Interesting but impractical builds


Pathfinder First Edition General Discussion

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Finlanderboy wrote:

SMilodan

put a level in thug with the enforcer feat. Then the trait blade of mercy, with the trait that allows you to intimidate animals. It ends up if you hit they run away. It is epic.

I really want to try this...

RPG Superstar 2012 Top 32

Finlanderboy wrote:

SMilodan

put a level in thug with the enforcer feat. Then the trait blade of mercy, with the trait that allows you to intimidate animals. It ends up if you hit they run away. It is epic.

I hate it when the bad guys run away!!!


EWHM wrote:

Caleb,

In a classic simulationist game, the GM doesn't present you with adventures as such. You decide what and where you want to go and what kinds of foes you want to look for and you encounter them according to what the GM has decided lives in an area. So it's pretty common for a band of adventurers to set up a base camp with a little fortification and 'beat the bushes' looking for opposition. This lends itself to tactics like I've described. One of the most common uses of this tactic is against tribes of humanoids, especially the ones with fairly low discipline and intelligence like orcs.

Also, as a GM I don't use -1/10' for perception except in very dark and enclosed dungeons. Everywhere else I use a multiplier of 10' for each -1. Ordinary soldiers today, after all, regularly engage targets visually without aids at 300 meters or thereabouts, often as much as 500 meters, and we're not talking snipers here, just standard riflemen with iron sights.

Yeah, look at how much more successful bow hunters are than sword hunters at flushing out and killing bear, dear, whatever. In D&D, bears can be as smart as humans, but that doesn't save them if you see them first.


CalebTGordan wrote:
EWHM wrote:

Extremely long ranged combat builds are pretty practical in simulationist games where you can pick your targets to a greater extent than in adventure paths and modules. Here's how they usually work (with a party that supports their MO):

Your extreme ranged characters set up in a position allowing for reasonable concealment and a good field of fire. On a hilltop with rocks is great, in a tree often suffices. Your stealth elements move to locate the enemy and draw them into your killing field---sometimes they'll pop a sentry or two and send a few arrows into the enemy's camp before they bug out. Once the enemy---preferably straggled out by terrain and movement is well inside the kill zone, the emplaced archers open up. Honestly I think all you really need for this is far shot and the long range bow enchantment (the name escapes me right now). Both rangers and fighters do pretty well with that build.

Yes, there are games where that build would be practical, but the encounters involved need to be set up by the PCs and the GM will have to been willing to work with them to allow and prepare for everything you described. Even then, it would be unusual if the majority of the encounters in any type of campaign were like the one you described.

But yes, you are right, there are exceptions to everything.

Another PC that ended up being impractical for a game I played was a PC I built to specialize in sneak attacks and knife fighting. About 75% of the enemies were constructs. The fights that allowed for sneak attacks were where the PC really shined, but most of the time I felt useless. If it had been any other campaign he would have done better.

Its useful in any outdoor campaign. Granted, it won't work in any dungeon crawl.


But they run in fear.


Rynjin wrote:
Cathedralsquares wrote:
A Roman Legionary. Works in combination with two or three other players. Tower Shield specialists that make excessive use of teamwork feats and combined attacks to stay highly mobile, defensive, and strong.

That sounds like it would actually be pretty great assuming you have 6 or so players built specifically to take advantage of them.

At the very least you'd have a party that could never be surprised, gets stronger when flanked, and likely has the potential for ungodly reflex throws. Throw in a few archers and make them all learn Target of Opportunity and you could have a real shield wall with arrow support deal going on.

Bonus points if all the melee dudes are Half-Orc Barbarians with Amplified Rage.

Of course this could be a freaking terrible combination of Feats but it sounds like it'd work (...which I guess is the point but whatever).

Its good until you fight enemies who AoE.


the David wrote:

A human fighter that focuses on intimidate.

I made one at level 1.

Feats: Weapon Focus, Dazzling Display and Skill Focus (intimidate)
+1 trait bonus on intimidate
20 charisma, 12 strength.
+3 on attack rolls, +13 on intimidate.

I call him the Anti-Bard.

Go inquisitor instead for the class bonus to intimidate. Whether this works depends on your DM. RAW, intimidate is ridiculous and you would will never ever fail an intimidate check if you focus on it.

RPG Superstar 2012 Top 32

That first level Thug ability is pretty good....and the 3rd level ability that lets you make shaken folk sickened is just sick. Pun intended. 3 or 4 levels only cost 1 point of BAB, a few hit points. You can spend the rogue talents on Weapon Focus and another Combat Feat, or some tasty Intimidate tricks.


Pyromaniac cha 20 gnome draconic (red dragon) sorcerer with magical lineage (burning hands) and lingering spell. Creates at 1st level 2d4+2 pools of fire in a 10' cone that last a round.

Impractical because eventually he will run into fire resistant things, and topping out at 5d4+5 (10d4+10 with intensify spell). Of course, by then he can start tossing lingering fireballs...


johnlocke90 wrote:
Rynjin wrote:
Cathedralsquares wrote:
A Roman Legionary. Works in combination with two or three other players. Tower Shield specialists that make excessive use of teamwork feats and combined attacks to stay highly mobile, defensive, and strong.

That sounds like it would actually be pretty great assuming you have 6 or so players built specifically to take advantage of them.

At the very least you'd have a party that could never be surprised, gets stronger when flanked, and likely has the potential for ungodly reflex throws. Throw in a few archers and make them all learn Target of Opportunity and you could have a real shield wall with arrow support deal going on.

Bonus points if all the melee dudes are Half-Orc Barbarians with Amplified Rage.

Of course this could be a freaking terrible combination of Feats but it sounds like it'd work (...which I guess is the point but whatever).

Its good until you fight enemies who AoE.

Make everyone take a couple of levels of Rogue or Monk? Or at least give them a Ring of Evasion.

It seems like such a fun build, it'd be a shame to let it go to waste.


Some sort of scryer diviner wizard would be neat. Use all his abilities to check out a location before the party gets near it. He'd could always procure the right tool for the job. Take improved familiar... even better spying!


These builds are growing more and more practical as this thread progresses.


Tangaroa wrote:
Some sort of scryer diviner wizard would be neat. Use all his abilities to check out a location before the party gets near it. He'd could always procure the right tool for the job. Take improved familiar... even better spying!

Just wait till you get named bullet. If you scry then just create a ton of named bullets, you can end any encounter very quickly with a gunslinger. Named bullet is an instant critical threat and guns have a 4X critical.


Rynjin wrote:
johnlocke90 wrote:
Rynjin wrote:
Cathedralsquares wrote:
A Roman Legionary. Works in combination with two or three other players. Tower Shield specialists that make excessive use of teamwork feats and combined attacks to stay highly mobile, defensive, and strong.

That sounds like it would actually be pretty great assuming you have 6 or so players built specifically to take advantage of them.

At the very least you'd have a party that could never be surprised, gets stronger when flanked, and likely has the potential for ungodly reflex throws. Throw in a few archers and make them all learn Target of Opportunity and you could have a real shield wall with arrow support deal going on.

Bonus points if all the melee dudes are Half-Orc Barbarians with Amplified Rage.

Of course this could be a freaking terrible combination of Feats but it sounds like it'd work (...which I guess is the point but whatever).

Its good until you fight enemies who AoE.

Make everyone take a couple of levels of Rogue or Monk? Or at least give them a Ring of Evasion.

It seems like such a fun build, it'd be a shame to let it go to waste.

Did Pathfinder change the rules? Tower shields in 3.x can provide Cover/Total Cover, which in itself grants bonuses to Reflex saves and the equivalent of Evasion or Improved Evasion.

Shadow Lodge

You have to spend a standard action to get the total cover. So it's useful for moving up to a target while under fire, but once you engage in battle you probably want to be doing something other than hold your shield in covering position.


Hmmm... Witch4/Rogue4/Arcane Trickster X

Great Skills, Save or Suck, Sneak, Hexes, Spells.

Hex DCs don't scale with arcane trickster. MAD if you want to actually do damage, low BAB, HP, Fort save,

EDIT: This might be practical after all. Take buff hexes, Ninja instead of Rogue...


The Legionary build is better for NPCs and such...


Finlanderboy wrote:
But they run in fear.

Meaning you have to CHASE them.


Orthos wrote:
Finlanderboy wrote:
But they run in fear.
Meaning you have to CHASE them.

Which means I can chase them down making it all the better!


Azaelas Fayth wrote:
Orthos wrote:
Finlanderboy wrote:
But they run in fear.
Meaning you have to CHASE them.
Which means I can chase them down making it all the better!

Effort....


Apathy Elemental wrote:
Azaelas Fayth wrote:
Orthos wrote:
Finlanderboy wrote:
But they run in fear.
Meaning you have to CHASE them.
Which means I can chase them down making it all the better!
Effort....

What do you mean?


Azaelas Fayth wrote:
Apathy Elemental wrote:
Azaelas Fayth wrote:
Orthos wrote:
Finlanderboy wrote:
But they run in fear.
Meaning you have to CHASE them.
Which means I can chase them down making it all the better!
Effort....
What do you mean?

See relevant username.


Jackissocool wrote:
Azaelas Fayth wrote:
Apathy Elemental wrote:
Azaelas Fayth wrote:
Orthos wrote:
Finlanderboy wrote:
But they run in fear.
Meaning you have to CHASE them.
Which means I can chase them down making it all the better!
Effort....
What do you mean?
See relevant username.

I see that now...

Silver Crusade

Is a melee, non-dex based Lore Warden practical? Giving up medium and heavy armor seems like it would make this Fighter archetype suited only to archery or Weapon Finesse builds. I'm putting together a pole arm tripper Lore Warden, but I think the lack of AC from only having 14 dex and a chain shirt, with no shield, might make it impractical.


Fromper wrote:

Is a melee, non-dex based Lore Warden practical? Giving up medium and heavy armor seems like it would make this Fighter archetype suited only to archery or Weapon Finesse builds. I'm putting together a pole arm tripper Lore Warden, but I think the lack of AC from only having 14 dex and a chain shirt, with no shield, might make it impractical.

Play them like you would a Rogue.

Silver Crusade

Azaelas Fayth wrote:
Fromper wrote:

Is a melee, non-dex based Lore Warden practical? Giving up medium and heavy armor seems like it would make this Fighter archetype suited only to archery or Weapon Finesse builds. I'm putting together a pole arm tripper Lore Warden, but I think the lack of AC from only having 14 dex and a chain shirt, with no shield, might make it impractical.

Play them like you would a Rogue.

I don't have a ton of experience with rogues, so I'm not sure what you mean by that. Aren't rogues generally very dex focused? I know my one rogue PC started with 19 dex, and I plan on boosting that early and often.

My Lore Warden will have a pretty good dex (14) for Combat Reflexes with the pole arm, along with helping with AC, reflex, and initiative. But I need str to be my top stat for hitting both for damage and tripping, I need con for decent HP, and I need int to take advantage of the LW's skill focus. So the best I can do is 14 dex and a chain shirt, which gives me 16 AC until I start getting into magic items, which really isn't very good for a front liner.

I was thinking of just focusing on constitution and maybe using all those extra fighter feats to take Toughness, Dodge, and Mobility to help me survive.


@Fromper: What I am meaning is you should focus more on Flanking and such.

And keeping your enemy from being able to effectively hit you.

Sczarni

I always wanted to build a Halfling Fighter who focuses on the sling staff. The idea would be a switch hitter type who doesn't actually switch weapons because his melee weapon IS his ranged weapon. So instead of Quick Draw, he takes Weapon Focus and stocks up on "pick a weapon" feats, knowing they'll apply in melee and at range.

A halfling sling staff with, say, flaming would apply to melee and ranged attacks too, right?


Silent Saturn wrote:


A halfling sling staff with, say, flaming would apply to melee and ranged attacks too, right?

If memory serves a Halfling Sling Staff is enchanted as a Double Weapon.

RPG Superstar 2012 Top 32

Fromper wrote:
Azaelas Fayth wrote:
Fromper wrote:

Is a melee, non-dex based Lore Warden practical? Giving up medium and heavy armor seems like it would make this Fighter archetype suited only to archery or Weapon Finesse builds. I'm putting together a pole arm tripper Lore Warden, but I think the lack of AC from only having 14 dex and a chain shirt, with no shield, might make it impractical.

Play them like you would a Rogue.

I don't have a ton of experience with rogues, so I'm not sure what you mean by that. Aren't rogues generally very dex focused? I know my one rogue PC started with 19 dex, and I plan on boosting that early and often.

My Lore Warden will have a pretty good dex (14) for Combat Reflexes with the pole arm, along with helping with AC, reflex, and initiative. But I need str to be my top stat for hitting both for damage and tripping, I need con for decent HP, and I need int to take advantage of the LW's skill focus. So the best I can do is 14 dex and a chain shirt, which gives me 16 AC until I start getting into magic items, which really isn't very good for a front liner.

I was thinking of just focusing on constitution and maybe using all those extra fighter feats to take Toughness, Dodge, and Mobility to help me survive.

Maybe go half-orc and get the Ironskin feat for some natural armor bonus to AC.

And if you use reach, a lot of opponents may not be able to reach you.

Or drop a level in magus/sorcerer/wizard for shield and maybe enlarge person or truestrike. Or cleric/oracle for shield of faith etc. etc.


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SmiloDan has wonderful suggestions.

But remember if you have a good party they might be willing to give you said spells. Especially if you are willing to help pay for a wand of said spell.


I've been looking at Cleric of Irori 1 Monk 1 Inquisitor - as an idea so i could get channel neg energy and guided hand it would go something like this

Lvl 1 Cleric of Irori 1
Channel negative energy 6/day
Domains Restoration, Memory
Skills: Spell Craft 1 Diplomacy 1
Traits: Exalted of the Society, Magical Knack Inquisitor
Feats: Channel Smite, Guided Hand Improved unarmed Strike

Lvl 2 Master of many styles Monk 1
Skills Sense Motive 2 Diplomacy 1 spell craft 1
Feat: Snake Style

Lvl 3 Inquisitor of Irori Conversion Inquisition 1
Skills Sense Motive 2 Diplomacy 1 Spell Craft 1,
Feat Channeling Scourge

And continue with inquisitor from there possibly picking up versitile channeler later on.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

I think it would be neat to come up with interesting and fun party concepts. After all, one of the best features of RPG is the teamwork involved in overcoming obstacles, instead of competing against your friends.

I'd like to see a party called The Brethren:

1. Cleric
2. Inquisitor
3. Monk
4. Oracle
5. Paladin

Possibly in a witch-hunting campaign.

Possibly with a Cavalier of the Star.


A team full of bards. Then at mid levels you can all get hooked on pesh.

RPG Superstar 2009 Top 16, 2012 Top 32

How about this for a (not impractical) party concept?

A troupe of shadowdancers. 5 shadow companions x 1d6 Strength damage per round = win!


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@SmiloDan: Here is one of my parties that fits a Witch-Hunting campaign.

1. Cleric
2. Inquisitor
3. Cavalier
4. Oracle
5. Paladin
6. Witch (Was sanctioned by the church do to a vision their High Oracle had)

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So jealous!!!


SmiloDan wrote:
So jealous!!!

For what!?

If you mean the party then I can give you plenty of stories.

Especially since it technically is still going on. They are currently Level 3.

RPG Superstar 2012 Top 32

Yes and yes.

My party moved to Sweden.

Good thing all the Real Life bars are half a block from home.

how did "come out for 1 drink" end up to 4 AM?

I totally forget what we were talking about.

Anyways....

Better Mary Jane: Molly Quinn or Karen Gillan or however sober people spell her last name (Amy Pond from Dr. Whooooooooooooooo)


SmiloDan wrote:


Better Mary Jane: Molly Quinn or Karen Gillan or however sober people spell her last name (Amy Pond from Dr. Whooooooooooooooo)

I'm assuming Mary Jane from Spiderman?

Karen Gillian.

Mostly because I don't know much about Molly Quinn, the only one of her works I've seen is bits and pieces of the Winx Club when it was still on 4Kids.

Though I choose neither if Karen can't do a good American accent. I like the woman as an actress, but Mary Jane being the girl next door, completely homegrown non-exotic beauty is the core of her character.


Back to interesting but bad to play builds,

MoMS Monk2/White Haired Witch x

MoMS to take Kirin Style 1 and 2 without waiting til level 12.

White haired witch gets imp grab, trip, grapple with hair, using Int score as Str score.

Kirin Style gets to use immediate action to do double int damage on successful attack.

Witch gets to cast touch spells, use thru the hair at reach, and grapple with it after making the attack. All the while not being in a grapple herself.

MAD as all hell, need some dex, some wis, some con, and all int.

but, at level 3 get to attack with hair doing 1d4 +(3xint) damage on a successful attack, and at 6, 10, 14 increase range by 5 feet, adding improved grab, grapple, trip and such.

Silver Crusade

So I've asked this question in my Lore Warden thread, and also in a separate thread where I asked some rules questions about the Whirlwind Attack feat, but I haven't gotten any responses yet.

Is Whirlwind Attack practical? Or does it belong in this thread with the interesting yet impractical ideas?

To get it, you need dex 13, int 13, Combat Expertise, Dodge, Mobility, and Spring Attack as prerequisites. If you're doing a Lore Warden, you'll have the stats and get Combat Expertise for free as a bonus feat. For anyone else, those requirements could be annoying. But even for the Lore Warden who gets plenty of bonus fighter feats and has those requirements covered, is it worth all the feats to get this? Do you end up in combat with enough nearby opponents to use Whirlwind Attack often enough to make it worth the feat investment?


Fromper wrote:

So I've asked this question in my Lore Warden thread, and also in a separate thread where I asked some rules questions about the Whirlwind Attack feat, but I haven't gotten any responses yet.

Is Whirlwind Attack practical? Or does it belong in this thread with the interesting yet impractical ideas?

To get it, you need dex 13, int 13, Combat Expertise, Dodge, Mobility, and Spring Attack as prerequisites. If you're doing a Lore Warden, you'll have the stats and get Combat Expertise for free as a bonus feat. For anyone else, those requirements could be annoying. But even for the Lore Warden who gets plenty of bonus fighter feats and has those requirements covered, is it worth all the feats to get this? Do you end up in combat with enough nearby opponents to use Whirlwind Attack often enough to make it worth the feat investment?

To me it is only worth it if you were already going to get spring attack which is itself very nice.

If you do not want and will not use spring attack, then all those feats just to get whirlwind is not worth it.


on the original topic

For a 1 shot, I once ran a monk/rogue/empyreal sorc/arcane trickster

Theory was use flanked (or surprise), touch attack spells, unarmed strike, and sneak attack damage.

When it all worked out is was pretty amazing. But the rest of the time, he was pretty underwhelming.


SmiloDan wrote:

Yes and yes.

Better Mary Jane: Molly Quinn or Karen Gillan or however sober people spell her last name (Amy Pond from Dr. Whooooooooooooooo)

If you do want stories PM me.

Karen Gillian simply because she has a neat American Accent that really fits MJ.

@Fromper: In my campaigns Whirlwind Attack is pretty good. Though in most it is only worth it as Kydeem said if you are planning to use the other feats in the chain.

On-Topic: I had a good MAD build (of 5 classes!) that surprisingly after around level 5 it can potentially one-shot any dungeon.


Azaelas Fayth wrote:


On-Topic: I had a good MAD build (of 5 classes!) that surprisingly after around level 5 it can potentially one-shot any dungeon.

Please do tell.


As I have found out, middling(14) CHA clerics who want to get in on the Turn Undead scene. What they have to fight against(Pre-buffs, I know about the Phylactery of Channeling)

Will save for no effect
Channel resistance
1 minute duration
Save every round.

Even save for 1/2 damage is more practical. To get full effect, one needs Sun/Glory domains, Increased channel and the Phylactery


Rynjin wrote:
Azaelas Fayth wrote:


On-Topic: I had a good MAD build (of 5 classes!) that surprisingly after around level 5 it can potentially one-shot any dungeon.
Please do tell.

I'm Trying to find it...

I remember it was a primarily Ranged Switch-Hitter build.

It was a Paladin(Divine Hunter), Fighter, Oracle, Sorcerer, & Cavalier.

Most of the levels are in Fighter & Paladin. Oracle & Sorcerer are simply for the Easier Time using Wands and Scrolls.

Sczarni

I want to see a multiclass Druid/Gunslinger.

They both want Dex and Wisdom, and wear light armor, so I guess it could work, but you'd wait quite a bit for Gun Training, you wouldn't have much for spellcasting, your animal companion would be behind the curve, and you have to explain why you're a druid with a gun.

Don't tengu get bonuses to Dex and Wisdom?


Silent Saturn wrote:

I want to see a multiclass Druid/Gunslinger.

They both want Dex and Wisdom, and wear light armor, so I guess it could work, but you'd wait quite a bit for Gun Training, you wouldn't have much for spellcasting, your animal companion would be behind the curve, and you have to explain why you're a druid with a gun.

Don't tengu get bonuses to Dex and Wisdom?

Hmmm.. Old hermit with a shotgun defending his forest/land against bandits and having a bunch of wolves nearby?

You types arn't welcome here! Now GIT! *Ca-chunk of blunderbuss being cocked*

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