Need Help With 12th Level Character Builds


Pathfinder First Edition General Discussion

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Sorry if this is the wrong forum for this, but I didn't see one that seemed particularly appropriate for optimization stuff. I have a game on Wednesday that I could really use help with the characters for. I know what the PCs want to play, but I need help fleshing them out.


  • Drow Fighter/Sorcerer/Arcane Archer

  • Drow Ranger (Beastmaster) w/ big cat companion

I'm not sure about the last PC, so any suggestions of something that would go well with these two would be appreciated.


Treasure and stats ill have a basic write up

and noble or non noble drow

Dark Archive

Joey Virtue wrote:

Treasure and stats ill have a basic write up

and noble or non noble drow

30 point buy

108,000 gp, no more than 36,000 on any one item.
Common drow, not noble.

Books allowed:

  • Pathfinder Corebook
  • Advanced Player's Guide
  • Bestiary 1 & 2
  • Adventurer's Armory


DROW ARCANE ARCHER CR 11
Male Drow Arcane Archer 4 Fighter 4 Sorcerer 4
Medium Humanoid (Elf)
Init +7; Senses Darkvision (120 feet), Low-Light Vision; Perception +18

DEFENSE
AC 28, touch 19, flat-footed 21. . (+7 armor, +7 Dex, +2 natural, +2 deflection)
hp 110 (8d10+4d6+24)
Fort +12, Ref +14, Will +10
Defensive Abilities Bravery +1; Immune sleep; Resist cold 10, Elven Immunities; SR 18
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +1 Curve blade, elven +12/+7 (1d10+4/18-20/x2)
Ranged +3 Darkwood Longbow, Composite (Str +1) +20/+15 (1d8+16/20/x3)
Special Attacks Elemental Ray (7/day), Enhance Arrows (elemental) (Cold), Enhance Arrows (magic)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day), Imbue Arrow (At will), Seeker Arrow (1/day)
Sorcerer Spells Known (CL 9, +11 melee touch, +14 ranged touch):
3 (5/day) Elemental Aura (DC 17), Fireball (DC 17)
2 (7/day) Web (DC 16), Scorching Ray, Mirror Image (DC 16)
1 (7/day) True Strike, Magic Missile, Shield, Enlarge Person (DC 15), Burning Hands (DC 15), Gravity Bow (DC 15)
0 (at will) Detect Poison, Read Magic, Ghost Sound (DC 14), Detect Magic, Mage Hand, Prestidigitation (DC 14), Arcane Mark

STATISTICS
Str 13, Dex 20/24, Con 14, Int 12, Wis 12, Cha 16/18
Base Atk +10; CMB +11; CMD 30
Feats Arcane Armor Training, Arcane Strike, Deadly Aim -3/+6, Elemental Focus: Electricity, Eschew Materials, Point Blank Master: Longbow, Point Blank Shot, Precise Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Magical Knack: Sorcerer
Skills Acrobatics +10, Bluff +8, Climb +6, Craft: Bows +10, Fly +12, Handle Animal +8, Knowledge: Arcana +11, Perception +18, Ride +11, Spellcraft +9, Stealth +15, Survival +5
Languages Common, Elven, Undercommon
SQ Armor Training 1 (Ex), Elemental: Water, Poison Use (Ex)
Combat Gear +3 Darkwood Longbow, Composite (Str +1), +1 Curve blade, elven, +3 Mithral Chain Shirt, Masterwork Cold Iron Arrows (50), Silversheen Arrows (50), Adamantine Arrows (25); Other Gear Amulet of Natural Armor +2, Belt of Incredible Dexterity, +4, Bracers of Archery, Greater, Cloak of Resistance, +3, Efficient Quiver (125 @ 18.75 lbs), Headband of Alluring Charisma, +2, Ring of Protection, +2, Tool, masterwork: Craft: Bows

SPECIAL ABILITIES
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Drow Immunities - Sleep You are immune to Sleep effects.
Elemental Focus: Electricity +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+2 Cold damage.
Elemental: Water You may change any energy spell to use [Cold] energy.
Elven Immunities +2 save bonus vs Enchantments.
Enhance Arrows (Cold) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Imbue Arrow (At will) (Sp) You can cast an area effect spell on an arrow before firing it.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Seeker Arrow (1/day) (Sp) Once per day, ignore cover and concealment modifiers.
Spell Resistance (18) You have Spell Resistance.

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She has 2500 gold and the Elemental Focus feat is not added in

The Deadly Aim and Arcane Strike are

Not sure if this was the best way to go but it got u third level spells to launch

Sorry took so long was at lunch


BEAST MASTER CR 11
Male Drow Ranger (Beast Master) 12
Medium Humanoid (Elf)
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +19

DEFENSE
AC 31, touch 17, flat-footed 27. . (+9 armor, +5 shield, +4 Dex, +3 deflection)
hp 135 (12d10+36)
Fort +14, Ref +15, Will +10
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities; SR 18
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +2 Keen Longsword +16/+11/+6 (1d8+16/17-20/x2) and
. . Shield, Heavy Steel +17/+12/+7 (1d6+17/20/x2)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Ranger (Beast Master) Spells Known (CL 9, 14 melee touch, 16 ranged touch):
3 (1/day) Magic Fang, Greater
2 (3/day) Barkskin, Align Fang, Versatile Weapon
1 (3/day) Longstrider, Lead Blades (DC 13), Lead Blades (DC 13)

STATISTICS
Str 18/22, Dex 17/19, Con 14/16, Int 10, Wis 14, Cha 12
Base Atk +12; CMB +18; CMD 35
Feats Bashing Finish, Double Slice, Endurance, Greater Two-weapon Fighting, Improved Shield Bash, Improved Two-weapon Fighting, Power Attack -4/+8, Shield Master, Two-weapon Fighting
Traits Indomitable Faith
Skills Acrobatics +17, Climb +10, Escape Artist +6, Fly +2, Handle Animal +16, Heal +10, Knowledge: Nature +11, Perception +19, Ride +6, Spellcraft +5, Stealth +14, Survival +17, Swim +10
Languages Elven, Undercommon
SQ Animal Companion Link (Ex), Improved Empathic Link (Su), Poison Use (Ex), Quarry, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Mountain (+2 bonus) (Ex), Terrains: Underground (+4 bonus) (Ex), Track +6, Wild Empathy +13 (Ex), Woodland Stride (Ex)
Combat Gear +3 Mithral Breastplate, +3 Shield Spikes Shield, Heavy Steel, +2 Keen Longsword; Other Gear Belt of Giant Strength, +4, Boots of Striding and Springing, Cloak of Resistance, +3, Ioun Stone, Deep Red Sphere, Ioun Stone, Pink Rhomboid, Ring of Protection, +3

SPECIAL ABILITIES

Animal Companion Link (Ex) You have a link with your Animal Companion.
Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Improved Empathic Link (Su) You have an empathic link with all your companions.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quarry +2 to hit and other bonuses against your designated quarry.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Spell Resistance (18) You have Spell Resistance.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Mountain (+2 bonus) (Ex) +2 to rolls vs Mountain.
Terrains: Underground (+4 bonus) (Ex) +4 to rolls vs Underground.
Track +6 +6 to survival checks to track.
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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GWEN CR 10
Male Tiger
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +8

DEFENSE
AC 28, touch 13, flat-footed 24. . (+4 Dex, -1 size, +11 natural, +4 Armor)
hp 101 (+40)
Fort +11, Ref +11, Will +7

OFFENSE
Spd 40 ft.
Melee Bite (Tiger) +12 (2d6+12/20/x2) and
. . Claw x2 (Tiger) +12 x2 (1d8+12/20/x2) and
. . Rake x2 (Tiger) +12 x2 (1d6+12/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Grab, Pounce

STATISTICS
Str 26, Dex 19, Con 18, Int 2, Wis 15, Cha 10
Base Atk +7; CMB +16 (+20 Grappling); CMD 30 (34 vs. Trip)
Feats Improved Natural Attack: Bite (Tiger), Improved Natural Attack: Claw x2 (Tiger), Iron Will, Multiattack (Multiattack / Extra Attack), Power Attack -2/+4, Rending Claws
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +13, Climb +12, Fly +2, Perception +8, Stealth +10, Swim +12 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Evasion (Ex), Fetch [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Multiattack / Extra Attack, Seek [Trick], Track [Trick]
Combat Gear Masterwork Chain Shirt;

SPECIAL ABILITIES
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rending Claws If you hit an opponent with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.

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Ranger has No Favored Enemies power attack is figured in
Shield Master makes him a bad bad man


Joey Virtue wrote:

DROW ARCANE ARCHER CR 11

Male Drow Arcane Archer 4 Fighter 4 Sorcerer 4

I'd consider fighter5 for weapon training. The +1/+1 is nice, but there are also gloves out there that increase that to +3/+3 and that very well could be worth having sorcerer6 casting instead of sorcerer7 casting.

-James

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