Impossible to kill?


Advice


Okay I know you can't make a character that's impossible to kill, but what build would be good for a character this is extremely hard to kill. This is for a 6th level cohort to replace one I lost due to large amounts of damage. Here are all the other specifics:
6th level
34 point buy
All HD are maxed
Core, APG, B1 only
16k GP no single item over 4k, custom items available, even ubercheese items like scabbards of bless weapon for 1800 and boots of expeditious retreat for 4k
Party has a +1 Mithril Chainshirt and Cloak of resistance +1 for him to use that is not included in the 16k

The primary issue is damage, when creatures hit, they do 20-40 damage. Our last fight we were taking 3d8+17 against enlarged derros. The fight previous to that had my Orc invulnerable rager barbarian killed outright in three or four attacks from 105 to -45 before his rage ended. I'll admit that his ac was pathetically low at 19(15 when raging and using reckless abandon)


1 person marked this as a favorite.

This is by no means maximized, but off the top of my head:

Paladin. With a 34 point buy (holy crap!), you could get a super ridiculous charisma, strength, dex, and con. You're probably better off having a 13 Dex and buying +1 full plate though. Charisma to all saves makes you hard to kill that way, plus high AC and lots of healing on yourself.

Human paladin 6
HP: 84
AC: 26 (13 Armor, 1 Dodge, 1 Dex, 1 Natural Armor) +2 Deflection vs. Evil
Flatfooted 24, Touch 12

Str 20+1=21
Dex 13
Con 14
Int 7
Wis 10
Cha 18+2=20

Feats: Power Attack, Toughness, Dodge, Greater Mercy
Saves: Fort +13, Ref +9, Will +11

Stuff
+1 Full Plate 2650
+1 Heavy Steel Shield 1170
+1 Longsword 1315
Cloak of Resistance +1 (free)
Amulet of natural armor +1 2000
Headband of Charisma +2 4000
Ring of Protection from Evil 2000 (custom, +2 deflection against evil and immunity to Enchantment (charm) and (compulsion) effects)
Total: 13,135g

You don't have a zillion hp, but you're very hard to hit. You can heal yourself for quite a lot as a swift action or, with a spell (which might be UM, in which case never mind) as an immediate action. Your saves are through the roof. You do decent damage, but your smites are ridiculous, and remember that you get to add your Cha bonus to your AC against your smite target. Your next purchase would be a Strength belt +2.


Melissa Litwin wrote:

This is by no means maximized, but off the top of my head:

Paladin. With a 34 point buy (holy crap!), you could get a super ridiculous charisma, strength, dex, and con. You're probably better off having a 13 Dex and buying +1 full plate though. Charisma to all saves makes you hard to kill that way, plus high AC and lots of healing on yourself.
*snip*

+1 this build.


That looks good, I probably should have added I'm CG so if I can stay away from paladins and monks that'd be great cause I don't want the penalty to attracting a cohort, but I will consider this if I don't see anything comparable.

Edit: Oh and the ring of protection from evil is genius. Though I think it'll cost 4k, because a continuous effect is doubled if measured in minutes per level.


Unkillable cohort ?

What about the spirit of your father who swear to protect you forever ??

Ghost Human Rogue 4

=> incorporeal + undead immunities + rejuvenation.

You can't lose this one !!!


What about an old woman who sees you as the chosen one (of whatever) and follows you from now on to see your destiny?

Gnome Nature Oracle 6

HP: 84
AC: 29 (6 Armor,1 size,6 cha,4 shield,1 natural,1 deflection)
Flatfooted 23, Touch 18

Str 8
Dex 10
Con 19+1=20
Int 10
Wis 12
Cha 20+2=22

Feats: Extra Revelation, Toughness, Combat Casting
Saves: Fort +8, Ref +3, Will +7

Revelations: Bounded Mount, Nature’s Whispers, Natural Divination

Stuff
+1 Mithral Shirt (free) with Armored Kilt(20)
+2 Heavy Darkwood Shield 4251
Ring of Protection (2000)
Cloak of Resistance +1 (free)
Amulet of natural armor +1 2000
Headband of Charisma +2 4000
MW Barding Fullplate 3300
Total: 15,571 g

Animal Companion Boar:

HP: 72 (assuming max HP as well)
AC: 30 (9 Armor,1 dex, 10 natural)
Flatfooted 29, Touch 11

Str 15, Dex 12, Con 18, Int 6, Wis 13, Cha 4

Feats: Armor Proficiency(Light), Armor Proficiency(Medium), Armor Proficiency(Heavy)
Saves: Fort +9, Ref +6, Will +3

What do you get?

2 High AC Tanks with decent HP.
The Oracle can heal,buff and debuff and should be able to take a lot of hits.


A monk with Crane Style.

The Exchange

1 person marked this as a favorite.

A CG cohort who's tough to kill? That's particularly tricky since the rest of the party is high-level and "unkillability" commits a lot of the cohort's resources - thus reducing other stuff like, y'know, being able to contribute to the party's skill, spell or attack abilities.

That said - you might consider a dwarf cleric. They're surprisingly resilient and yet still have lots to contribute to the party's resources.


Lincoln Hills wrote:

A CG cohort who's tough to kill? That's particularly tricky since the rest of the party is high-level and "unkillability" commits a lot of the cohort's resources - thus reducing other stuff like, y'know, being able to contribute to the party's skill, spell or attack abilities.

That said - you might consider a dwarf cleric. They're surprisingly resilient and yet still have lots to contribute to the party's resources.

Give a dwarf cleric a level of fighter. Gets a bonus feat and access to heavy armor, so your AC can still be pretty high and you only lose a bit of healing.


Halfling
Fighter 1/Cleric 5

Str 10
Dex 12
Con 18
Int 10
Wis 18
Cha 14

Traits: Magical Knack, + 1 other
Feats: Shield Focus, Toughness, Selective Channel, + 1 other

+1 Tower Shield
+1 Full Plate
Amulet of Natural Armor +1

Healing/Protection
or Travel/Kowledge or whatever you want for utility.

He should cast Shield of faith in battle right away.

AC:30 (10 + 6 shield + 1 dex + 1 size + 11 armor +1 natural)
33 (With Shield of Faith up).
HP: 69 average

The Exchange

I have a Dwarf Cleric that's hard to kill - great as a support character (he just made 5th).

Feats are Hvy Armor and Tower shield (or you could get this with a level of fighter)

AC is something like 26+ (magic armor&tower shield).

SR 5+lvl (stops some spells - and he heals himself and carries potions for when he goes down) (Alternite Racial trait from APH))

Domains:
Travel (speed is 40' with his Longstrider up, and Agile feet gets him thru difficult terrain - but at 5th level he gets a Fly domain spell).
Love - first attack on hime each round needs to make a Will save to even work (DC is 17+)- I figure this is kind of like extra armor.

Monsters have taken to ignoring him -

I'm sure you (or someone else) could expand on this or tune it better - mine just sort of grew that way.


Paladin and monk would work, but not really with CG alignment (though at least one of the monk archetypes ignores alignment.)

Dwarf Cleric is good as listed.
Dwarf Inquisitor may also work. Bonuses to important stats.
Human Synthesist Summoner. They'd have to get past his alter ego.
Gnome Summoner. Focus on Con and he's tough to take down.
Halfling Summoner. Focus on Dex and stealth and he's tough to find.
Gnome Oracle. Bonuses to important stats.


I like the idea of the gnome oracle, well at least the oracle part, I'll probably switch to a hafling cause I personally hate gnomes, but the rest of the build really appeals to me.


In that case:

Nature Mystery can get you an animal companion and Cha instead of Dex for AC and CMD.

Battle and Metal can get you heavy armor and martial weapons.

Lore can get you Cha instead of Dex for AC and Ref saves.

Life can make you awesome at healing.

That's what I can think of for survivability.


Diskordant wrote:

That looks good, I probably should have added I'm CG so if I can stay away from paladins and monks that'd be great cause I don't want the penalty to attracting a cohort, but I will consider this if I don't see anything comparable.

Edit: Oh and the ring of protection from evil is genius. Though I think it'll cost 4k, because a continuous effect is doubled if measured in minutes per level.

Good catch. Still worth it, I think.


Glad you like it ;)

It´s one of my current chars. I also took dual cursed, which is very cool, due to the reroll, but sadly you are not allowed to use UM.
You could also take a wolf as an animal comp. He will have lesser AC (28), but a useful trip attack.

Using halfling gives you 1 HP/lvl less. But you could take favored class for hp. Using gnome I would go for the racial favored class.

You could also dump str and dex to 7 and take a higher int or wis.
As you don´t really need to carry a lot you don´t need str.
Using Natural Divination and dex 7 still lets you have +2 iniative for 2 combats/day.

Spells I took:
1st - Protection from Evil, Murderous Command, Shield of Faith, Summon Monster I
2nd - Spiritual Weapon(really useful if your DM lets it work of cha), Calm Emotions
3rd - Summon Monster III

+Cures+Mystery Spells

Using Shield of Faith and Barkskin, you can easily have AC 33, your companion AC 34. Good luck finding enemies which can reliable hit this at lvl 6 ;D


Dela wrote:

Glad you like it ;)

It´s one of my current chars. I also took dual cursed, which is very cool, due to the reroll, but sadly you are not allowed to use UM.
You could also take a wolf as an animal comp. He will have lesser AC (28), but a useful trip attack.

Using halfling gives you 1 HP/lvl less. But you could take favored class for hp. Using gnome I would go for the racial favored class.

You could also dump str and dex to 7 and take a higher int or wis.
As you don´t really need to carry a lot you don´t need str.
Using Natural Divination and dex 7 still lets you have +2 iniative for 2 combats/day.

Spells I took:
1st - Protection from Evil, Murderous Command, Shield of Faith, Summon Monster I
2nd - Spiritual Weapon(really useful if your DM lets it work of cha), Calm Emotions
3rd - Summon Monster III

+Cures+Mystery Spells

I really dislike summon spells. It's a personal choice, but they take that full round and are so easily interrupted that without something to protect you from ranged attacks, I wouldn't suggest spending limited spells known on summons. If you're going for not-dying, don't paint a target on yourself by summoning things. My 2cp.

EDIT: Oracles rock. I'm not suggesting you don't go oracle, they're great, just maybe don't take summoning spells.

Shadow Lodge

Melissa Litwin wrote:

This is by no means maximized, but off the top of my head:

Paladin. With a 34 point buy (holy crap!), you could get a super ridiculous charisma, strength, dex, and con. You're probably better off having a 13 Dex and buying +1 full plate though. Charisma to all saves makes you hard to kill that way, plus high AC and lots of healing on yourself.

i just want to point out that you are giving your GM a babysitter npc to cock block people. having a pally in the group with a gm who is a roleplay>rollplay mentality might be something you regret.

if that is the case then i would suggest bringing in a cleric or inquisitor


I'm more inclined to use Natural Divination for the bonus to saving throws. Winning Initiative is awesome, but I'm not sure it's better than making saving throws.

Ideally you'll have a way of safely summoning without being disruptive. Summoning is really really good. Especially for casters with limited spells known, because it's so flexible. I understand that different people have different styles though.


With such a high AC you shouldn´t really have a problem with being targeted.
SM I is just for utility (such as trapfinding and decoys when entering potentially dangerous dungeon rooms).

SMIII ist useful for the spell-likes. With 1 Spell you get Cause Fear, Stinking Could, Detect Evil and Aid. And the ocasional combat helper. More then worth the spell known.

@Nategar
Thats the beauty that is Natural Divination.
If you anticipate saves, you use it for your saves.
If just walking around expecting random encounters (which tend to be non casters, as casters rarely wandering aimlessly around) you use it for initiative.
If you are in a city with lots of skillchecks you use it to make that one important bluff/diplomacy check.

In regard to safely summon: Get Sanctuary instead of Murderous Command. Now they have to make a DC 17 Willsave and beat your AC ;)

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Impossible to kill? All Messageboards

Want to post a reply? Sign in.