Salarain
|
Howdy everyone;
The GM has task you to create new character with 18 levels and the stats are 2x18's, 17, 16, 15, and 14 any creature type(no Drows). Here is what is require to do; the character has to have at least 2 or more classes. Please explain why you chosen the creation of that form.
The Task:
1. multi-class or dual-class,
2. 18 levels
3 the starting stats are 2x18, 17,16, 15, and 14.
4. Any type of Creature but no Drows
5. Why you have chosen this Path?
Please keep in mind, this thread is to have fun with and creative. :D
| Sean FitzSimon |
At least 2 classes, right? Is there any specific level investments that you need to make (at least 5, etc) or is it just more than 1 class? Because most builds can benefit heavily from a single level dip into another class without really being a "multiclass" build.
Clerics can dip for weapon/armor proficiencies, wizards can dip rogue for skills and trapfinding, sorcerers can dip paladin for bonuses to saves, druids can dip ranger for access to feats normally unavailable to them, etc.
| Gambit |
Strangely enough, people on the Paizo forums generally dont enjoy participating in activities like this very much, they prefer to argue about how stealth doesnt work, how monks suck, and how alignment isnt realistic.
If this was posted on the old 3.5 CharOp board back in the day, you would of had 20-30 responses already.
Are you wanting full characters including WBL and magic items, or just a build of classes and feats by level?
| Sean FitzSimon |
Strangely enough, people on the Paizo forums generally dont enjoy participating in activities like this very much, they prefer to argue about how stealth doesnt work, how monks suck, and how alignment isnt realistic.
If this was posted on the old 3.5 CharOp board back in the day, you would of had 20-30 responses already.
God, I miss those days. CharOp is all but dead now.
Steven T. Helt
RPG Superstar 2013
|
I can't do it right now, but I am in. Questions I need answered include:
multibase classes? do you want no prestige classes at all, or does a base class and a prestige class work for your purposes?
as asked above, is there a minimum investment in a class?
I'm bringing some bad guys the pain. Back later tonight. : }
Salarain
|
I can't do it right now, but I am in. Questions I need answered include:
multibase classes? do you want no prestige classes at all, or does a base class and a prestige class work for your purposes?
as asked above, is there a minimum investment in a class?
I'm bringing some bad guys the pain. Back later tonight. : }
Yes you can pick up a Prestige. The Cash flow you have access to is 530,000 gp.
Salarain
|
Howdy everyone;
The GM has task you to create new character with 18 levels and the stats are 2x18's, 17, 16, 15, and 14 any creature type(no Drows). Here is what is require to do; the character has to have at least 2 or more classes. Please explain why you chosen the creation of that form.The Task:
1. multi-class or dual-class,
2. 18 levels
3 the starting stats are 2x18, 17,16, 15, and 14.
4. Any type of Creature but no Drows
5. Why you have chosen this Path?
Please keep in mind, this thread is to have fun with and creative. :D
I am adding more to the task on this thread.
you can pick up a Prestige. The Cash flow you have access to is 530,000 gp. Alignment is any. Let try more on the Evil side.| Evil Lincoln |
Strangely enough, people on the Paizo forums generally dont enjoy participating in activities like this very much, they prefer to argue about how stealth doesnt work, how monks suck, and how alignment isnt realistic.
If this was posted on the old 3.5 CharOp board back in the day, you would of had 20-30 responses already.
Meh. Why the jab, dude?
| Stabbington P. Carvesworthy |
Alright, I'll give this a try. As a disclaimer, my build choices required me to do a lot of this by hand, so there are probably errors (hopefully not too many though).
That being said, on to the build:
CR 17
Monkey
Half-Elf Flowing Qinggong Monk 8 / Fighter (Brawler) 10
LE Medium humanoid
Init +6; Senses Low-light vision; Perception +33
DEFENSE
AC 43, touch 32, flat-footed 37 (+6 Dex, +8 armor, +5 deflection, +3 natural, +7 Wis, +3 Monk, +1 insight)
HP 260 (8d8+10d10+136); +126 con, +20 toughness, +20 favored class
Fort +25, Ref +20, Will +21 (+3 vs. fear, +4 vs enchantment)
Defensive Abilities Evasion, Bravery +3; Immune Sleep
OFFENSE
Speed 30 ft.
Melee unarmed strike +33/+28/+23/+18 (2d8+21) flurry of blows +33/+33/+28/+28/+23/+18 (2d8+21) flurry of blows with ki +33/+33/+33/+28/+28/+23/+18 (2d8+21)
Ranged mwk composite longbow +23/+18/+13/+8 (1d8+9/x3)
Special Attacks flurry of blows, redirection (8/day)
Spell-Like Abilities barkskin (self only, 1 ki), feather step (1 ki), gaseous form (self only, 2 ki)
STATISTICS
Str 29, Dex 22, Con 24, Int 15, Wis 24, Cha 14
Base Atk +16; CMB +27 (+29 disarm; +32 reposition; +31 trip; +30 bull rush, drag) ; CMD 53 (55 vs. disarm/reposition, 61 vs. trip)
Feats Boar Ferocity, Boar Shred, Boar Style, Combat Reflexes, Combat Style Master, Deflect Arrows, Disarm, Improved, Monastic Legacy, Reposition, Improved, Skill Focus (Sense Motive), Snake Fang, Snake Sidewind, Snake Style, Toughness, Trip, Greater, Trip, Improved, Unarmed Strike, Improved, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike)
Skills Sense Motive +33, Perception +33, Acrobatics +27, Escape Artist +27, Stealth +27, Intimidate +23
SQ flowing dodge, elusive target, ki pool (11 points, magic)
Gear Belt of Physical Perfection +6, Bracers of armor +8, Headband of inspired wisdom +6, Amulet of mighty fists +5, Monk's robe, Dusty rose ioun stone, Cloak of resistance +5, Winged boots, Wayfinder, Ring of Protection +5, mwk mighty +9 composite longbow, 20,000 gp
SPECIAL ABILITIES
Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC 21 to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
Unbalancing Counter (Ex) At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 21 negates).
Flowing Dodge (Ex) At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
Elusive Target (Ex) At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.
Close Control (Ex) At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
Close Combatant (Ex) At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).
Menacing Stance (Ex) At 7th level, a brawler constantly harries and distracts his enemies. While adjacent to the brawler, enemies take a –1 penalty on attack rolls and a –4 penalty on concentration checks. These penalties increase by 1 for every four levels after 7th level (to a maximum of –4 on attack rolls and –7 on concentration checks at 19th level). Creatures do not take these penalties if the brawler is dazed, helpless, staggered, stunned, or unconscious.
No Escape (Ex) At 9th level, taking a 5-foot step out of the area of a brawler’s menacing stance or moving out of the area of a brawler’s menacing stance with a withdraw action provokes an attack of opportunity from the brawler.
Though this is not the strongest CR 17 build I have ever seen, I think that it is a solid one (especially for a BBEG). This is a build that could stand toe-to-toe with an equal level party, at least for a few rounds. Half-elf was an obvious choice for the 2 favored classes, and as a front-liner with half of his levels at d8, this is almost a requirement. The Brawler fighter benefits synergize nicely with the unarmed monkishness. The lack of clean escape options helps with those hit-and-run types. The brawler also brings a nice front-loaded hit/damage bonus that can't be ignored and fighter feats/weapon spec helps the DPS here.
The Qinggong flowing monk part, I believe, makes this really shine. Barkskin (as an 80 min. buff) is awesome, as is the feather step ability (which allows you to ignore difficult terrain). Gaseous form is an exceptional (if costly) method for dealing with problems that don't have a direct solution. Specifically, this allows for a quick escape from combat, as well as a quick escape from the dreaded Grapplebarian (tm). Under the right circumstances, this build can generate a LOT of AOOs. Redirection, Greater Trip, and Snake Fang are your best friends, and those AOOs have the added benefit of making the target flat-footed. Add in the bleed damage from the boar style feats, the ability to alter your damage type to any of the 3, and the Sense Motive AC substitution, and you have a nice attrition build.
Just as important, however, is that this guy can stand on his own in a fight. AC 43, while not the best, is still pretty good, and as a monk, touch and flat-footed ACs are still excellent. 260 hp can take a beating as well, though there might be an issue with 2-handed fighter builds. That being said, however, Elusive Target was made for those situations, and there is always Gaseous Form in case things get too heavy. Damage output is good, but not spectacular. You'll probably land 4 or 5 hits in a round, for a total of ~8d8+85 or so, but with the AOOs that you can generate, your actual number of attack rolls in a round could be as high as 13.
Overall, I think this is a solid build. I am actually keeping a copy of this to use in the future as a solo enemy for a small party. As a PC, you would definitely pull your weight as a front-line damage dealer, and as an NPC, paired with some goons designed to take advantage of prone enemies and AOOs, could be quite horrifying. In either case, the person(s) on the other side of the table will spend a lot of time yanking their hair out.
| Gambit |
Gambit wrote:Meh. Why the jab, dude?Strangely enough, people on the Paizo forums generally dont enjoy participating in activities like this very much, they prefer to argue about how stealth doesnt work, how monks suck, and how alignment isnt realistic.
If this was posted on the old 3.5 CharOp board back in the day, you would of had 20-30 responses already.
Really I was just making a joke, but it is true that many posters around here aren't interested in things of this nature. :)
| Sean FitzSimon |
At least 2 classes, right? Is there any specific level investments that you need to make (at least 5, etc) or is it just more than 1 class? Because most builds can benefit heavily from a single level dip into another class without really being a "multiclass" build.
So is this bit being ignored, or was it missed?
| Dumb Paladin |
Evil Lincoln wrote:Really I was just making a joke, but it is true that many posters around here aren't interested in things of this nature. :)Gambit wrote:Meh. Why the jab, dude?Strangely enough, people on the Paizo forums generally dont enjoy participating in activities like this very much, they prefer to argue about how stealth doesnt work, how monks suck, and how alignment isnt realistic.
If this was posted on the old 3.5 CharOp board back in the day, you would of had 20-30 responses already.
It was an extremely valid observation. I've not been here very long and I've come to realize that's exactly what a majority of the posters come on here to do: complain and troll.
There are whole subforums where it's pointless to even venture into.
Salarain
|
Alright, I'll give this a try. As a disclaimer, my build choices required me to do a lot of this by hand, so there are probably errors (hopefully not too many though).
That being said, on to the build:
** spoiler omitted **...
Thank you Stabbington, your the only one whom coming and given their own best input on this thread. I love the ideal.
| Maverick898 |
Variel is a classic bandit from the wild west, with the long black trench coat, black fedora, spurs on his boots, and a black mask covering his face. Only his ears show any sign of his elven heritage.
Variel Bulletstorm
Male Elf Gunslinger 14/Fighter 4
CG Medium Humanoid
Init +17; Senses Low Light Vision; Perception +8; Traits warrior of old, deft dodger
=============================
Defense
=============================
AC 41, touch 27, flat-footed 29 (+9 armor,+8 dex, +4 dodge, +5 deflection, +5 natural)
hp 207 (18HD 18d10+104)
Fort +20, Ref +25, Will +17 (+2 vs. Fear, & Enchantment)
=============================
Offense
=============================
Speed 40 ft.
Melee +2 Rapier +30/+25/+20/+15 (1d6+3/18-20 x2) or Shot and Sword +29/+24/+19/+14 (1d8+14/x4) 26/+21/+16/(1d6+5/18-20 x2)
Melee Ranged +2 Pistol Revolver +33/+28/+23/+18 (1d8+14/x4) or 2 +2 pistol revolvers +29/+29/+24/+24/+19/+19/+14 (1d8+14/x4)
=============================
Statistics
=============================
Str 16, Dex 28, Con 20, Int 20, Wis 24, Cha 20
Base Atk: +18; CMB:+7; CMD: 22
Feats: Rapid Reload, Two Weapon Fighting, Point Blank Shot, Precise Shot, Deadly Aim, Improved Two Weapon Fighting, Quick Draw, Improved Initiative, Greater Two Weapon Fighting, Rapid Shot, Weapon Fiensse, Weapon Focus (Pistol Revolver), Snap Shot, Sword and Shot, Weapon Specialization (Pistol Revolver)
Skills: Acrobatics +31, Bluff +26, Climb +10, Heal +24, Intimidate +31,Knowledge (dungeoneering) +12, Knowledge (engineering) +22, Knowledge (local) +22, Perception +28, Sleight of Hand +26, Survival +28, Swim +10
Languages: Elven, Common, Sylvan, Orcish, Gnomish, Draconic, Dwarven
SQ Deeds, Bravery +1, Armor Training 1, Gun Training 3 (pistols, Muskets, Blunderbuss), Grit (7), Eternal Grudge (+1 atk vs. Orcs, Dwarfs)
=============================
Treasure
35,000 Mask of the Bandit (greater bracers of archer(gun), +10 competence bonus intimidate)
50,000 amulet of nat armor
50,000 ring of armor
4,000 sash of the war champion
25,000 ring of evasion
90,000 belt of physical might (dex, con)
90,000 head band of mental superiority (wis, cha)
5,500 boots of spring and stride
2,000 haversack
52,000 +2 reliable Pistol Revolvers, +2 rapier
28,000 +5 glammered mithril chain shirt
25,000 cloak of resistance
421,500
Now why did I choose this path? I love the idea of an elf stepping away from what is expected of him (the archer, wizard etc) and wanted to make him a wild west badass, I took a few levels in fighter to get the extra feats he needs to stab you in the gut with his rapier, then shoot you in the face with his pistol. Some of the math could very well be wrong, I put him together pretty quickly. But yea, I think he turned out pretty well.
| Azten |
Sean FitzSimon wrote:At least 2 classes, right? Is there any specific level investments that you need to make (at least 5, etc) or is it just more than 1 class? Because most builds can benefit heavily from a single level dip into another class without really being a "multiclass" build.So is this bit being ignored, or was it missed?
I'd like to know too. Also, what about Prestige Classes?
Salarain
|
Sean FitzSimon wrote:I'd like to know too. Also, what about Prestige Classes?Sean FitzSimon wrote:At least 2 classes, right? Is there any specific level investments that you need to make (at least 5, etc) or is it just more than 1 class? Because most builds can benefit heavily from a single level dip into another class without really being a "multiclass" build.So is this bit being ignored, or was it missed?
Sure!, Part of the class right?
Mike Schneider
|
18 levels...
Too much work -- might as well go off to a real DPR thread if I'm going to put up with that.
However, to salvage this thread, might I suggest that people post some interesting synergies?
I'll start with my three PFS characters, each of whom will have two or three classes:
1) halfling rogue2/paladinX ... rogue levels provide Evasion and Use Magic Device to put that high charisma to work.
2) dwarf barbarian[brutal pugilist]/fighter[weapon master]/cleric[community/travel] ... he'll be BAB11 at 12th.
3) human samurai/fighter/barbarian[urban]
Silent Saturn
|
It's a bit late, so I didn't get into listing all of his feats and skill points- just the important stuff that makes the character who he is.
Bruno "Hachaken" Tumblers
Male LN Halfling rogue 5/monk 13
STR 19, DEX 20, CON 14, INT 16, WIS 21, CHA 18
Weapons: +2 Keen Kukri, +1 Returning Dagger
Armor: none
Other gear: Wand of Invisibility, Wand of Cure Moderate Wounds
Primary Skills: Acrobatics, Stealth, Use Magic Device
Bruno was once your typical theif-for-hire, accompanying any adventuring group that would have him, disabling the traps and picking the locks, never thinking much beyond the next bit of treasure. Until one day, he and his party discovered the ruins of an ancient monastery and discovered the Hachaken, an enchanted kukri with incredible power. None of them knew how to wield it, so they gave it to Bruno, They figured it looked almost like a dagger.
Little did they realize that the weapon wasn't just enchanted, but it had a soul of its own. Bruno didn't realize either, until it was too late. At first, he thought it was his idea to visit the monks and learn to wield his new treasure. But Hachaken's spirit gently prodded him into the monk's order, convinced him to stay and learn a bit more about their fighting techniques, to maximize the effectiveness of his blade's strikes. The more he wielded the kukri, the more its influence took hold of him, and before long, the plucky opportunist Bruno Tumblers had become the ruthless monk Hachaken. His former friends never suspected the real reason he turned his back on the adventuring life and took his new nickname, and they never realized how easily it could have been them.
I hope this is sort of what you were hoping for with this.
| Starbuck_II |
Howdy everyone;
The GM has task you to create new character with 18 levels and the stats are 2x18's, 17, 16, 15, and 14 any creature type(no Drows). Here is what is require to do; the character has to have at least 2 or more classes. Please explain why you chosen the creation of that form.The Task:
1. multi-class or dual-class,
2. 18 levels
3 the starting stats are 2x18, 17,16, 15, and 14.
4. Any type of Creature but no Drows
5. Why you have chosen this Path?
Please keep in mind, this thread is to have fun with and creative. :D
This is my first time with a high lv Barbarian in PF so it might be rough (off a bit)
15. Krust Anazazi, son of DragoMale Human (MMS/Sacred Mountain) Monk 2/(Weapon Master) Fighter 3/(Totem Warrior/Armored Hulk) Barbarian 15
CN Medium Humanoid
Init +6; Senses: normal; Perception +21; Traits Anatomist (+1 confirm), Chance Savior (+2 Init)
=============================
Defense
=============================
AC 38, touch 19, flat-footed 35 (+13,+3 Dex, +1 Insight, +5 Deflect, +6 natural)
Rage AC 40/T 19 (-2 Rage, +13,+3 Dex, +1 Insight, +5 Deflect, +10 natural)
Reckless Rage: AC 36/T 14
hp 208 (18HD 2d8+3d10+15D12)
Rage hp: 280
Fort +15 (+25/Rage +30), Ref +9 (+16), Will +9 (+14/Rage +17, +21 enchant)
Miss Chance 20%, While Raging DR 5/-
=============================
Offense
=============================
Speed 35 ft in medium armor.
Melee +38/+33/+28/+23 (Reckless) +42/+37/+32/+27;
(+3, Furious) Nodachi (1d10+26, 15-20 x2, Brace)
Power attack increase dam to 1d10+41.
Unarmed +29 (1d6+18)
Ranged +22 (+1) Composite long bow (Str+9) (1d8+10, x3)
=============================
Statistics
=============================
Str 20, Dex 18, Con 17, Int 16, Wis 15, 14 Cha
Level/Items (Rage): Str 28 (34), Dex 18, Con 24 (30), Int 16, Wis 16, Cha 14.
Base Attk: +17; CMB:+38; CMD: 34/Sunder,Disarm, trample, Overrun 35 Rage: 35/36
Feats: (B)Tiger Style, B)Tiger pounce, (B)Toughness, Power Attack (-5 hit or AC, +15 dam), Endurance, 3rd Iron Will, (Bonus) Furious Focus, (B) Weapon Focus: Nodachi, 5th Diehard, 7th Dragon Style, 9th Raging Vitality, 11th Extra Rage Power, 13th Extra Rage Power, 15th , 17th Extra Rage Power
Rage Powers: 7x Beast Totem Lesser (2nd Barb, 7th), 4th Guarded Stance: +3 Dodge vs melee for 10 rd as a move action, Beast Totem (6th Barb, 11th), 8th Reckless Abandon (- 4 AC, +4 hit), (Feat) Extra DR, Beast Totem Greater (10th Barb, 15), (Feat) World Serpent Totem (+2 insight AC vs Outsider/Aberration), World Serpent Spirit (Weapon bypass all aligned, +), Extra DR
Skills:
Acrobatics +16 (+20-3=+17), Climb +14 (23/26-3=+20/+23), Perception +18 (+21), Sense Motive +10 (+13), Stealth +12 (+16-3=+13), Swim +11 (+20/+23-3=+17/+20), Know (religion) +11 (+14), Know (dungeoneering) +11 (+14), Survival +10 (13), Handle Animal +5 (+7), UMD +13 (+15), Spellcraft +6 (+9)
Languages: Common, Orc, Draconic, Celestial
SQ Fuse Style, Stunning Fist, Weapon Guard (+1 CMD vs sunder/Disarm/spells), Weapon Training (+1 hit/dam=+3/+3), Rage (39 rd), Indomitable stance (+1 CMD Overrun/Trample/+1 AC vs Charge/+1 hit and dam vs charge), Armored Swift (+15 ft), Resilience of Steel: +5 AC vs confirm Crit. DR 3/- (While Raging 4/-), Indomitable Will (+4 will vs Enchantment), Rage (+6 Str/Con, +3 Will, -2 AC), Heart of the Fields: 1/day ignore exhausted/fatigue.
=============================
Treasure Total allowed 530, 000
50, 000gp Amulet of Nat armor +5
25,000 Ring of evasion
50, 000 Ring of Deflect +5
90,000 belt of physical might (Str, Con) +6
17, 000 boots of Striding and Spring/Speed (10 rd Haste)
2,000 Haversack
15, 000 Gloves of Dueling (CMD vs Disarm/Sunder +4)
178,500 +5 Improved Resist (fire), improved Resist (cold), Improved Resist (Electric) Resist (Sonic) Mithril Full plate of Speed (Resist 20 Fire/Cold, Resist 10 Sonic , Dex max +3, 10 rd Haste)
35,500 Cloak of Displacement (minor)/resistance +3
5, 000 Ioun Stone of Dusty Rose
50, 000 +3 Keen Furious Nodachi
2400 gp +1 Comp Longbow (Str+9)
-----
Spent: 516, 000
My reasoning is as follows:
I wanted to try out Style feats (Tiger pounce is good for any melee who wants hit bonus not to drop when power attacking and Dragon style lets you charge thr difficult terrain). I wanted to be able to use dueling gloves (weapon Master grants weapon training earlier).
I wanted to use 2 totems (Totem Warrior archetype allows that according to ultimate Combat).
And I just wanted a Barbarian in armor so armored Hulk (nifty benefit of increasing speed).
Basically, he would start as a monk but lose his ability to stay lawful over 6 levels (when he gains a Barb level) but first training in weapons. Since I was using armor, might as well switch out Evasion for Toughness/NA, but I added ring to get it back.
I would have tried Wild Rager but it penalties you for not dumping Cha (and you gave us 14 as lowest stat).
Eventually, I ran out of ideas for what to buy so I bought elemental resist enhancements.
| Sylvanite |
Not enough time for a full build out, but the idea is pretty cool (if I do say so myself):
Fighter (Weapon Master) 4/Rogue 3/Red Mantis Assassin 7/Dragon Disciple 4
Basic idea is to drop down obscuring mists whilst wearing a Goz mask (instead of the normal Red Mantis Mask) and then take things down while they can't see and you can. Getting the full levels of spellcasting is nice, and the Strength boosts from DD help offset some of the loss of attack bonus. As will Duelist's gloves to go with the Weapon Master early fighter special.
Plus, RMA is the only Int based spontaneous caster, and thus way into DD without needing a high charisma!
Featwise it has a lot of pre-reqs, which stinks...but you do get to do some pretty cool two weapon fighting, should you desire, with enough SA to back it up.
Certainly not optimized, but fun.
| Toriiko Xi-Fing |
Sorry it took so long to get to this. Too many RL distractions. Also, this is the fourth character I decided to make. The arcane archer was jsut really disappointing, I can't make a magus right now, and the options for making a halfling giant killer rely on 3.5 too much.
This here helion is two archetype classes, no prestige, and able to lay out a LOT of damage. Plus, she's hard to kill. Not as much damage as the antipaladin idea, maybe. But a lot of ranged damage.
Most importantly, she's got 18 levels but 23 feats.
I'll try to finish the magic items and such later.
| Lord Zeb |
After reading Master of Devils, I'm really interested in figuring out how to blend a sorcerer & monk -> here's one attempt for the competition. He's not the greatest sorcerer, but uses his magic to help fight unarmed. He has 26K left-over for whatever he might need (maybe a staff?).
MULTICLASS COMPETITION CR 17
Male Half-Elf Dragon Disciple 10 Monk (Monk of the Four Winds) 4 Sorcerer (Crossblooded, Wildblooded) 4
LE Medium Humanoid (Elf, Human)
Init +10; Senses Blindsense (60 feet), Low-Light Vision; Perception +33
--------------------
DEFENSE
--------------------
AC 46, touch 33, flat-footed 39 (+8 armor, +6 Dex, +5 natural, +5 deflection, +1 dodge)
hp 261 (10d12+4d8+4d6+144)
Fort +22, Ref +20, Will +26
Defensive Abilities Evasion; Immune sleep; Resist acid 10, cold 13, Dragon Resistances, Elven Immunities
--------------------
OFFENSE
--------------------
Spd 40 ft., Flight (60 feet, Average)
Melee Unarmed Strike FoB +26/+26/+21/+16 +27/+22/+17 (2d8+17/20/x2)
Special Attacks Acid Claws & Acid Bite (5 rounds/day), Breath Weapon (2/day) (DC 17), Dragon Bite, Flurry of Blows +26/+26/+21/+16 BAB +1, Heavenly Fire (5/day), Ki Strike, Magic
Spell-Like Abilities Dragon Form (II) (2/day)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 13, +21 melee touch, +18 ranged touch):
5 (7/day) Spell Resistance (DC 25), Teleport
4 (8/day) Fear (DC 24), Stoneskin (DC 24), Wall of Fire
3 (8/day) Fireball (DC 23), Vampiric Touch, Dispel Magic, Fly (DC 23)
2 (9/day) Resist Energy (DC 22), Knock, Glitterdust (DC 22), Mirror Image (DC 22), Invisibility (DC 22)
1 (9/day) Protection from Evil (DC 21), Magic Missile, Shield (DC 21), Mage Armor (DC 21), Bless, Grease (DC 21)
0 (at will) Acid Splash, Read Magic (DC 20), Message, Dancing Lights, Ghost Sound (DC 20), Detect Magic, Disrupt Undead, Spark (DC 20)
--------------------
STATISTICS
--------------------
Str 22/28, Dex 16/22, Con 19/25, Int 16, Wis 24/30, Cha 15
Base Atk +12; CMB +22 (+24 Grappling); CMD 54 (56 vs. Grapple)
Feats Arcane Strike, Combat Casting, Combat Reflexes (7 AoO/round), Dispelling Fist, Dodge, Elemental Fist (1d6) (9/day), Elemental Spell: Acid, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Marid Spirit (DC 29), Marid Style, Monastic Legacy (+7), Monk Weapon Proficiencies, Power Attack -4/+8, Skill Focus: Acrobatics (Adaptability), Toughness +18, Weapon Focus: Unarmed Strike
Traits Deft Dodger, Magical Knack: Sorcerer (Crossblooded, Wildblooded)
Skills Acrobatics +33, Appraise +7, Bluff +6, Climb +13, Diplomacy +15, Escape Artist +10, Fly +12, Heal +12, Knowledge (Arcana) +11, Knowledge (History) +7, Knowledge (Religion) +9, Perception +33, Perform (Wind Instruments) +6, Ride +10, Sense Motive +14, Spellcraft +24, Stealth +10, Swim +13, Use Magic Device +20
Languages Celestial, Common, Draconic, Elven
SQ AC Bonus +11, Draconic: Black Dragon (Acid), Elf Blood, Empyreal, Fast Movement (+10'), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Metamagic Rod, Quicken, Lesser, Slow Fall 20' (Ex), Still Mind (Ex), Unarmed Strike (2d8), Wings (Su)
Other Gear Amulet of Mighty Fists +5, Belt of Physical Perfection, +6, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Metamagic Rod, Quicken, Lesser, Ring of Protection, +5, Robe, Monk's, Wand of Cure Serious Wounds
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TRACKED RESOURCES
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Acid Claws & Acid Bite (5 rounds/day) (Su) - 0/5
Breath Weapon (2/day) (DC 17) (Su) - 0/2
Dragon Form (II) (2/day) (Sp) - 0/2
Elemental Fist (1d6) (9/day) - 0/9
Heavenly Fire (5/day) (Su) - 0/5
Ki Pool (Su) - 0/12
Metamagic Rod, Quicken, Lesser - 0/3
Wand of Cure Serious Wounds - 0/50
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SPECIAL ABILITIES
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AC Bonus +11 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Acid Claws & Acid Bite (5 rounds/day) (Su) 2 Magic Claw attacks deal 1d6 damage + 1d6 Acid Bite attack deals 1d6 damage.
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.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (2/day) (DC 17) (Su) 2/day, Breath Weapon deals 14d6 Acid damage, DC 17.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of apportunity per round, and may make them while flat-footed.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (13) You have the specified Damage Resistance against Cold attacks.
Dispelling Fist May cast dispel magic as a swift action after an attack
Draconic: Black Dragon (Acid) +1 damage per die for [Acid] spells.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II) (2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Dragon Resistances (Ex) You gain Acid resistance 10 and +2 natural armor.
Elemental Fist (1d6) (9/day) You can add 1d6 energy damage to an attack.
Elemental Spell: Acid You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Empyreal Your heavenly power derives from insight rather than force of personality. Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to cast.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flight (60 feet, Average) You can fly!
Flurry of Blows +26/+26/+21/+16 (Ex) Make Flurry of Blows attack as a full action.
Heavenly Fire (5/day) (Su) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Sorcerer (Crossblooded, Wildblooded) +2 CL for a specific class, to a max of your HD.
Maneuver Training (Ex) CMB = other BABs + Monk level
Marid Spirit (DC 29) Gain +1 use of Elemental Fist per day, and cold resistance
Marid Style Gain +1 use of Elemental Fist per day, and deal cold damage
Metamagic Rod, Quicken, Lesser The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Wings (Su) Fly 60' (average)
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Finishing the Marid style at level 19 lets this draconic-empyreal monk sorcerer go all Sub-Zero on his foes, when he's not melting their faces off with the acid spells & breathweapon.
Strong AC and saves too - seems like he'd be a lot of fun to play!