares your teamwork feats, Fast Movement
2: Skald, for PFS you trade scribe scroll for Extra Performance (should have 9+cha rounds)
3: Inquisitor 1, Feat: Spell Focus Conjuration
4: Inquisitor 2,
5: Inquisitor 3, Feat: Augment Summoning, Bonus Teamwork Feat: (open, maybe retrain Amplified Rage into this slot), Solo Tactics
6: Inquisitor 4,
7: Inquisitor 5, Feat: Superior Summoning, Bane, Now can share 1 teamwork feat(ie amplified rage) with any summon ignoring prerequisites
8: Inquisitor 6, Bonus Teamwork Feat: Outflank
9: Inquisitor 7, Feat: Open (summon good monster maybe?)
10: Inquisitor 8, Now can share 2 teamwork feats with any summon
Trait: Community-Minded if you need to save rounds of Raging Song, or take Extra Performance another time or two.
Level 1, mostly play like a 2h barbarian, rage for +4 Str/Con 4+con/day and wreck things with a Falchion.
Level 2, same as level 1 but now you use Raging Song which lets your familiar rage and triggers Amplified Rage. Choose to gain the benefits of your Bloodrage stats(instead of +2 str/con from Inspired Rage) so you are now at +8 Str/Con 9+cha/day(tripled if you have community-minded, but have to spend a standard action every 3 rounds to restart the Song). Your familiar can attack too, but since its not a Bloodrager it gains +6 str/con. If you picked a Goat for a familiar, it would be at 18 str, and assuming you personally put a 14 into Con it should have around 13 hp when you rage which isn't terrible at level 2, and may still be higher than some party members.
Due to Monster Tactician's Summon Monster ability, you can use Summon Monster IV 3+wis mod times per day for free (summon monster V next level), ideally to summon 1d4+2 Small Earth Elementals off the Summon Monster II list, or 1d3+1 Aurochs/Dire Bats/Leopards/Wolverines off the Summon III list.
First two rounds start Raging Song and Summon Monster ability, in either order. The summons do last for 8 minutes at this point, so they should likely already be out in a dungeon crawl situation (and likely burrowing). Bonus style points for the party all taking Mounted Combat and riding the herd of Stampeding Aurochs into battle.
The Summons will gain +6 morale bonus to Str/Con from Raging Song and Amplified Rage, and another +4 enhancement bonus to Str/Con from Augment Summoning. They will also gain the Outflank Feat.
A small earth elemental (with power attack, earth mastery) is now looking at a 26 Str / 23 Con, so +11(+15 flanking) to hit for 1d6+16 damage, and has 23 hp (instead of 13). You get 1d4+2 of these.
An Auroch is now using Trample at 2d6+16 DC 22(24 if you roll a 2 on the 1d3 creatures).
