League of the One Trick Pony


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Okay….

This thread is dedicated to fun and often one-dimensional character-concepts, we could call them builds, since it’s a very popular term these days it seems. Some are straight forward, some are more… Brain-childish, if I can call it that. I’ll begin with a few of my own, and hopefully, You’ll add a few of your own here as well. Just for fun.

I’d like to add that this is not necessarily a question of optimization, a one-trick pony rarely is, it’s more of a quest for the most outrageous modifiers, attacks, what-not you can possibly conceive…

Also, this can be used to find the misinterpretations of rules that leads to exploitation, a noble goal, I’d say .J

Have fun with these:

#1: The barbarian that moves you to bits

Spoiler:
Stats for this example: 7th level Barbarian, Str 20
Feats: Power Attack, Improved Bull Rush, Greater Bull Rush, one free choice
Rage Powers: Knockback, Power Surge, 2 free choices

While using his knockback power he’ll get a +25 to his CMB. Not too shabby, I’d say… And then you could factor in stuff like charging enlarged and other likely enhancements to his strength, Bull’s Strength comes to mind here… all in all a mighty shove….

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

Spoiler:
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….

#3: Pointy Dagger Dude!

Spoiler:
Stats: Rogue 10, min. Dex 17(but which rogue at lvl 10 haven’t), good Cha, Human! Human!!
Feats: 1) Two-Weapon Fighting, 1) Point Blank Shot, 3) Quick Draw, 5) Skill Focus(intimidate), 7) Dazzling Display, 9) Improved Two-Weapon Fighting
Talents: 2) Finesse Rogue, 4)Weapon Training (Dagger), 6) Bleeding Attack, 8) Combat Trick (Shatter Defense), 10) Feat (Persuasive)
Skills: Intimidate and Use Magic Device maxed out

At lvl 10 the Rogue will have a minimum of +23 to his Intimidate check (not counting in the Cha modifier), and if you for some reason choose Half-orc, which is a viable choice, you end up with +25 but you’ll have to give up Point Blank Shot.
Arm yourself with a wand of Haste and Wiggle your daggers about for a round and most likely everybody within is shaken and voila! You can sneak attack them and with Quick Draw you can full attack, throw with both hands thanks to Two-Weapon Fighting and throw 5 daggers per round. Just remember to stock up on them daggers, you’ll run out of them fast…

These were my three first ponies, hope you’ll add some of your own as well ;-)


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Gworeth wrote:
Also, this can be used to find the misinterpretations of rules that leads to exploitation, a noble goal, I’d say .J

LOL -- an irritating goal for a DM.

The gentle cleric of doom:
11th level cleric with the repose domain and the Quicken Spell Like Ability feat. Based on info from the Bestiary, caster level is equal to the hit dice of the caster. Spell level is questionable, but since the ability is gained at first level, it's easy to rule that it's a first level spell. First touch, standard action -- staggered. . . second quickened touch, helpless sleep. No save. Best used when a teammate has a Killing Blow type feat (coup de grace = standard action). Put BBEG to sleep, teammate with big axe and Power Attack performs coup de grace, fight is over.

Note this won't work on Constructs, Dragons, Elementals, Oozes, Plants, Undead, and elves (regular or half). It's also subject to spell resistance on both casts. It also requires 2 touch attacks. The standard action touch also provokes an AoO. It can also be used 3 times a day at maximum.


Hehe... That does sound nasty indeed!

see, this is the stuff I was looking for. I don't think I'd seen this one by myself! Brilliant! :)

Edit: I didn't say this, but I'm thinking that the "rules" here are, that you only use skills, feats and what not, that are core and by that I mean stuff from the PFRPG and Bestiary if need be.

But that is mostly because I myself don't have access to, or time to gothrough every product out there... And because I seem to detect a certain level of powercreep in many splat books...

Though I might accept feats from chronicles and the campaign setting for Golarion, eiter way... Just have fun! Looooong edit there..

Edit 2. As I just saw a thing here posted before I finished the edit, Traits are welcome as well, so there! :-D

Silver Crusade

My "one-trick pony" idea:

Commanding cleric:

Spoiler:
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).

Scarab Sages

I haven't played D&D regularly since the AD&D era

I've played a few sessions of the 3.0 version, and managed to completely bypass/ignore the 2.0 and 3.0/3.5 era's.

I'm not overly impressed with 4.0, But I am finding much to like in the pathfinder verisons so far.

But honelsty..
52 attacks?
How is that even remotely possible?


heimdallsgothi wrote:

I haven't played D&D regularly since the AD&D era

I've played a few sessions of the 3.0 version, and managed to completely bypass/ignore the 2.0 and 3.0/3.5 era's.

I'm not overly impressed with 4.0, But I am finding much to like in the pathfinder verisons so far.

But honelsty..
52 attacks?
How is that even remotely possible?

Whirlwind Attack lets you make a melee attack against all foes you can reach. With a Guisarme, you have 10 foot reach. With the Lunge feat, you gain an additional 5 feet of reach, plus when Enlarged you gain even more. Assuming there is an enemy in every single space you can reach, you can concievably make 52 attacks, however only one per opponent.

My One-Trick Pony would be a swashbuckler Cleric with Alignment Channel and Channel Smite with a Rapier. He does 1d6+ (low STR bonus) against everything until he finds an Undead or Demon, then he does 1d6 + d6 per level (or two, don't have my book in front of me).


My one trick pony: dragonslayer rogue.

Spoiler:

Minimum 10th level rogue. Feats: Skill focus:UMD. (Possibly the bluff chain as well). Ring of invisibility if going the ranged route. Minor/major arcana or wands of various elemental spells with attack rolls: Produce flame, ray of frost, acid splash, shocking grasp, etc. Feint/flank/invisible what have you to get sneak attack against targets vulnerable to the energy type you're dealing. Adds 50% to all those wonderful sneak attack dice.


Farabor wrote:

My one trick pony: dragonslayer rogue.

** spoiler omitted **

Only downside I can see is SR, but otherwise it could very well sting a bit, I'll admit that ;-)


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.


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.

Umm? He's human, that´s 3 feats at lvl1, then one for each level even 7th, if you multiclass to cleric, since you get a feat at 7th level. Also we're working under alot of assumption, since these things are corner-cases, will-never-happen-in-real-life..errr..game... situations. And we also assume that he already cast enlarge person or what not, and remember, he can't attack foes standing adjacent to him, because he uses a weapon with reach.. Hehe... It wont be the casting of an enlarge person that screws him over, it'll be those pesty 8 hooligans around him he just can't rightly swing at... :D

Edit! You are absolutely right about the Greater trip feat.. :)


My current character in The World's Largest Dungeon:

The Dragonborn Knight aka "The Brick S**t House"

It's not a major, game-breaking combo, just tough as nails.

Spoiler:

Dragonborn of Bahamut, Knight 6
with the following variants/feats:

Dragonscale Husk(Dragon Magic) trades in Heavy Armor Proff. and gains ability to grow scaled husk. Counts as Medium armor. Armor bonus= 6+1/3HD(8 currently)

Shield Block(Knight class feature) works just like Dodge basically

Shield Specialization(feat PHB II) +1 AC, w/ shields

Combat Expertise(feat)

Test of Mettle(Knight class feature) I can force all enemies within sight of me to attack me if they fail a Will save. Doing so allows the rest of my party to go to town with spells and sneak attacks while my high AC soaks up the attacks.

+1 heavy Steel Shield, Ring of Protection +1, Amulet of Natural armor +1, STR 16, DEX 12, CON 18, INT 13, WIS 10, CHA 14

Our WLD campaign is LETHAL. The DM gives us full HP at each level up, so we don't roll for hit points, we just get the HD maxed.

So, in a nutshell, my Dragonborn Knight has a 96 HP, AC 24, and can move 30 ft. per round(Medium Armor Mastery-Knight). His attacks aren't worth much, but when combat starts, in tight hallways, he just runs up front and takes -5 CE bonus for 5 more AC(29). So far I have only taken 3 damage.


Here's my favorite:
The awesomest person in the world

Spoiler:
Me! :P


Louis IX wrote:

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

Human Fighter 6/Cleric 1 gets 9 feats - 3 at first level, and 1 every level after that. 3+6=9


Pathfinder PF Special Edition Subscriber

One trick eh?

A Human Wizard who backs up their spellcasting by picking up the *Launch Bolt cantrip, Arcane Strike, and a bundle of MW Durable Crossbow bolts. The ranged attack feat trees work well for both weapon-like spells and your launched crossbow bolts. To further maximize the use of your ranged feats progress as a Spellwarp Sniper as a PrC.

A further bonus is your Alchemically Durable crossbow bolts are also reusable and well worth enchanting with a variety of effects.


Okay. Going by the book alone, not looking at traits or anything...

Let me introduce to you:

#4: The Monk that B*#&%-slap you into next thursday!

Spoiler:
For this example I use a human (I tend to do that, don't I?)
He'll need to focus first on Wis, then Strength and third Cha (yes, Cha!)
Monk 10.
Feats: 1) Persuasive, Intimidating Prowess, 3) Weapon Focus (unarmed Strike), 5) Skill Focus (intimidate), 7) Dazzling Display, 9) Shatter Defenses.
Monk Feats: 2) Dodge (why not), 6) Scorpion Style, 10) Medusas Wrath
Max out on Intimidate.

When he show off (Dazzling Display with +23+cha+str)he scares the bejeebers off his opponents and since he's got shatter defenses they count as flat-footed. He makes a flying kick to his opponents groin (or wherever) with his scorpion kick, thereby reducing their speed to 5ft. The following round you slap the monkey, wizard, rogue, whatever with 6 attacks, where 4 are full base-attack, due to Medusas Wrath and by spending 1 Ki-point for an additional attack. And IF you had your friendly wizard-buddy hit you with a haste spell... well, then add one on top of that.
Yes there are some Fort. saves involved, hence the high Wisdom requirement and for best result, go for the wizard or rogue.

By the way, I like monks... :)


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Lokie wrote:

One trick eh?

A Human Wizard who backs up their spellcasting by picking up the *Launch Bolt cantrip, Arcane Strike, and a bundle of MW Durable Crossbow bolts. The ranged attack feat trees work well for both weapon-like spells and your launched crossbow bolts. To further maximize the use of your ranged feats progress as a Spellwarp Sniper as a PrC.

A further bonus is your Alchemically Durable crossbow bolts are also reusable and well worth enchanting with a variety of effects.

Say, that is a neat trick, but where is launch bolt from then? And how does it work?


Pathfinder PF Special Edition Subscriber
Gworeth wrote:
Lokie wrote:

One trick eh?

A Human Wizard who backs up their spellcasting by picking up the *Launch Bolt cantrip, Arcane Strike, and a bundle of MW Durable Crossbow bolts. The ranged attack feat trees work well for both weapon-like spells and your launched crossbow bolts. To further maximize the use of your ranged feats progress as a Spellwarp Sniper as a PrC.

A further bonus is your Alchemically Durable crossbow bolts are also reusable and well worth enchanting with a variety of effects.

Say, that is a neat trick, but where is launch bolt from then? And how does it work?

Its located in the Spell Compendium... it functions as if you had fired the bolt from a light crossbow. All feats..etc... apply.

The Exchange

Gworeth wrote:

Okay. Going by the book alone, not looking at traits or anything...

Let me introduce to you:

#4: The Monk that b!@*%-slap you into next thursday!
** spoiler omitted **

Cool, but isn't Dazzling Display a full round action and then Shatter Defences a melee attack in the following round?


brock wrote:
Gworeth wrote:

Okay. Going by the book alone, not looking at traits or anything...

Let me introduce to you:

#4: The Monk that b!@*%-slap you into next thursday!
** spoiler omitted **

Cool, but isn't Dazzling Display a full round action and then Shatter Defences a melee attack in the following round?

Yes Dazzling display is a full round action and Shatter defense: Shatter Defenses (Combat)

Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.

Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.

Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Which in turn allows you to use Medusas Wrath and with the bonuses stacked up in Intimidate they should be affected for quite some time since the DC is 10+HD+wis. mod and they are affected for 1 round +1 round per 5 you beat the DC. See? Easy as pie? Yes? :-)

Dark Archive

If you were a Bard, you could whip it.. but you are a Monk so Improved Trip it!

(sorry, couldn't resist)


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Mage Buster Barbarian:

Build:

Human Barbarian:

STR 14+2, DEX 16, CON 16, INT 10, WIS 10, CHA 10

1st: Fleet, Dodge
2nd: Swift Foot
3rd: Mobility
4th: Swift Foot II
5th: Spring Attack
6th: Swift Foot III
7th: Fleet II

Total move at 7th level is 50, 65 when raging. You can now do a half move from 30' away, attack, and if need be, get back out to 35'.

True Strike Greatsworder:

Build:

Human Fighter/Sorcerer:

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

1st: Power Attack, Dodge, Mobility (Fighter 1)
2nd: Eschew Materials, Arcane Bloodline (Sorcerer 1)
Spells: True Strike, Feather Fall
3rd: Arcane Strike (Sorcerer 2)
4th: Weapon Focus: Greatsword (Fighter 2), +1 CON
5th: Spring Attack (Fighter 3, Armor Training I)
6th: Weapon Specialization: Greatsword (Fighter 4)
7th: Weapon Training 1: Heavy Blades, Nimble Moves (Fighter 5)
8th: Agile Moves, +1 DEX (Fighter 6)
9th: Improved Critical, Greatsword. Full Move in plate. (Fighter 7)

At 2nd Level, he does 2d6+6+3. With a round ahead of time to prepare, he can be hitting at 1+4-1+20=+24 to hit. Which means he WILL hit, with enough damage to reliably kill any 3 HD BBEG in one shot. As a Sorc, he can cast from wands. Let's assume he can get Enlarge Person and Bull Strength wands. That bumps the "one shot, don't miss" damage to 3d6+10+3 damage. And the to-hit number goes up to +27.

At 3rd Level, he gets an extra +1 to hit and +1 to damage (Arcane Strike).

At 4th level, he does the same damage, and adds +2 to hit (BAB and Weapon Focus)

At 5th level, he gets before-and-after move in a breastplate at 30'/turn; 60' turn with a wand of Expeditious Retreat (also known as "I'm in range now") His Power Attack damage goes up to +6, for 3d6+10+6+1 on peak damage; To Hit with True Strike remains at +27.

At 6th level, his peak damage goes to 3d6+10+6+1+2.

At 7th level, his peak damage goes to 3d6+10+6+1+2+1. His attack numbers go up by 2.

Both of the spells he knows are very useful to a Stabbity Guy, and neither of them has a Somatic component, so no chance of spell failure.

0 level spells are chosen for utility and out of combat use, since they can be tried again indefinitely without burning slots.


There's a trick I missed on the second build.

Spoiler:
Replace Nimble Moves with Vital Strike at 7th level.


Simple, yet undeniably effective

Spoiler:

Duskblade (3.5)

Quick Cast + True Strike + Power Attack = ANGRY DM!!!!!!

I realize Power Attack works differently in Pathfinder, so this combo isn't quite so potent. I think my DM breathed a sigh of relief when he read that they changed it lol.


You wanna mess with me?! BAM, You're dead! Fighter:

Spoiler:

Fighter 9/Barbarian 2

Power Attack, Cleave, Weapon Focus, Intimidating Prowess, Dazzling Display, Extra Rage, Shatter Defenses, Skill Focus(Intimidate), Deadly Stroke + 2 Feats of choice(+3 of you're playing a Human)

Choose as Barbarian Rage Power:
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

1st round:
Free action: Hulk SMASH! -> Rage
Move Action: Intimadating Glare at the enemy which is now most likely shaken for a freaking 1d4+1 rounds, this is so much better than the standard demoralize!
Standard action: Possible 5ft step and attack that if it hits makes the enemy flat footed. Cleave on some other enemy if possible.

2nd Round:
Standard action: Deadly Sroke + Power Attack on the flat footed enemy, if you hit you're doing more damage than with a full attack against higher AC enemies at that level and the sucker is most likely flat-footed again since Intimidating Glare can last so long.
Moce Action: Glare at another enemy or moce after the first if he's not yet dead.

... repeat till death.

For maximum gain have your rouge friend with Shatter Defenses ready. Of course this works only against non-fear resistant enemies.

Incidentally I intend to play such a build right now in our groups Legacy of Fire campaign.


Tholas wrote:

BAM! You're dead! Fighter:

** spoiler omitted **

Devastating Blow is only available in the Beta version of Pathfinder, not the final version.


hogarth wrote:
Tholas wrote:

BAM! You're dead! Fighter:

** spoiler omitted **

Devastating Blow is only available in the Beta version of Pathfinder, not the final version.

Yea, and rightfully so. Should have read Deadly Stroke, fixed that.

Sorry, I am a bit tired .. and drunk. %-)


#5: S.H.I.E.L.D. Agent*(Marvel name, I suppose, I know)
(Severe Head Injury Enemy Leader Dies)

Spoiler:
Again we need a human. He needs to have a High Dex, and at 12th level it shouldn't be too hard to reach 20. Good high strength is a nice thing as well, innit always? So let's asume we have a 20 Str as well... Did I say he was a fighter? Well, he is... And Let's fit him in a Mithril Full Plate, not a terribly unlikely thing to have, and

Lvl 1) Two- Weapon Fighting, Improved Shield Bash, Shield Focus
2) Double Slice
3) Power Attack
4)Improved Bull Rush
5) Weapon Focus (Shield-something heavy), Weapon Training (Heavy Shield Something)
6) Shield Slam
7) Improved Two-Weapon Fighting
8) Greater Shield Focus
9) Greater Bull Rush, Weapon Training (Heavy Shield)
10) Greater Weapon Focus (Heavy Shield Thing)
11) Shield Master
12) Greater Two-Weapon Fighting

Now What are we seing here? WE have a fighter that pulps his enemies with his shield and shoves them across the battlefield granting his allies AoO, that's what.

And a guy that rarely gets hit. At base AC 27 ( +9Armor, +5 Dex, +4 shield) his AC will rise through the roof as soon as you add magical bonuses from various places. Alternatively you could substitute one or both Bull Rush feats with Dodge and Toughness, gaining even more staying power.

But what is the benefits here that are so great? He gets an off hand attack as well as a shield bonus, and at lvl 11 he wont even suffer Two-Weapon Fighting penalties! So He'd have an attack sequence like this: +17/+12/+7 with Generic Weapon TM and +21/+16/+11 with His ShieldTM and each hit with the shield is a free Bull Rush attack that provokes AoO from allies. A debate whether or not the bonuses from Improved and Greater Bull Rush are added in somewhere has left me with this interpretation: IF an attack roll of 22 hits the bull rush attempt is counted as being 26 to figure out the effect... Clonky? A bit, but mostly fair, I think.

So just sprinkle on some magic on the guy and he'll rule the battlefield :-)


I've had a few of these ideas. Although, I try fit my ideas into one or two levels. (By the way, I use 15 point-build.)

Speedster:

Spoiler:
Human Barbarian 1/ Cleric 1

First 2 feats: Fleet.
Domain: Travel.

And, voilà! You have 60 feet of movement.The rest doesn't really matter.

Save meisterS (I have multiple builds for this):

Spoiler:
Any Half-Human race Paladin 2/ Monk 1
Stats :
STR 10, DEX 10, CON 10, INT 10, WIS 16, CHA 16
Feats: Lightning reflexes
Whatever x2
Which results in saves: REF: +7, FORT: +7, WILL: +7

Second build:
Dwarf Monk 1
Stats :
STR 13, DEX 12, CON 16, WIS 16, CHA 8
Feats: Lightning reflexes
Saves: REF: +5, FORT: +5, WILL: +5

Tank:

Spoiler:

Any race that can have a bonus to CON Wizard 1
Familiar: Toad
Specialization: Transmutation
Stats: STR 7, DEX 10, CON 20, INT 15, WIS 9, CHA 7
Feat: Toughness
HP: 6+5+3+3+1= 18

The 20 CON and toughness also goes well on a Barbarian. This build can be replicated on a Sorcerer, just invert the Int and Cha.

Skill monkey:

Spoiler:
Human Rogue 1
Stats: STR 8, DEX 10, CON 10, INT 20, WIS 10, CHA 10
Skill points: 8+5+1+1=15 skill points EVERY level.

I'll edit if I think of anything else.

Shadow Lodge

Magic Item? Yeah I can use it.

Spoiler:
Lv1 Half-Elf Sorcerer(10 point build)

Str8 Dex12 Con10
Int10 Wis10 Cha18(16+2)

Feats:Skill Focus(UMD, b), Magical Aptitude
Traits: Dangerously Curious, any other

Skills
UMD:12=4+1+3+3+1
Spellcraft:4=0+1+3
Know(aranca):4=0+1+3

It gets better if you can use a better point buy.


#6: The One Hit Wonder!

Spoiler:
This Barbarian is all about pain, dealt in short powerful, lethal blows. More concerned with damage than with hitting, although he will do that as well...

Just for fun I choose a human for this one...

He's maxed out in Strength and making him 12th level that'll give him Str 23 (29 while raging) this is without any belts, that he fer sure would have at this level. Along the way he picked up this nice Bastardsword from some giant he killed (it's masterwork of course). Being of large size it deals 2d8 points of damage, but also gives him a -2 penalty to hit due to the size difference...

So he is given these feats and rage powers:
1) Exotic Weapon Proficiency (BastardSword), Weapon Focus (BastardSword)
2) Rage Power: Powerful Blow (not really that powerful, but still..)
3)Power Attack
7) Vital Strike
9) Improved Critical (B.Sword)
11) Improved Vital Strike
12) Mighty Swing (just to make sure that when that Threat occurs, you will crit!)
That leaves 1 feat to fiddle with and 4 rage powers...

So he gulps down an Enlarge Person Potion, flies into a rage and can now single hit for 9d8+27 with Power Attack at +17 to hit. Ouch!
That means a crit goes up to 12d8+54! This is without Powerful Blow, magical belts, potions or what have you and without magical swords... The Pain, The Pain! :-)


Gworeth wrote:
#6: The One Hit Wonder!

Why Bastardsword? Why not large Greatsword?


Mirror, Mirror wrote:
Gworeth wrote:
#6: The One Hit Wonder!
Why Bastardsword? Why not large Greatsword?

He's taking a -2 penalty to hit to get a large bastard sword.

According to the table in the equipment section, the damage goes from 1d10 (5.5) to 2d8 (9), or a gain of 3.5 damage. While this is technically worse than Power Attack (-2 hit for 6 damage versus -2 hit for 3.5 damage), it stacks with Power Attack. Since Power Attack is fixed now, this is a quick way to deal extra damage with a reasonable penalty.

Scarab Sages

Alternate Fighter "Move you to bits" option...

This fighter takes an alternate class feature from Dungeonscape called Dungeon Crasher. At 6th level, this fighter will have given up his 2nd and 6th level fighter bonus feats to gain a some special powers.

Race: Human
Str: 20
Dex: 13 (prefered 17)
Feats: Two Weapon Fighting, Improved Bull Rush, Improved Shield Bash, Shield Slam, Power Attack, Greater Bull Rush.

The main power of the Dungeon Crasher feature is if an opponant is bull-rushed into an immovable object, they will take 4d6 + (2x STR MOD) damage at 2nd level. At 6th level, this increases to 8d6 + (3x STR MOD).

What makes this really nasty, is with the Shield Slam feat. This feat allows you to strike an opponant with your shield and use the attack roll as the CMB to initiate a Bull rush. So, you get the damage from the shield attack, then, if you move your opponant just 5ft into something solid, you get the additional 8d6 +15pts of bludgeoning damage. Oh, and by the way, they fall prone as well.

(at 7th level with a 17 dex)improved two weapon fighting grants two attacks with your shield that could do this awesome damage. The only catch is having a wall or other object that wont move when you bull rush them into it.

Ive seen this attack, with a spiked shield +2 do 59pts of damage with the 20 strength fighter at 6th level. 1d4+7 (10pts) for the shield attack, then 49pts (34 on 8d6 +15pts for str)

Quite nasty. The bad guy fell prone for ever...


Pathfinder PF Special Edition Subscriber
meabolex wrote:
Mirror, Mirror wrote:
Gworeth wrote:
#6: The One Hit Wonder!
Why Bastardsword? Why not large Greatsword?

He's taking a -2 penalty to hit to get a large bastard sword.

According to the table in the equipment section, the damage goes from 1d10 (5.5) to 2d8 (9), or a gain of 3.5 damage. While this is technically worse than Power Attack (-2 hit for 6 damage versus -2 hit for 3.5 damage), it stacks with Power Attack. Since Power Attack is fixed now, this is a quick way to deal extra damage with a reasonable penalty.

True...

But wouldn't a large sized greatsword with monkey grip also stack with power attack for 2x the power attack?


Lokie wrote:
But wouldn't a large sized greatsword with monkey grip also stack with power attack for 2x the power attack?

I think his intent was to not use PF core material, but you have a point.

Edit: Oh, you get 1.5x Power Attack wielding a bastard sword in two hands anyway.


meabolex wrote:

[I think his intent was to not use PF core material, but you have a point.

Edit: Oh, you get 1.5x Power Attack wielding a bastard sword in two hands anyway.

Then no need for the exotic weapon proficiency. Using one 2-handed is martial.

I was just wondering what he is doing with his other hand that he needs to use the sword that way. Otherwise, the bonus from PA is more than enough to justify the change.

RPG Superstar 2010 Top 16

AdAstraGames wrote:
True Strike Greatsworder:

My (3.x) version of this concept was a wizard, not a sorcerer: Int 13 allows Combat Expertise. With +20 to hit, why not?

Mirror, Mirror wrote:
Then no need for the exotic weapon proficiency. Using one 2-handed is martial.

The point is that EWP allows you to use a Large bastard sword 2-handed, core.

Shadow Lodge

"I will survive!"

Dwarf Generalist Wizard lv1, 25 points

Spoiler:
HD: 1d6+5+1+3+3(18)
Saves
Fort:5=0+5
Ref2=0+2
Will:2=2+0

Str7
Dex14
Con20(18+2)
Int17
Wis10(8+2)
Cha7

Arcane Bond: Familiar(toad)

Skills
Knowledge(Arcana):7=3+1+3
Knowledge(The Planes):7=3+1+3
Spellcraft:7=3+1+3
Knowledge(Religion):7=3+1+3
Appraise:7=3+1+3

Feat(s): Toughness, Scribe Scroll(b)

Given a Wizard's worse save if Fort, poisons are a major problem for most(as are Fort save spells). His high hitpoints are also helpful if something gets to close.


It Slices, It Dices, It Julienned Julian!

Spoiler:
25 point build, 13th level, Human Barbarian

STR: 18+2+2 DEX: 18+1, CON: 12, INT 7, WIS 7, CHA 7

Ex Wpn Prof: Bastard Sword (1)
Wpn Focus: Bastard Sword (1)
Two Weapon Fighting (3)
Double Slice (5)
Improved Two Weapon Fighting (7)
Two Weapon Defense (9)
Two Weapon Rend (11)
Greater Two Weapon Fighting: 13

He fights with two Masterwork bastard swords, so -3 to each weapon rather than -2. When raging, he'll have a strength of 28, so:

13+1+9=+23, -3 = +20/+20/+15/+15/+10/+10

Each time he hits, he does 1d10+9 damage, and if he hits with both, he does 1d10+9, 1d10+9, and 1d10+13.

Rage powers left as an exercise to the reader.


meabolex wrote:
Lokie wrote:
But wouldn't a large sized greatsword with monkey grip also stack with power attack for 2x the power attack?

I think his intent was to not use PF core material, but you have a point.

Edit: Oh, you get 1.5x Power Attack wielding a bastard sword in two hands anyway.

My point exactly! By only using feats, and perhaps traits that are available to most people, from the core book you level the playing ground and you really can make some funny way-out-there combos with just your Core rulebook at hand. Having all these more or less strange splatbooks you will eventually bump into a feat that is really broken, if you combine it with something it wasn't "ment" to be combined with.

For instance, there is a feat in the Cheliax Chronicles book-thingie, that let's you get a free Intimidate check against someone you successfully hit with a power attack. That's nice... But if you then had the Dazzling Display, Shatter Defense and Deadly Stroke feats, you could quickly start taking big chunks out of your opponent, right? Oh! That is a sweet combo... hmmm... ;-)


AdAstraGames wrote:

It Slices, It Dices, It Julienned Julian!

** spoiler omitted **

Had a player that used that once, though this was before Pathfinder was even dreamt of... He was scary!


CuttinCurt wrote:

Alternate Fighter "Move you to bits" option...

This fighter takes an alternate class feature from Dungeonscape called Dungeon Crasher. At 6th level, this fighter will have given up his 2nd and 6th level fighter bonus feats to gain a some special powers.

Race: Human
Str: 20
Dex: 13 (prefered 17)
Feats: Two Weapon Fighting, Improved Bull Rush, Improved Shield Bash, Shield Slam, Power Attack, Greater Bull Rush.

The main power of the Dungeon Crasher feature is if an opponant is bull-rushed into an immovable object, they will take 4d6 + (2x STR MOD) damage at 2nd level. At 6th level, this increases to 8d6 + (3x STR MOD).

What makes this really nasty, is with the Shield Slam feat. This feat allows you to strike an opponant with your shield and use the attack roll as the CMB to initiate a Bull rush. So, you get the damage from the shield attack, then, if you move your opponant just 5ft into something solid, you get the additional 8d6 +15pts of bludgeoning damage. Oh, and by the way, they fall prone as well.

(at 7th level with a 17 dex)improved two weapon fighting grants two attacks with your shield that could do this awesome damage. The only catch is having a wall or other object that wont move when you bull rush them into it.

Ive seen this attack, with a spiked shield +2 do 59pts of damage with the 20 strength fighter at 6th level. 1d4+7 (10pts) for the shield attack, then 49pts (34 on 8d6 +15pts for str)

Quite nasty. The bad guy fell prone for ever...

I do believe that a 15 dex is needed for two-weapon fighting though... :)


#7: Enter the Juggernaut!

Spoiler:
First we take a human, give him a Str 20, dress him up in barbarian-outfit for 1st level, switch into the clerical garb for 9 levels, a Gorum Worshipper is a good choice here, sprinkle on 2 points of strength along the way an at lvl 10 you'll have Str 22. This is nice, of course.
Make sure that he has a little wisdom, for this course a 15 will do, since that makes him able to cast 5th lvl spells.

So in combat you let him rage, have a little Bull's Strength and a touch of Righteous Might and he ends up with a Str 34, and +8 to his con score.

If you were smart you grabbed the War Domain and now has access to a lot of combat feats.

For this course I chose, in advance, Weapon Focus (Greatsword), Power Attack (which with the War Domain opens up for alot of funky tricks), Toughness (that's what being a Juggernaut is all about), Cleave (and again War Domain=>Great Cleave), and Vital Strike.

Bake for 20 min.

And you end up with a hard-hitting cleric that can easily dish out 3d6+24 points/attack or 6d6+24 with Vital Strike and this is at +17 to hit. And we havent even given him any magical equipment yet.... Have fun!


#8 Mr. Tripp, a disarming sort of fellow...

Spoiler:
As usual, I'm going with a human.
He's a 7th lvl fighter and with a 20 point buy, I'll give him Str 19 (incl bonus and stat-increase), Dex 14, Con 14, Int 13, Wis 11, Cha 7. (Okay, so he ain't mr. charming ;-))
Feats: 1) Weapon Focus (Heavy Flail), Combat Expertise, Improved Trip
2) Improved Disarm
3) Combat Reflexes
4) Weapon Specialization
5) Power Attack
6) Greater Trip
7) Greater Disarm
At lvl 5 he'll get a +1 bonus from Weapon Training

I'll also give him a +2 belt and a +2 Heavy flail.

That means he'll have a CMB of +22 (+7 BaB, +4 feats, +2 from flail, +1 weapon training, +1 weapon focus, +2 magic bonus, +5 Str)to trip, disarm or whatever. So He could choose first to disarm his foe, then on his second attack trip him and since he's got greater trip, he gets to whack the guy for going down. Now, the funny part is that he also get an AoO when the guy tries to get up again and an additional AoO if the guy try to retrieve his weapon, that is now lying 15ft away, and yes, you can get 2 AoO since it's from 2 different actions that are provoking them, and he was so smart to pick Combat Reflexes. So all in all, Mr. Tripp will trip you and disarm you quite easily...

Enjoy!


Gworeth wrote:


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

Sorry, it's still not legal. From whirlwind attack:

Quote:
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

This means no extra reach from lunge. Could also mean no extra reach from enlarge person depending on interpretation (though that's being silly about enforcing the rules). Likewise, greater trip would not apply.

This was the clause that stopped the bunch of whirlwind attack + Cleave + bag of rats trick. :)


Mylon wrote:
Gworeth wrote:


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

Sorry, it's still not legal. From whirlwind attack:

Quote:
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

This means no extra reach from lunge. Could also mean no extra reach from enlarge person depending on interpretation (though that's being silly about enforcing the rules). Likewise, greater trip would not apply.

This was the clause that stopped the bunch of whirlwind attack + Cleave + bag of rats trick. :)

The way I read that quote it just says that extra attacks via Haste (or something similar), Cleave, Great Cleave and Greater Trip don't apply. Lunge does not give you more attacks, neither does Enlarge Person, it only gives you... Reach!

Whether you can apply tripping to your whirl-wind attack is unclear to me, but the quote is quite clear that you do not get an AoO if you have Greater Trip. You will still get an AoO when they try to get up, though :-)

That is how I read it... :)


Aaaand we're back!

Charmed I'm sure!

Spoiler:
Sorcerer with the fey bloodline
adds +2 to the DC on enchantment(compulsion) spells
With Cha18
1st lvl Human: Spell focus(enchantment), Greater Spell focus(enchantment)
Save DC for sleep: DC19 An almost instant win at low levels, and it just gets meaner as she progress in levels...


Gworeth wrote:

#8 Mr. Tripp, a disarming sort of fellow...

** spoiler omitted **

My version of Mr. Tripp, you multiclass into one level of sorcerer for true strike 3-4 times a day. That gives you a +20 to you next trip or disarm attempt with your whip.


Gworeth wrote:

Aaaand we're back!

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

Yeah, by the time you get dominate person(level 8) you should have a +4 charisma magic item(or have eagle's splendor up) and another +2 from levels. That puts your dominate person at DC25.

Silver Crusade

Gworeth wrote:

Aaaand we're back!

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

I had a similar idea:

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.

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