League of the One Trick Pony


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I am so so so rolling a Fey blooded character next game..

I AM A TREE!


One that's particularly fun (but expensive) is a character that can be a goblin or a halfling who stabs himself with +1 Spellstoring Daggers for multiple buffing spells. Basically you go up the two weapon fighting tree and grab quickdraw. I would have an exact build but I'm just writing this during a short break. Basically using the cleric spells and a decent UMD you can take a number of daggers and do the work of what would normally take several standard actions in one frenzied, expensive full attack action. Divine Favor, Cure Serious Wounds and Shield of Faith are just a small number of good spells to put into the daggers. Plus, stabbing allies for around 2-4 damage as long as they're adjacent is a great way to maximize healing and recycle unused healing/buff spells from previous days.

The alternate version of this build can be done with a sorcerer/fighter or a rogue or monk with a party member who is a wizard/sorcerer. Daggers with spells like scorching ray/lightning bolt in them or even ray of enfeeblement can be thrown rapidly to deal heavy damage/debuff to a number of foes or just one. Remember kids: These daggers aren't ammo, so you likely won't have to replace them unless you enjoy throwing them at things in lava. To avoid having to pay an exorbitant cost, use spell storing darts for special occasions when whatever it was just won't die.

The best part of this: You can integrate this into any two weapon or thrown weapon character (Or an archer, but missing with a spell storing missile then starts to really kill the pocket book, plus dealing lots of damage to your friends when hitting them with beneficial spells tends to backfire) who has a caster in the party with spells that would be useful to be delivered at range (like touch of idiocy or bestow curse). The reason this is a build is that it requires money money mo-nay (and feats). At 8302 gp a pop, the daggers aren't cheap, but are very efficient as far as refueling the spell goes, since they don't dissolve into the aether if you miss. If you can cast spells? All the better. You have something to do before the build branches out aside from throw stuff.


Gworeth wrote:

Aaaand we're back!

Charmed I'm sure!
** spoiler omitted **

I'm running a variant of this now in LoF.

Be aware that there's a 'lull' at 3rd and 4th level where you've got the awesomest Sleep spell evahr...and all your encounters are with 5-6 HD creatures. But yes, at 1st and 2nd level, you have "Win Fight" on a save DC of 18+

You don't really have anything that's as effective at 3rd level, and you want to wait until 5th to get Hideous Laughter as your bloodline spell...so at 3rd, you're using Color Spray, and at 4th, you're trying to pick a spell that will do so some good.

My exact build as of 3rd level:

STR 10, DEX 14, CON 11, INT 12, WIS 10, CHA 16+2 (18 point build)

Traits: Reactionary, Missionary (Sense Motive)
Feats: Spell Focus [Ench], Improved Init, Spell Focus [Illusion] (3rd)
Spells: Sleep (W18), Burning Hands (R15), Color Spray (W16).


BenignFacist wrote:

I am so so so rolling a Fey blooded character next game..

I AM A TREE!

Hehe.. I was quite taken with it as well.. ;-) Thinking about rolling one up for a (too far in to the) future Kingmaker AP game...


Spraynerd G. Krebs (uses APG material)

Gnome Oracle (heavens) 1/Sorcerer (arcane) 4

Traits: Magical Lineage (color spray), Reactionary
Feats: Spell Focus (illusion), Greater Spell Focus (illusion), Persistent Spell
Revelations: Awesome Display

The Awesome Display mystery gives a hefty boost to the power of Color Spray. A caster with 18 Cha can affect creatures as if they had 4 fewer hit dice, for instance.

So if Spraynerd has 20 Cha (18 base, +2 item), he can use a 2nd level spell slot to cast a Persistent Color Spray: the DC would be 20, it would require 2 successful saves instead of one, and it would knock unconscious creatures up to 7 HD (and blind creatures up to 9 HD).


AdAstraGames wrote:


True Strike Greatsworder:

** spoiler omitted **...

You could take only one level of sorcerer, get arcane strike instead of feather fall, and when you qualified for it, take 4 levels of Dragon Disciple for the +4 to Str, +3 to AC, and 5 damage resistance to your favorite energy type, as well as the ability to throw down with some claws if you get into poor maneuverability situations.

If you wanted to still do it your way, and just tack the Dragon Disciple on at the end, you can pick up craft wand for those wands you like, and you don't even have to worry about finding/buying them.


hogarth wrote:

Spraynerd G. Krebs (uses APG material)

Gnome Oracle (heavens) 1/Sorcerer (arcane) 4

Traits: Magical Lineage (color spray), Reactionary
Feats: Spell Focus (illusion), Greater Spell Focus (illusion), Persistent Spell
Revelations: Awesome Display

The Awesome Display mystery gives a hefty boost to the power of Color Spray. A caster with 18 Cha can affect creatures as if they had 4 fewer hit dice, for instance.

So if Spraynerd has 20 Cha (18 base, +2 item), he can use a 2nd level spell slot to cast a Persistent Color Spray: the DC would be 20, it would require 2 successful saves instead of one, and it would knock unconscious creatures up to 7 HD (and blind creatures up to 9 HD).

Yeah, stop messing with the gnome... Nasty one!

Silver Crusade

Lily Moonrose wrote:

My "one-trick pony" idea:

Commanding cleric:

The components are the trait Magical Lineage (Command), Extend Spell, and maybe Heighten Spell + Spell Focus (Enchantment) + Greater Spell Focus (Enchantment).

Magical Lineage allows you to pick one spell so that metamagic on that spell is reduced by one level. Thus it allows you to cast Extended Command as a first level spell.

What's good about Extended Command? For one thing, the command "Approach" forces the subject to do nothing but move towards the caster as directly as possible, provoking attacks of opportunity as normal. So you can lead the subject around for two rounds, forcing him to provoke a bunch of attacks of opportunity from all of your friends. The "Halt" command is also pretty good (similar to Daze Monster, but without a HD limit).

The APG came out with some more useful tidbits for this character, particularly the metamagic feats Bouncing Spell and Persistent Spell (both give the spell an extra chance to affect a target on a successful save) and the feat Preferred Spell (allows you to cast a given spell spontaneously). Both Bouncing Spell and Persistent Spell make fairly cheap metamagic rods.

Another possibility is to take one level of sorcerer; either the Fey bloodline (+2 to DCs for compulsion spells) or the Serpentine bloodline (allows your language-dependent spells to affect animals, magical beasts, and monstrous humanoids regardless of language) would be useful.

Dark Archive

The ultimate city assassin (with no assassin levels)

Spoiler:

Ranger (Guide Archetype) 6/Horizon Walker 3
Race: Doesn't really matter so long as you can increase dexterity.
Dex: as high as possible (base 17 or 18 +2 racial)

feats: Point-blank Shot, Precise Shot, Rapid Shot, Manyshot, Deadly Aim, Weapon Focus (Longbow), one extra, or two if human.

Ranger's Focus +4 2/day

Favored Terrains: Urban +6, Underground +2, Ethereal Plane
Terrain Mastery: Urban (+4 to diplomacy)
Terrain Dominance: Urban (favored terrain counts as favored enemy; charm person 3/day)

Ranger's focus and Terrain Dominance stack for a full +10 to attack and damage rolls for four shots per round at (assuming 24 dex/14 str) +23(many-shotted)/+23/+18 for damage 1d8+18/1d8+18/1d8+18/1d8+18. That's with a mere masterwork longbow with +2 strength.

Of course, only twice per day and only against creatures native to a city. Further levels of Horizon Walker with the bonus put into Urban make the damage much sillier.

Seems pretty one-trick.


Half Orc Level 10 Summoner, level 3 Shadowdancer

One Trick. Poison.

Seven levels of Summoner gets you Eidolon with a poison bite. High Con and maybe reach for the bite as well, depending on how many evolution points you got left.

Three levels of Shadow dancer gets you shadow that does Str damage with successful hits. Uses your base attack bonus.

Three levels later a Half Orc with the toothy racial trait takes the poison Aspect for a couple evolution points. Make sure you have a high Con for better DC's.

Poison damage from the eidolon is d4 str for 4 rounds, one save cure. Same for Summoner, only the DC may be higher. Shadow does d6 Str Damage. If all hit, that's 8.5 damage per round. That's a -4 or -5 to hit, and anywhere between a -4 to -7 to damage. Of course there is a lot of things immune to poison damage, but this is the One Trick Pony Show.


Offensive Channeler:

Cleric 7 (Any Evil)/Holy Vindicator 6
Boost Charisma.
Take the Feats: Alighnmet/Elemental Channel, Selective Channeling, Improved Channel, Extra Channeling x4

Blast damaging negative energy channeling
No Idea how effective this could be, would probably work best in conjunction with a different strategy, or minions.


Goblin wizard that goes before you

Level one Diviner

Str 6
Dex 22
Con 10
Int 17
Wis 7
Cha 5

Trait: Reactionary

Feat: Improved Init

Familiar: Compsognathus

6+2+4+4+1=+17 to initiative at level 1, always acting in the surprise round.


I built this one and managed to play it for a while. Note: I never applied the APG to this one, he's due for a rebuilt, I'm only presenting the hightlights.

Fighter o 'splody Death:

Elf Fighter

Stats @ lvl 1 Rolled w/ witnesses

STR:17 (Final: 28)
DEX:19
CON:15
INT:14
WIS:16
CHA:11

Important Feats:
Combat Reflexes
Weapon Focus
Weapon Spec
Greater Focus
Greater Spec
Power Attack
Improved Crit (Curveblade)
Bleeding Crit
Blinding Crit
Vital Strike Tree

Weapon:
+4 Corrosive Burst, Shocking Burst, Icy Burst Cureblade. 1d10, 15-20x3
Full BAB: 41

Normal Attack Results: MIN:28, AVG:40, MAX:52
Normal Power Attack Results: MIN:46, AVG: 58, MAX: 70
Normal Vital Strike: MIN: 34, AVG: 60, MAX: 92
Vital Strike + Power attack: MIN: 50, AVG: 79, MAX: 110
Crit: MIN: 38, AVG: 75, MAX: 144
Crit + PA: MIN: 56, AVG:93, MAX:162
Crit+ PA+ Vital Strike: MIN: 60, AVG: 131, MAX: 202

Considering the BAB, one should basically never NOT power attack. Critting should occur 30% of the time. Blind save = 51.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A different take on the One Hit Wonder, using some options in the APG:

Spoiler:
Half-Orc Barbarian 4/Fighter (Two-Handed Fighter) 3/Ranger (Guide) 4/Cleric (Gorum) 1
22 Str (+2 race +3 advancements), 13 Dex, 14 Con, 7 Int, 12 Wis, 7 Cha (15-point buy)
Gatecrasher alternate racial trait
Traits- Killer, Magical Knack (Cleric)
Feats- Critical Focus, Exotic Weapon Proficiency (Bastard Sword), Furious Focus, Improved Critical (Bastard Sword), Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (Bastard Sword)
Rage Powers- Moment of Clarity, Powerful Blow
Fighter Abilites- Shattering Strike, Overhand Chop
Ranger Abilities- Ranger's Focus, Terrain Bond
Ranger Spells (1st-1)- lead blades
Cleric Domains- Destruction (destructive smite), Ferocity (ferocious strike)
Cleric Spells (0-3, 1st-2+1)- bleed, detect magic, guidance; bless, divine favor, enlarge person

bless + enlarge person + divine favor + lead blades + Ranger's Focus + Rage + Overhead Chop + Improved Vital Strike + Power Attack + Furious Focus + Powerful Blow + destructive smite + ferocious strike + large bastard sword = one attack at +23 bonus for 18d6+34 damage (+6d6+36 on a critical hit)! Again, this doesn't count a belt of giant strength or weapon enhancements (be afraid).

+11 BAB, 28 Str with enlarge person and Rage
bless - morale +1 attack/saves vs. fear
destructive smite - morale +1 damage
divine favor - luck +1 attack/damage
enlarge person - size +2 Str/-2 Dex/-1 attack/-1 AC/large (large bastard sword goes from 2d8 to 3d8 base damage)
ferocious strike - untyped +1 damage
Improved Vital Strike - x3 base weapon damage when making a single attack, not multiplied on a critical hit
lead blades - untyped weapons count as one size larger (enlarged large bastard sword goes from 3d8 to 6d6 base damage)
Overhead Chop - add x2 Str bonus instead of x1.5 when making a single attack with a two-handed weapon
Powerful Blow - +2 damage on one damage roll per rage
Rage - morale +4 Str/+4 Con/+2 Will saves/-2 AC
Ranger's Focus - untyped +2 attack/damage

Ouch!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Look Ma! I'm a MONSTER!:

Play a sorcerer. Pick up shapechange at 18th-level. Prior to that point, put absolutely everything you can into Charisma. It's possible to get enough 9th-level spell slots that you can make shapechange last 24/7. I recommend forms like dragons, elementals, or humanoids, as you can still cast spells and ALSO reap the benefit's of the spell.

If you are willing to take Extend Spell and Spell Perfection (shapechange) you can pull this off with a much lower Charisma score.

Everything must BURN!:
Who says blasters suck?

Play a 1/2 orc dragon bloodline sorcerer (any fire dragon), pick the 1/2 fire damage favored class option, grab your choice of blasty metamagic feats, and the Spell Perfection (fireball) and Additional Traits (magical lineage: fireball). In no time you will be hitting people with empowered intensified maximized fireballs (5th-level slots) for at 112 + 15d6/2 damage (average of 164.5 damage). Throw Quicken Spell into the mix (9th-level slots) and you will deal about 381.5 average damage per round against dozens of enemies! Using metamagic rods allows you to do this at much lower level while conserving your higher level spells slots!

Can't touch this!:
Play a halfing paladin 2/sorcerer X of the Destined bloodline. Put EVERYTHING YOU CAN into Charisma. Get a luckstone, +5 cloak of resistance, and all the saving throw bonus feats (great fortitude, iron will, lightning reflexes). Before long your saves will auto-succeed against any level appropriate DC save on a 1 (pun fully intended). For an added kicker, get the Lucky Halfling feat and watch as no one else in your party ever fails a save again either!

I have a character with his save modifiers in the 30s at 15th-level.

I like stoners:
Play a sorcerer of the arcane bloodline, max out your Charisma as much as possible, pump your Transmutation Spell DCs with Greater Spell Focus and School Power, and pick up the Spell Perfection (flesh to stone), Bouncing Spell, Persistent Spell, and Heighten Spell metamagic feats. Watch as no one ever beats your ungodly save DCs (which at 15th should be in the mid 30s, roll twice take lowest). To ensure your spell gets through, take Spell Penetration and Greater Spell Penetration as well. Such feats get double effect through Spell Perfection.

For single target save or screw, this focus build can't be beat!

Alternatively, take disentigrate instead of flesh to stone. It has a touch attack and deals damage, which makes it a fair bit weaker, but it can be used against objects and undead unlike flesh to stone.

BBEG? Looks like a shrimp to me:
Take Spell Perfection (enervation) on any spellcaster capable of casting the spell. Pick metamagic feats and rods that will help to pile on the negative levels quickly (empower, maximize, quicken, etc.).

I recommend a spontaneous caster that allows you to spam the spell. For prepared casters, take Preferred Spell.

Nothing can stand up against you for long except for undead and anything immune to negative levels.

Gotta learn 'em all!:
Play a wizard with the Craft Wondrous Item feat. Craft yourself a blessed book ASAP. Go around paying friendly wizards for the privilidge of scribing from their spellbooks. you can get every spell in the core rulebook and the APG for under 75,000gp. If you have a generous GM, try and do this during character creation of a high level character. This has great synergy with Arcane Bond (item) as you will always have just the right spell (at least one per day). It's cheap enough to ALWAYS be worth doing if you're a wizard!

I recommend leaving a few slots open each day with this build to maximize your situational versatility. Also, scribe LOTS of scrolls. :D


Lily Moonrose wrote:

Cleric 1/Sorcerer (fey) 1

Traits: Charming, Magical Lineage (Command)
Feats: Extend Spell, Spell Focus (Enchantment)

The idea is to cast Extended Command, specifically "Approach"; the Magical Lineage trait means that Extended Command is a level 1 spell. The target has to spend two rounds doing nothing but walking towards you in the most direct way possible, triggering AoOs normally. So if you have several melee fighters in your party, you can walk back and forth for a couple of rounds, forcing the target to trigger a bunch of AoOs while being unable to fight back.

The Charming trait adds one to the DC on occasion.

Update: In Ultimate Magic, there's now the option to be a "cross-blooded" sorcerer and get the bloodline arcana of two different bloodlines. So I'd probably change the class breakdown to:

Cleric 1/Sorcerer 1 (cross-blooded, fey and serpentine)

For extra fun, you could take the Theologian archetype as a cleric with the Devil or Toil subdomain; this would allow you to permanently apply Bouncing Spell to Command at level 5 without increasing the spell level, for instance.


Lily Moonrose wrote:
The idea is to cast Extended Command, specifically "Approach"; the Magical Lineage trait means that Extended Command is a level 1 spell. The target has to spend two rounds doing nothing but walking towards you in the most direct way possible, triggering AoOs normally.

I'm a fan of the one-word command, "Masturbate". Attacks of opportunity while they try to draw their "weapon" and ready it.

Silver Crusade

DrDew wrote:
Lily Moonrose wrote:
The idea is to cast Extended Command, specifically "Approach"; the Magical Lineage trait means that Extended Command is a level 1 spell. The target has to spend two rounds doing nothing but walking towards you in the most direct way possible, triggering AoOs normally.
I'm a fan of the one-word command, "Masturbate". Attacks of opportunity while they try to draw their "weapon" and ready it.

Thankfully, that's not on the 3.5/PFRPG list of approved commands. :-)


The Stomach Bug Sisters

Witch 3
Feats: Spell Focus (conjuration), Spell Specialization
Trait: Genie-Caller
Spell: Vomit Swarm

The spell Vomit Swarm is kind of interesting for a few reasons:

  • It's a conjuration (summoning) spell that gets better with caster level.
  • It only has a somatic component.
  • It's a summoning spell that takes only a standard action to cast.

    How easy is it to pump up the caster level to get the better types of summons (wasp swarm at level 7, army ant swarm at level 13)?

    With the feat Spell Specialization and the trait Genie-Caller, a level 3 witch can pump up her Vomit Swarm caster level to 7 once per day. That's not bad; a CR 3 summoned monster usually requires SM IV or SNA IV.

    But what about that army ant swarm? That's a little harder unless you have help. Suppose you have another witch in your party and you both have the Coven hex (aid another gives +1 caster level) and the Allied Spellcaster Teamwork feat. That's +2 to the caster level. Also, you can add the trait Gifted Adept and you can cast the spell Death Knell beforehand for another +2 caster levels. So at level 5, you can be summoning a CR 5 army ant swarm (which are pretty dangerous at that level). Of course, it's substantially more investment than just a single feat and a trait like the wasp swarm requires.


  • The True Strike Magus. That's all he/she ever casts. Now all of those nice defensive spells or abilities that grant a miss chance are screwed. Add Vital Strike if you want.

    Lily Moonrose wrote:
    Thankfully, that's not on the 3.5/PFRPG list of approved commands. :-)

    Maybe not in the PFRPG, but 3.5 had a certain splatbook that had that as an approved command. When heightened and combined with another spell in that book, you could make people feel real pain.

    Silver Crusade

    Make Everyone Vomit!:

    Noxious Bite
    Your bite attack deals 1 point of acid damage more, and enemies must make a fort save equal to your breath weapon's DC or be nauseated for 1+Con Modifier rounds.

    Get an acid breath attack (draconic bloodline), become huge, gargantuan, etc. via polymorph, get a bite attack via polymorph.

    Once that is taken care of, get the ton of feats necessary to use Whirlwind Attack. Once this is achieved, use whirlwind attack with your bite as the weapon of choice, and everyone in a 15-20 ft. range around you may become nauseated.

    How effective this really is, I cannot say, but it sounds like fun.

    If anyone can think of a more effective way of doing this, PLEASE let me know.

    Dark Archive

    Volkspanzer wrote:

    ** spoiler omitted **

    If anyone can think of a more effective way of doing this, PLEASE let me know.

    An eidolon or synthesist could do this by giving himself multiple heads. It would be a massive amount of evolution points, but what are one-trick ponies all about anyway?


    Lily Moonrose wrote:

    My "one-trick pony" idea:

    Commanding cleric:

    The components are the trait Magical Lineage (Command), Extend Spell, and maybe Heighten Spell + Spell Focus (Enchantment) + Greater Spell Focus (Enchantment).

    Magical Lineage allows you to pick one spell so that metamagic on that spell is reduced by one level. Thus it allows you to cast Extended Command as a first level spell.

    What's good about Extended Command? For one thing, the command "Approach" forces the subject to do nothing but move towards the caster as directly as possible, provoking attacks of opportunity as normal. So you can lead the subject around for two rounds, forcing him to provoke a bunch of attacks of opportunity from all of your friends. The "Halt" command is also pretty good (similar to Daze Monster, but without a HD limit).

    That is utterly cool. If the dm didn't go overboard in opponents and buff spells designed to nerf you, you could take that gimmick up to 20th level and it wouldn't get old.

    Have to name the guy Simon though.

    Silver Crusade

    Mergy wrote:
    Volkspanzer wrote:

    ** spoiler omitted **

    If anyone can think of a more effective way of doing this, PLEASE let me know.

    An eidolon or synthesist could do this by giving himself multiple heads. It would be a massive amount of evolution points, but what are one-trick ponies all about anyway?

    Oh me, oh my, what can a synthesist NOT do?


    Volkspanzer wrote:
    Mergy wrote:
    Volkspanzer wrote:

    ** spoiler omitted **

    If anyone can think of a more effective way of doing this, PLEASE let me know.

    An eidolon or synthesist could do this by giving himself multiple heads. It would be a massive amount of evolution points, but what are one-trick ponies all about anyway?

    Oh me, oh my, what can a synthesist NOT do?

    They can't not break some of the fundamental changes PF made :D


    Pathfinder Starfinder Adventure Path Subscriber

    Gate Crasher Half Orc/Breaker Barbarian

    Feats: Power Attack, Improve Sunder, Greater Sunder

    Rage Powers: Smasher, Strength Surge, Ground Breaker

    Give him an earth breaker an let him smash anything in his way.

    +6 plus 1/2 level to sunder.

    Silver Crusade

    Okay, here's my submission. I do heart my Gunslingers.

    Uriel the Firestorm

    Human Gunslinger 5/Fighter (Weapon Master) 3

    Attributes:
    STR - 7
    DEX - 16
    CON - 10
    INT - 10
    WIS - 18 (+2 Racial, +1 at 4th, 8th)
    CHA - 10

    Traits:
    Hermean Blood (+2 to initiative)
    Carefully Hidden (+1 to Will save and +2 to saves against Divination)

    Feats
    H-Rapid Reload (Double Pistol)
    1(B)-Gunsmith
    1-Two Weapon Fighting
    3-Deadly Aim
    4(B)-Point Blank Shot
    5-Quick Draw
    6(B)-Improved Two Weapon Fighting
    7-Weapon Focus (Double Pistol)
    7(B)-Rapid Shot

    My fave damage dealer is a Gunslinger duel wielding Guided Double Barrel'd pistols for this one, each on weapon cords. Guided allows you to base your attack and damage roll off of your Wisdom (It's listed as a ranged enchant, so it should work for the guns), which is just nice since it's the stat you base your grit off as well.

    Getting a pair of these will run you about 20k, which is most of your gold (the only real problem here, since some will argue you can't spend that much on weapons, but if not, it's an eventuality). Now with that and your gun training, you'll be doing Wis+Dex per shot. That's pretty substantial for any shot, but we're not done yet. The Dueling Gloves will run you another 10k, but it's still entirely worth it for a pony with only one talent.

    Now double pistols will let you fire both barrels as one attack with a -4, which equivocally doubles your amount of shots fired. You're going to be having to use Alchemical cartridge, paper with the Rapid Reload feat to get your reload time down to a free action, which is what you want. What you would do is start with one weapon hanging from the cord, making all your short with the other while reloading it with your free hand. Once all those attacks were made, you drop the first weapon and pull the second up as a swift action as per the wording on the weapon cord, repeating the process with your left hand. Again, your GM may say that you can't reload with a 'corded' hand, although that's more of a personal call since the wording on finer action isn't well defined. So at Lv 8, we're looking at:

    +9/+9/+9/+9/+4/+4/+4/+4
    -4 Double Shot
    -4 Duel Wielding
    -3 DA
    +8 BAB
    +1 Ench
    +1 PBS (You have a pistol, you should almost always be in range for this)
    +1 W. Focus
    +6 Wis
    +1 W. Training
    +2 D. Gloves

    Your bonuses to hit aren't great, but considering you're putting 8 shots in the air, it's worth it. But the damage for those are going to be:

    1d8+20 damage
    +6 DA
    +6 Wis
    +3 Dex
    +1 Ench
    +1 PBS (Again, you should be close enough)
    +1 W. Training
    +2 D. Gloves

    That's pretty terrifying when you have 8 bullets in the air doing that. Another thing you'll have to watch out for though is with that many shots getting fired, your 1-3 misfire chance (1-2 for the gun, and +1 for the ammo) will probably come up, so take mind of that and work on ways to reduce it as best you can (Reliable when you can afford it).

    The Fighter levels are just so you can get Weapon Training on your guns for another +1, but more importantly, to qualify for Dueling Gloves to add another +2 to attack and damage since we're trying to make a damage monster.

    If I messed up any of the math here, please tell me since I want to make sure I got things right.

    I'll admit this build would be a hell of a lot easier to pull off if you were in the Advanced setting for firearms and got Dex to damage at 1st level. If you could, I'd probably Gunslinger for only one level, then three of Fighter, and the rest would be a Dervish Dancer Bard to really stack on the bonuses.


    Alright sounds like fun.

    the bruiser.

    Man-o-Pain:
    First we go barbarian (wild rager) at level one,
    Orc,25 pt buy
    18 str
    10 dex
    14 con
    13 int
    10 wiz
    10 car
    get power attack, optimistic gambler and magical knack traits
    Level 2 we go Alchemist (ragechemist)
    now our level 2 character has 34 strength! +11 to hit, and +16 damage, large, and swinging that Great Axe.
    Break down is here;
    Str= 18 base, 4 racial, 4 rage, 6 mutagen, 2 enlarge person.
    to hit= 12 str, 1 BAB, -1 power attack, 1- enlarge person
    damage= 12 str, 1 BAB, 3 power attack

    Next level go for barbarian, smasher rage power, and improved sunder. now this level 3 character can literally smash through walls and destroy just about any weapon.
    After that probably go Alchemist.
    Put your favored class bonus into alchemist, level 3 your mutagen lasts 20 minutes and enlarge person lasts 3 minutes. rage is a bit trickier. it lasts 8 rounds, gets extended 1d4 rounds every time you end it, and gets extended indefently if you ever drop something. even 1 round of rage could last up to 5, long enough to kill something.
    This thing dies at a will save, but hey, you said one trick pony...


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    The knockout sniper:

    Goblin Sniper Rogue 10

    20 Point Buy:
    10 STR
    22 Dex (28 mod)
    11 Con
    10 Int
    10 Wiz
    10 Char

    Feats:
    Skill Focus: Stealth
    Stealthy
    Point Blank Shot
    Sap Adept
    Sap Master

    Talents:
    Weapon Training: Shortbow
    Bleeding Attack
    Combat Trick: Rapid Shot
    Combat trick: Bludgeoner
    Stealthy Sniper

    Relevant skills: 10 in stealth for a +42 standard bonus (10 ranks + 3 class skill + 4 goblin + 4 small + 5 cloak + 9 dex + 3 focus + 4 stealthy)

    Alternate favored class option: +1 to first sneak attack/level

    Equipment: Shortbow +2, Sniper Goggles, Dex gloves +4, blunted arrows, cloak of elvenkind

    Basically here we use our bludgeoner feat to give our arrows nonlethal damage, and use the sap tree to steroid that single attack. Sap Adept adds 2 to each sneak attack dice, sap mastery doubles the number of dice, and sniper goggles add a further 2 to each.

    A snipe attack at 30 ft. with this build will be at +20 to hit, doing 1d3+10d6+20(goggles)+20(adept)+10(favored)+2(enhc)+1+10(bleed) for a total of 1d3+10d6+53+10(bleed) nonlethal damage on a single arrow. This is a min of 64 and max of 116, plus 10 per round of lethal bleed. At level 10, this lets us 1-shot most mooks and some minibosses into unconsciousness, who then bleed out over the next few rounds. Our goblin then makes a stealth check at a +32 (-10 for sniping) to remain stealthed.

    If we want to go full-attack with rapid shot, it becomes +18/+18/+13 for 3d4+30d6+159+10bleed, a 189 min and 348 max if all hit, enough to toast any level-appropriate BBEG that can take nonlethal damage.


    The Alpha Strike wizard

    Spellslinger with Magical Lineage (Disintegrate), Greater Spell Focus (Transmutation), Spell Specialization (Disintegrate) and Spell Perfection (Disintegrate). Along with appropriate metamagic feats, possible Spell Penetration (though we are kind of running low on feats at this point).

    Equipped with a +5 gun and an orange ioun stone. Assume an Int of 28 by level 15 (realistic goal with 18 to start)

    At level 15 he can cast Maximized disintegrate at effective CL 20 (DC 34, 240 damage) followed by Quickened Disintegrate (DC 34, 40d6 damage) - both using only 6th level slots.

    At level 20 he can realistically have 34 Int.

    At level 20 he can thus cast Maximized Intensified Disintegrate at effective CL 25 (DC 37, 300 damage), again followed by Quickened Disintegrate (DC 37, 40d6 damage).

    Probably not damage that can rival the truly optimized martial types out there, but it has the advantage of being untyped, which no one is immune to unless they are immune to magic. And with the boosted CL from Spell Perfection + Spell Specialization it should be relatively easy to punch through enemy SR.


    34 int. Whoa pretty impressive.
    Now lets talk about an alchemist mindchemist.
    say a 16 to start and a 2 racial bonus.
    throw in your level ups at every 4 levels, you get +5
    Cognoagen grants you +4 at level 1, and grand cognoagen grants you +8
    Awakened intellect is your alchemist capstone grants you +2
    At level 14, your cognoagens last hour per level, so you can drink one first thing in the morning and brew another after an hour. 13 hours into the day, take the one you made at the start of the day. It now lasts 24 hours and therefore counts as permanent.
    Sooo you sit at 33 without items 8D
    Now add in kirin strike, targeted bomb admixtures and your bombs can now deal Xd6 +4x int!
    Plus you gain a boatload of skills and extra extracts!
    And those extracts are scary.... You can essentially kill anyone you can touch.
    Touch injection +skinsend, your opponent drops down to helpless and 0 hp, stable. Your opponent can then spend a standard action to regain up to 50% of the hp he just lost, but anyone capable of doing 20 or so damage will probably kill it before it gets the chance.


    This is one long running thread indeed.

    7th Dwarven Quigon Monk (20 Pts build, 25k gold)

    Ac 13 (with Monks Robe)
    +5 20 Dex (Belt+2)
    +6 22 Wis (Headband+2)
    +1 Dodge
    +4 Crane Stlye Feats - Fighting Defensively
    +3 Barkskin (Quigon)
    +4 Wand of Mage Armor
    +4 Wand of Shield spell
    +2 Ring of Prot +2

    Ac 42 + deflect one hit from a melee attack per round

    Not too shabby when an Adult Black Dragon (CR 11) hits at +21 with its Bite...

    Sovereign Court

    Throw ALL the things!

    Chuck, Dwarven Barbarian (Hurler archetype)
    1 Point Blank Shot
    2 Hurling, Lesser
    3 Throw Anything
    4 whatever
    5 Quick Draw
    6 Hurling Charge
    7 Two-Handed Thrower
    8 Hurling

    Congrats, you can now throw ANYTHING YOU WANT at your full rate of attacks!

    I just like imagining a bunch of greataxes flying across the room. And if you ever run out of ammo, just start tossing bodies!


    Corlindale wrote:

    The Alpha Strike wizard

    ...

    Get him Varisian Tattoo for an additional 2 caster levels, and a persistent metamagic rod.


    1 person marked this as a favorite.
    Louis IX wrote:
    Gworeth wrote:


    #2: I don’t have time for all these attacks…
    Quote:

    Stats:Fighter6/Cleric1 with Strength Domain, min. 13 dex and int. oh! And human!

    Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind attack, Lunge, Improved Trip, Weapon Focus (Guisarme), Weapon Specialisation (Guisarme)

    While Enlarged (as per the domain spell) he’ll be able to attack 52 foes in one round, potentially, due to lunge, reach and the bigger size… And to top it off, he could try to trip each and every one of them. If you sprinckle on a bit of Combat Reflexes and give him a nice dex, he’d getan AoO while they try to stand up… That is sort of insane….

    That's 9 feats there. Unless you're using Flaws (not Pathfinder), you can't get them at character level 7.

    I like the tripping-machine concept, though, and I think Greater Trip should be planned in the feats to take (AoO on foes you trip).

    As a side note, you can't get 52 AoOs to smack each and every enemy standing up in range (although Lunge only applies during your turn, so your AoO range is less than your whirlwind attack range).

    Lastly, casting Enlarge yourself can be messy in the midst of combat.

    I have seen a Human Lore Warden made thusly by 4th level:

    1st Combat Reflexes
    1st Power Attack
    1st Cleave
    2nd Combat Expertise
    2nd Dodge
    3rd Mobility
    4th Spring Attack, retrain Cleave to Whirlwind Attack

    That's the full Whirlwind Attack with a reach weapon by 4th level, before anyone else even gets their first iterative attack. Moreover - and people often forget this - you can use your 5' step with your Whirlwind Attack expanding its area.

    5th Weapon Focus: (Pole-arm of your choice)
    6th Lunge

    Now you've greatly expanded the area you can affect with Whirlwind Attack, and remember, every attack is made at full BAB. Obviously you will only rarely find yourself completely surrounded by enemies, but if only 3 are within 10' of you, the ability is more than worth the feats invested in it.

    Personally, I would continue the character with:

    7th Improved Trip
    8th Improved Critical: (Pole-arm of your choice)
    9th Tripping Strike

    This would allow you to make full use of your Lore Warden's enhanced tripping abilities whenever you crit without wasting an action to do it, and then getting free attacks via Combat Reflexes when they try to get up. Next up, for ultimate crowd control I'd consider:

    10th Greater Weapon Focus
    11th Dazing Assault

    How's a Lunging + Reach + Whirlwind Attack + Dazing Assault + Tripping Strike attack grab you? Now, to round the character out for higher levels...

    12th Critical Focus (retrain Tripping Strike to Sickening Critical)
    13th Staggering Critical
    14th Critical Mastery
    15th Weapon Specialization
    16th Greater Weapon Specialization
    17th Stunning Critical

    Dazing Assault goes from being something you use with WWA to something you stack onto your full attack chain when trying to take down a BBEG. Sickening Critical + Critical Mastery means that the saves for Staggering or Stunning Critical (or Dazing Assault) just got tougher. Tripping foes becomes harder and harder to do as you level up due to the foes you face and besides, now you have better things to do with your crits anyway.

    Levels 18-20 are available for pretty much anything from Disruptive to Step Up to Blind Fight depending on your personal preferences... now this guy has pretty much zero range options, but we ARE talking one-trick pony here, aren't we?

    To be honest, I like this build more for a Weapon Master due to the bonuses they get with crits and that's probably how I would build it, but for low level play the Lore Warden gets everything the earliest. A Weapon Master build would look more like this:

    1st Combat Reflexes
    1st Power Attack
    1st Cleave
    2nd Dodge
    3rd Mobility
    4th Spring Attack, retrain Cleave to Combat Expertise
    5th Whirlwind Attack
    6th Lunge
    7th Exotic Weapon Proficiency: Fauchard
    8th Weapon Focus: Fauchard
    9th Improved Critical: Fauchard
    10th Critical Focus
    11th Greater Weapon Focus: Fauchard
    12th Sickening Critical
    13th Staggering Critical
    14th Critical Mastery
    15th Weapon Specialization: Fauchard
    16th Greater Weapon Specialization: Fauchard
    17th Stunning Critical

    Grand Lodge

    3rd level Magus

    Use Wand Wielder for his Magus Arcana. Use a wand of True Strike, and first attack every round has a +20 to attack.

    Having a Magus with a +22 minimum attack roll at 3rd level is sort of nice.


    I have a very simple one trick pony....Ranger with a bane weapon of the same type as his highest Favored Enemy bonus.

    it is a little boring but can be very effective in specific campaigns...

    i did this in a dragon hunting campaign and it was really fun.

    EDIT: just realized that this is a 5 year old thread...sorry

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