Hello, I just started out learning about the game and I wanted to build the strongest build I could possibly make, Here's my attempt, I would love feedback so I can better improve the build. Thank you!
For better readability and the rest of the build(this post is only half), check it all out here
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Goals of the Build
Impact the battlefield with powerful AOE effects, action denial abilities, enabling massive crits for your party, all while being extremely hard to kill.
Everything in the Guide can be Commonly Acquired
Stats
Ability Scores
Level 1
STR 10, DEX 12, CON 12, WIS 14, INT 18, CHA 12
Level 5
STR 10, DEX 14, CON 12, WIS 16, INT 19, CHA 14
Level 10
STR 10, DEX 14, CON 14, WIS 18, INT 20, CHA 16
Level 15
Str 10, DEX 14, CON 16, WIS 19, INT 21, CHA 18
Level 20
STR 10 DEX 14, CON 18, WIS 20, INT 22, CHA 20
Skills
Intimidation
Medicine
Diplomacy
Level Progression
Level One
Class Wizard
Arcane School Divination
Arcane Thesis Spell Blending
My choice for Spell Blending was inspired by this awesome guide ”Blue Frog's Hideously Biased guide to the (Spell Blending) Wizard” Check out the guide to learn all of what Spell blending can do.
Ancestry Human
Being human will allow us to get as many feats as we will need, allowing us to pull off stuff no other ancestry will be able to do.
Heritage - Versatile Heritage - Adopted Ancestry(Halfling)
We are able to take halfling feats, amazing!
Ancestry feat - General Training - Armor Proficiency(retrain at level 6)
A Chain Shirt allows us to have a manageable AC at this level.
Background - Field Medic
Field medic allows us to quickly grab Battle Medicine, an amazing feat.
Diviner's Sight
Level Two
Skill Feat - Godless Healing
Class Feat - Medic Dedication
The combination of Godless healing, The Medic Dedication, and Battle Medicine
allows us to gain an easy 19 average hp(in some cases a full heal) almost whenever we need it. Pretty awesome! Additionally, we can use Diviner's Sight almost like pseudo-assurance allowing us to roll and use the correct Treat Wounds DC based on the result(or what we rolled if the result was too low).
Godless healing
you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
Medic Dedication
Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour
You use godless healing, you're now immune for 1 hour, and then you use medic dedication to bypass that immunity for one hour(when you reach master, before master it’s once per day), meaning each hour you could use battle medicine twice, one making you immune, the other bypassing that immunity.
Here’s a useful spreadsheet showing the optimal Medicine DC you should attempt based on your Medicine modifier and the amount of average HP you should expect(taking failure rates in account).
However, there are 2 significant differences between you and the chart
1. You get 5 + 5/10/15/(based on your proficiency level) in bonus HP, this slightly changes which DC you should select as it rewards you more for picking a higher DC.
2. If you roll well via Diviner’s sight you can auto win.
Level Three
General Feat - Continual Recovery
Being a full HP for each combat is just a requirement in Pathfinder 2e Continual Recovery helps us do that.
Level Four
Skill Feat - Treat Condition
Class feat - Doctor's Visitation
Now we can stride and heal, Insane action economy.
Level Five
Ancestry Feat - Halfling Luck
We get halfling luck, granting us a reroll, on a failed save once per day. Not bad as sometimes you can be one failed reroll away from death sometimes.
Level Six
Skill Feat - Armor Specialist
Class Feat - Sentinel Dedication
(Retrain Level 1- Armor Proficiency with Incredible Initiative)
Here we finally pick up Sentinel Dedication. While making the switch to medium armor we also pick up the Armor Specialist feat, allowing us to reduce the damage we take from cirts when we use Chain mail. Additionally, we retrain our level one Armor Proficiency with the feat to incredible initiative.
Level Seven
General Feat - Shield Block
We get master proficiency in medicine allowing us to stride and heal twice per encounter, making it very hard to die. Also, we get Shield Block which prepares us for the next level.
Level Eight
Skill Feat - Steel Skin
Class Feat - Bastion
We get a reflexive block, basically adding 2+ AC to vs melee attacks all the time. Very useful!
Level Nine
Ancestry Feat - MultiTalented - Swashbuckler Dedication
Here we pick up swashbuckler for its effect later.
Level Ten
Skill Feat - Intimidating Glare
Class Feat - One for All
One for all is amazing, allowing us to use a ranged Diplomacy check to aid our allies.
Level Eleven
General Feat - Ancestral Paragon - Cooperative Nature
With cooperative nature, we massively improve our chances to crit succeed on One for All Aid checks.
Level Twelve
Skill Feat - Battle Cry
Class Feat - Quickened Casting
We improve our action economy. First, we get Battle cry allowing us to demoralize a foe next to us for free at the start of combat, Second we get Quicken casting allowing us to create some nasty setup for important fights
Level Thirteen
Ancestry Feat - Incredible Luck (Halfling)
Now we can reroll per encounter!
Level Fourteen
Skill Feat - Quick Repair
Class Feat - Quick Shield Block
Quick Shield Block we can fully utilize our shield by having it reduced damage. Thanks to Quick Repair we can easily fix our shield after battles
Level Fifteen
General Feat - Scare to Death
Scare to death is a very useful feat, a one-action ability that has the chance to cause 2 fear, and maybe instant kill a weaker foe. Doesn’t work with intimidating glare RAW, however.
Level Sixteen
Skill Feat - Bon Mot
Class Feat - Spell Penetration
We pick up Bon Mot for another Action we can opt to do if the situation arises, and spell Penetration as most opponents we face at this level will have some type of spell resistance.
Level Seventeen
Ancestry Feat - Heroic Presence
Free team buff!
Level Eighteen
Anything you want here
Level Nineteen
General Feat - Canny Acumen
We get our final initiative boost, allowing us maybe a hope to win vs some of the ultra-powerful boss monsters of this level initiative-wise.
Level Twenty
Skill feat - Tattoo Artist(Ask your dm before selecting this could break the game)
Class Feat - Spell Combination
“Normally in my games, I ban Tattoo Artist as it makes the game rather unbalanced, however, I felt it was right to include in the guide so others could be aware. Please talk to your DM about what type of game you wish to play and if they can handle having Tattoo Artist in the games they wish to run. Please do not randomly surprise your DM with Tattoo Artist. “
(This is a joke currently Tattoo artist is useless pick anything you like)
Unimportantly in comparison, we also get the Class feat Spell Combination which allows a variety of spell combos to utterly defeat our opponents, mostly stacking debuffs.