| Sylvanite |
Elf Rogue 1/Conjurer (Teleportation) 8/Assassin 1/Arcane Trickster 10
Traits: Magical Knack, Warrior of Old
This guy has a lot of tricks up his sleeve.
Not specifically melee, sorry.
Edit: Still, Silent high level Summon Monster. When it shows up, start the surprise round with a Time Stop. Dispel people who may have see invisibility. Proceed with assassinating. Move, cast, teleport out of sight. Repeat. Choose an ambush site with lots of obstacles to teleport behind at different elevations. (Making the build a halfling instead of elf and setting the ambush in a crowded gothic graveyard would work.)
| wraithstrike |
Elf Rogue 1/Conjurer (Teleportation) 8/Assassin 1/Arcane Trickster 10
Traits: Magical Knack, Warrior of Old
This guy has a lot of tricks up his sleeve.
Not specifically melee, sorry.
Edit: Still, Silent high level Summon Monster. When it shows up, start the surprise round with a Time Stop. Dispel people who may have see invisibility. Proceed with assassinating. Move, cast, teleport out of sight. Repeat. Choose an ambush site with lots of obstacles to teleport behind at different elevations. (Making the build a halfling instead of elf and setting the ambush in a crowded gothic graveyard would work.)
I was actually asking for a complete build. Sorry about that. I have an idea for this weekend's game, but I don't know if I have enough time to actually make the build.
| SmiloDan RPG Superstar 2012 Top 32 |
This character was originally designed to kill a dragon in one round, but it would be very effective against a target with only a medium-high Strength or Dexterity (16 or less) or a relatively fragile target (Con 10 or less). It uses the Shadowcaster from Tome of Magic, but only Pathfinderized with feats and skills.
Shadow Slayer
Neutral Evil Human Shadowcaster 18
AC: 21 (+1 Dex, +4 deflection, +1 dodge, +3 armor, +3 shield), touch 17, ff 20.
HP: 84 (169)
8 Str -1
13 Dex +1
12 Con +1
19 Int +4 (improved at levels 4, 8, 12, and 16)
10 Wis +0
14 Cha +2
Saves: Fort +12, Reflex +7, Will +11
Init: +6, BAB: +9/+4, melee: +8/+3, ranged: +10/+5, CMB: +9, CMD: 21.
Feats:
1. Extend Mystery
1. Lucky Start
2. Reach Mystery
3. Shadow Familiar
5. Improved Initiative
7. Improved Familiar (Dark Air Mephit)
8. Reach Mystery
9. Fortuitous Strike
11. Dodge
13. Maximize Mystery
13. Quicken Mystery
15. Favored Mystery: Greater Flesh Fails
16. Favored Mystery: Greater Flesh Fails
17. Favored Mystery: Greater Flesh Fails
19. Favored Mystery: Greater Flesh Fails
(Bonus Feats at level 2, 8, 13, and 16 are from the variety of paths the shadow slayer shadowcaster took--they get 1 bonus feat for every 2 paths they know mysteries from.)
Skills:
Bluff +23
Intimidate +23
Knowledge arcana +25
Knowledge the planes +25
Perception +21
Spellcraft +25
Stealth +22
Languages: Common, Auran, Draconic.
Class Featues:
Umbral Sight (darkvision 30 feet, see in darkness 60 feet)
Sustaining Shadow (eat 1 meal/week, sleep 1 hour/day, immune to poison and disease)
Unlimited Fundamentals
Fundamentals: Arrow of Dusk, Black Candle, Caul of Shadow, Mystic Reflections, Sight Obscured, Umbral Hand, Widened Eyes.
Mysteries:
Apprentice: 3/day each, supernatural.
1. Steel Shadows, Life Fades
2. Sight Eclipsed, Flesh Fails
3. Sharp Shadows, Umbral Touch
Initiate: 2/day each, spell-like.
4. Bolster, Step into Shadow, Warp Spell
5. Languor, Pass into Shadow
6. Shadow Investiture
Master: 1/day each, spell
7. Greater Life Fades, Ephemeral Image, Summon Umbral Servant
8. Greater Flesh Fails (3/day, supernatural), Umbral Body
9. Shadow Time
Tactics:
Before combat, buff using Caul of Shadow, Steel Shadows, Sharp Shadows, Bolster, Shadow Investiture, Umbral Body.
Cast Summon Umbral Servant, gaining 1 Large Shadow Elemental.
Cast Flesh Fails for Dark Air Mephit Familiar (hold the charge).
Enter combat by appearing near the dragon (within 10 feet) via Step Into Shadow, bringing along summoned shadow elemental and dark air mephit familiar. Step Into Shadow with Shadow Elemental adjacent to the dragon.
In Combat. Roll initiative. If relatively low, re-roll using Lucky Start feat. You're going to want to go first.
On your turn, cast Reach Greater Flesh Fails and Reach Quickened Greater Flesh Fails. Both require a ranged touch attack....if you get a low result (like a Natural 1), re-roll using Fortuitous Strike feat (most dragons have a touch AC of 10 or less). Each Greater Flesh Fails causes 6 points of Dex damage, for a total of 12 points of Dex damage. Most dragons have a Dex of 10. If the dragon doesn't drop from Dex damage, send in dark air mephit familiar with Flesh Fails spell, causing 4 more points of Dex damage, for a total of 16 points of Dex damage. This should drop most dragons with Cat's Grace cast on them or even dragons wearing Gloves of Dexterity +6. Because the Dragonslayer took the Favored Mystery--Greater Flesh Fails feat 3 times, Greater Flesh Fails is a supernatural atack he can use twice a day. Since it is supernatural with no saving throw, it negates the dragon's Spell Resistance and excellent Saving Throws.
Command Large Shadow Elemental to coup de grace the dragon.
If you don't have time to buff and prepare, cast Maximized Shadow Time, buff and summon Large Shadow Elemental and prep dark air mephit familiar.
| wraithstrike |
How much 3.5 material is allowed? I've got a couple of killer builds that actually have a viable death attack, but they make heavy use of 3.5
Everything in a WoTC book is good for use.
EDIT:Tome of Magic and Incarnum are not in.
Edit2:Binding from Tome of Magic is not in. The shadowcaster is ok.
| wraithstrike |
Sorry to say i haven't got anything made but as suggestions how about
Inquisitor11/Assassin9
Urban Ranger11/Assassin9 (Strong for combat)
I don't really care for the assassin because the save DC for the death attack is not a real threat, and it is too hard to setup. I have a homebrew class that can serve as an assassin, but I need more feedback before I use it. I might post it on enworld to see what I can get. It got 2 stars(not good) on pathfinder database, but you are only allowed to rate classes there, not comment so I don't know why the rating was low. I also figured remaking a class takes more time than asking someone to post an already used build.
| Ravingdork |
Here is a link to an archive where you can download PDF/DOCX character sheets of nearly every character my friends and I have ever made. Undoubtedly, you could turn 10+ of them into hardcore assassins.
Ravingdork's Character Gallery
I recommend the following group which makes up less than a quarter of what's archived:
Aleil Sylvari (CR 16, Arcane Trickster/Assassin)
Durin Wrang (CR 15, Summoner)
Deacon Rann (CR 15, Master Archer)
Esmeralda (CR 18, Legendary Warrior)
Galanost Lataelal (CR 15, Aged Evoker)
Grey (CR 18, Doppelganger Assassin)
Grunk (CR 15, Goblin Sniper)
King Raven (CR 18, Sociopathic Shadowdancer)
Robilar Smithe (CR 13, Jekyl/Hyde Gunsmith)
Roshgog (CR 15, Half-Orc Fire Mage/Dragon Disciple)
Seregon (CR 20, Unstoppable Juggernaut)
Syrania (CR 15, Halfling traitor who stole power from celestials)
Tappa Nile (CR 15, Hexblade)
If you don't see a name in the archive, let me know as they may not all be uploaded yet.
Note that their CR = their character level rather than character level -1, as they were made as 25-point buy PCs.
You may also want to switch their current HP to average HP if you are going to use them as NPCs.
All of the above strictly adhere to Pathfinder rules and do NOT use any v3.5 material.
| Sylvanite |
Your name reminded me of this build I did quite a long time ago.
The build still requires a little polishing to make it fully fleshed out for play as an NPC....but I had it lying around as an old favorite and couldn't resist posting it. Ignoring me here is totally ok : )
This build is at least melee based.
Illumian
Duskblade 3/Barbarian 1/Fighter 2/Suel Arcanamach 4/Abjurant Champion 5/Spellsword 1/Dragon Disciple 4
Illumian: Aeshkrau (+2 CL up to level, +2 on Str based checks, Str used to determine bonus spells, Ancient Suloise and Draconic as a bonus languages, favored class: any
Duskblade: Arcane Attunement, Armored Mage (light), Combat Casting, Arcane Channeling, 3rd level casting progression (CL 5)
Barbarian: Lion Totem Variant (for pounce), Whirling Frenzy variant, Cityscape variant (Tumble as class skill)
Fighter: Cityscape variant (Tumble as class skill), two bonus feats
Suel Arcanamach: Reduce ASF 10%, Tenacious Spells, Dispelling Strike 1/day, Extended Spellstrength, 10th level casting progression (CL 20)
Abjurant Champion: Abjurant Armor (+5), Extended Abjuration, Swift Abjuration (up to 3rd level spells), Arcane Boost, Martial Arcanist
Spellsword: Reduce ASF 10% (20% total)
Dragon Disciple (3.5 version): Natural Armor Increase +2, Ability Boost Str +4, Claws and Bite, Breath Weapon (2d8), 3 bonus spells (4th level lets them be doubled by a Ring of Wizardry IV, netting you 6 more spells)
BAB +18
Hit Dice: 8d8+5d12+7d10
Saves: Fort +16 Ref +7 Will +17
With a 16 starting Str, you should end up with 38 without anything overly fancy. [5 (levels) + 5 (tome) +6 (item) + 4 (Dragon Disciple) +2 (constant greater enlarge person)] That's 4, 4, 3, 3, 3 in terms of bonus spells. You also get to add 4 to your first level Duskblade spell slots since it applies to both classes.
[This becomes 42 Str in Whirling Frenzy for a modifier of +16]
Suel Spell Slot Total : 1st - 8; 2nd - 8, 3rd - 6; 4th - 15*; 5th - 5
[*3 plus 3 from Dragon Disciple, then doubled (Ring of Wizardry IV) gives you 12, plus 3 bonus from Str score.]
Duskblade Spell Slot Total: 1st - 8
Feats:
1: Iron Will
2: Combat Casting(b)
3: Power Attack
5: Two Weapon Fighting (b)
6: Improved Two Weapon Fighting (b), Improved Bull Rush
9: Shock Trooper
12: Leap Attack
17: Greater Two Weapon Fighting
18: Extra Rage (Whirling Frenzy 3/day)
Important Items: Runestaff of Power*, +6 Str item, Ring of Wizardry IV, Mithril Breastplate of whatever you want, Lesser Rods of Extend (these are a good thing), Caster's Glove...etc.
[*Runestaff of Power enchanted as +2 Spellstoring/+1 Spellstoring and then adding on whatever you think is needed, probably valorous or whatever enchantments do great things on charges.]
Spells of note: Shield, Wraithstrike, Greater Magic Weapon, Greater Mighty Wallop, Heroics*, Greater Enlarge Person*, Overland Flight, Greater Mirror Image, Greater Invisibility, Dragonskin, whatever else suits your style.
[*Greater Enlarge Person lasts 20 hours at 20th level (40 hours with Extended Spellstrength), so you can pretty much stay large. Using Heroics, it might be fun to snag Knockback and send things flying away on your last attack of each round so they can't full attack OR you can charge them again if they don't come back to you. For something huge, simply recast and snag close quarters combat or some such feat.]
[Bonus on Knockback Bull Rush +23 up to +44 = 4(imp. bull rush feat) + 4 (size) + 2 (sigil) + 14 (Str...+16 in whirling frenzy) + PA# (1-18) + 2 (if charging)]
| Abraham spalding |
Aasimar Urban Druid 6/ Assassin 1/ Master spy 10/ Assassin 3
Aasimar just for funsies... race doesn't actually matter. Death attack DC will be 24 before adding in your Int Mod, permanent mind blank means that a ring of invisibility offers total stealth, and hides the fact that you are using alter self constantly. Nice sneak attack damage (but not great -- only 6d6) means that when you hit it will hurt, use of the flame blade spell and weapon finesse helps with mad, and if you use the dervish dance feat you'll get Dex to damage as well with normal scimitars. I recommend a special built scimitar of subtlety for this character as well.
| Ravingdork |
Ravingdork wrote:You may also want to switch their current HP to average HP if you are going to use them as NPCs.LOL
Shoosh! Keep that on the down low. ;p
J/K. My group uses 3/4 of the maximum variable in HP for premade characters (which nearly all those are). As such, as written they are a bit tough due to the HP bloat. Putting it to average merely puts them more in line with typical NPCs and Bestiary monsters. I'm not saying to do it because it is a hard rule or some such rubbish.
Muser
|
Going strictly PF here, since 3.5 is like Hebrew to me. Or perhaps Koine...
I had this idea for an alchemist who fights in a prepared bomb- cloudkill thanks to her poison immunity. She hulks out with a greater mutagen and keeps hitting targets with a conductive weapon(because you can channel bombs through one), using it to inflict wisdom damage on opponents or cast an incendiary cloud bomb centered on an enemy and then enjoys causing constant fire damage thanks to both the cloud and renewing fire damage to her attacks from the draconic reservoir spell. Naturally you'd buff yourself to be immune to that damage beforehand. You could circumvent the economy of actions by having her inflict both bomb damage and effects(via conductive enchantment) and severe melee damage thanks to Whirwind Attack+PA each turn. Then fast bombs+Splash Weapon Mastery(from AA) to barrage opponents when they are not in melee range.
That said though, I'm not sure how the character would avoid dying to a will-based save-or-die. Improved Iron Will only applies once and even then it is not a given. Similarly, she'd be screwed if happened upon before buffing. A buffed level 16-17 alchemist is a scary sight though: Some of the best buffs in the game, permanent Haste/Good Hope(via potion), piles and piles of Str and Natural Armor.
Adding insult to injury, I wish there were discoveries that would cause your bombs to inflict darkness, to laugh at foes when you dip into shadowdancer and do HiPs, or silence, to mess up the battlefield thanks to having no need for speech yourself. Get to it, Paizo!