Advice, I need it.


Advice

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Sczarni

I need to build a character that can handle solo adventures and easily plug into any group and cover any and all shotcomings the exist therein.

The goal here is to cover as many of the following bases as possible, as well a possible. Bonus points to those who can cover all bases.

GOALS:
Survivability
Damage Output
Utility
Party Face
Scout
Knowledge
Ability to use as many types of weapons and armor as possible
Ability to cast spells

The character needs to be level 6 with standard wealth by level (x1.5)

Stats BEFORE Racial mods (Allocate anywhere):

12
16
16
10
18
15

Please include race, gear, spell lists, tactics in certain situations, etc. Make this as complete as possible.

I realize not eeryone will be up to such a challenge, but to thsoe who are, I salute you. You will be given a creator credit should I use this character in a game. Thanks and have fun.


Seems pretty obvious you need to be a Bard. There are guides for this sort of thing, but if you still need further advice by the time I can come and give this thread another look, I'll give you more.

16 strength
18 dex
15 con
12 int
16 cha
10 wis


what level?

and wizard


Inquisitor.

Sczarni

dragonfire8974 wrote:

what level?

and wizard

Level 6. It says so above.

Elobarate?


Half Fiend Rakshasa with 6 levels in Eldritch Knight.
When EK is used up take levels in ... who the heck cares?! A Rakshasa with 10 EK class levels is already revolting.

Sczarni

nategar05 wrote:
Inquisitor.

Elaborate?

Sczarni

kyrt-ryder wrote:

Seems pretty obvious you need to be a Bard. There are guides for this sort of thing, but if you still need further advice by the time I can come and give this thread another look, I'll give you more.

16 strength
18 dex
15 con
12 int
16 cha
10 wis

I look forward to your advice. I don't fully understand why Bard is so obvious, but I'd love to!

Sczarni

Malignor wrote:
Half Fiend Rakshasa Eldritch Knight.

Sorry, I forgot. Core Races Only please.

Can you really benefit from EK at level 6?


I intend on posting a build, but all I posted was Inquisitor so I could be the first one to post it. :P

Dwarf Inquisitor with the Conversion domain. Makes a good standalone character that can do all of that.

Str: 18
Dex: 15
Con: 18 (16 + 2)
Int: 12
Wis: 18 (16 + 2)
Cha: 8 (10 - 2)

====

Special Features:

Uses Wis modifier for Intimidate, Bluff, and Diplomacy.

Gains bonus equal to Wis for initiative and knowledge rolls to identify monster weaknesses.

Bonus equal to half level on Intimidate, Sense Motive, and Survival to track.

Judgment is awesome in combat.

You have spellcasting.

====

Essentially, it's a Ranger / Bard that only buffs himself.

Shadow Lodge

Darksmokepuncher wrote:


... as well a possible. Bonus points to those who can cover all bases.

I was going to say thats impossible. Them i remembered about the Summoner.

/bitter

Sczarni

nategar05,

That's a good start. Do you know what feats/spells/skill ranks/equipment/armor/weapons/magic items/etc. you'd use?


Merck wrote:
Darksmokepuncher wrote:


... as well a possible. Bonus points to those who can cover all bases.

I was going to say thats impossible. Them i remembered about the Summoner.

/bitter

My first thought was Summoner, but they're too skill starved to make an effective standalone character.

Dark Archive

Two build ideas:

Paladin:
Survivability, damage output, party face, weapon proficiencies, healing, and some spells: check. Utility and knowledge: get a cohort next level. Scout: take Survival.

Race: Aasimar

Archetype: Sacred Servant. Extra spells and domain powers.

Suggested Stats:
Str 18, Dex 16, Con 16 (raised from 15 to 16 at 4th level), Int 10, Wis 14(12, plus 2 racial), Cha 18 (16, plus 2 racial)

Ranger:
Survivability, damage output, weapon proficiencies, some spells, utility, scouting, and some knowledge: check. Party face: enough to get by. Healing: take the Heal skill and get potions.

Race: Dwarf

Archetypes: Beast Master. Have two animal companions: a bear (companion level 2, but increase it to level 6 with the feat Boon Companion from Seekers of Secrets) to do damage and flank, and a hawk (level 1) for scouting purposes and so you can use your Improved Bond ability.

Suggested Stats:
Crossbow Build: Str 16, Dex 18, Con 18 (15 plus 1 at 4th level plus 2 racial), Int 10, Wis 18 (16 plus 2 racial), Cha 10 (12, minus 2 racial)
Two-Handed Build: Str 18, Dex 16, Con 18 (15 plus 1 at 4th level plus 2 racial), Int 10, Wis 18 (16 plus 2 racial), Cha 10 (12, minus 2 racial)


I was kidding, really.

Human Ranger is a solid choice.

Select Archery as your combat style, but spend most of your HD-based feats on 2-handed weapon combat. The Combat Style feats take care of ranged combat, and if they get close enough, switch to melee and tear them up with a Falchion or Greatsword.

Rangers are skill monkeys with great stealth, and thus tend to do most of the ambushing (instead of being jumped). They get access to some spells, and can use a wand of Cure Light Wounds right away.

Str 16
Dex 18
Con 15+1@4=16
Int 12+2(race)=14; total 9 skill ranks/level
Wis 16
Cha 10

Favored class bonus is HP.

For "face" you can just keep Intimidate maxed out, or use a trait to get Diplomacy and spend some cross-class. Intimidate is still great, though, since everyone trades well and gives good feedback when they're terrified into being friendly.


Feats:

1. Power Attack
3. Judgment Surge
5. Extended Bane

Spells:

0- Detect Magic, Read Magic, Guidance, Stabilize, Create Water, Sift
1- Shield of Faith, Protection From Evil, Divine Favor, Cure Light Wounds
2-Silence, Blistering Invective, Resist Energy, Brow Gasher

Skills:

Max Perception, Intimidate, Diplomacy, Sense Motive, and Bluff. That still gives you 2 skill ranks per level to spread around across the other skills. Alternatively, you could max less skills to get more of a spread from the others. You don't need much knowledge because much of your usage gets your Wis added.

Armor: +1 Breastplate.

Weapon: +1 Keen Falchion. Judgments helps you confirm crits. You'll hit all the time.

Magic Items: Cloak of Resistance, Belt of Str, Headband of Wis, Amulet of Natural Armor. Skip the Ring of Protection because it doesn't stack with Shield of Faith.

Sczarni

malebranche wrote:

Two build ideas:

** spoiler omitted **

** spoiler omitted **

Good stuff! Can you add gear and such?


Darksmokepuncher wrote:
dragonfire8974 wrote:

what level?

and wizard

Level 6. It says so above.

Elobarate?

right, scuse me for being a little ignorant

mainly cause invis and levitate are available and easy to cast. prepare spells for survivability and have items for damage

Sczarni

Malignor wrote:

I was kidding, really.

Human Ranger is a solid choice.

Select Archery as your combat style, but spend most of your HD-based feats on 2-handed weapon combat. The Combat Style feats take care of ranged combat, and if they get close enough, switch to melee and tear them up with a Falchion or Greatsword.

Rangers are skill monkeys with great stealth, and thus tend to do most of the ambushing (instead of being jumped). They get access to some spells, and can use a wand of Cure Light Wounds right away.

Str 16
Dex 18
Con 15+1@4=16
Int 12+2(race)=14; total 9 skill ranks/level
Wis 16
Cha 10

Favored class bonus is HP.

For "face" you can just keep Intimidate maxed out, or use a trait to get Diplomacy and spend some cross-class. Intimidate is still great, though, since everyone trades well and gives good feedback when they're terrified into being friendly.

Switch Hitter? Solid. Can you venture at spells and gear?

Sczarni

nategar05 wrote:

Feats:

1. Power Attack
3. Judgment Surge
5. Extended Bane

Spells:

0- Detect Magic, Read Magic, Guidance, Stabilize, Create Water, Sift
1- Shield of Faith, Protection From Evil, Divine Favor, Cure Light Wounds
2-Silence, Blistering Invective, Resist Energy, Brow Gasher

Skills:

Max Perception, Intimidate, Diplomacy, Sense Motive, and Bluff. That still gives you 2 skill ranks per level to spread around across the other skills. Alternatively, you could max less skills to get more of a spread from the others. You don't need much knowledge because much of your usage gets your Wis added.

Armor: +1 Breastplate.

Weapon: +1 Keen Falchion. Judgments helps you confirm crits. You'll hit all the time.

Magic Items: Cloak of Resistance, Belt of Str, Headband of Wis, Amulet of Natural Armor. Skip the Ring of Protection because it doesn't stack with Shield of Faith.

I like this. I think you're leading so far.

Anyone else want to take on nategar05?


Also notable about Inquisitor is that it only takes a 2 level dip to get Wis to everything. So Inquisitor 2 / Ranger X could also be good. You'd miss out on spells, Judgments, and half level bonuses improving, but it's another option.

Dark Archive

Darksmokepuncher wrote:
malebranche wrote:

Two build ideas:

** spoiler omitted **

** spoiler omitted **

Good stuff! Can you add gear and such?

24,000, right?

For the paladin: +1 full plate, boots of striding and springing, wand of cure moderate wounds, +1 flaming bastard sword, masterwork backup weapon, 2 vials of silversheen, amulet of natural armor+1 (you don't want a ring of protection because it won't stack with your smite evil bonus to AC), assorted adventuring gear.

For the ranger: a +1 seeking heavy crossbow or a +1 vicious falchion, depending on the style you pick. +1 mithral breastplate, masterwork backup weapon, 2 vials of silversheen, ring of protection+1, level 1 pearl of power, necklace of fireballs type 1 (take a couple ranks in craft and tie each bead to the end of a crossbow bolt), handy haversack, eyes of the eagle, assorted adventuring gear.

Dark Archive

One issue with an Inquisitor build is that you only have a 3/4 BAB, and being able to actually hit things when fighting alone is vital. But I agree that a ranger with inquisitor dip could be useful.

And taking Outflank with an animal companion can also help with being able to hit things.


Human Summoner

Survivability: Check. Summoners rarely take damage.
Damage Output: One of the best in the game
Utility: Add whatever skills you want to the eidolon.
Party Face: High charisma with Traits of Fast Talker and World Traveler
Scout: Send the Eidolon
Knowledge: All knowledge skills are class skills.
Ability to use as many types of weapons: Eidolon takes Martial Weapon Proficiency and Exotic Weapon Proficiency
Armor as possible: You can cast mage armor and the eidolon gets Natural armor bonuses, so who why bother?
Ability to cast spells: Check.


malebranche wrote:

One issue with an Inquisitor build is that you only have a 3/4 BAB, and being able to actually hit things when fighting alone is vital. But I agree that a ranger with inquisitor dip could be useful.

And taking Outflank with an animal companion can also help with being able to hit things.

3/4 BAB isn't as big a deal considering Judgments boosting attack helps make up the difference, especially if you have Judgment Surge.

Three levels of Inquisitor gives you Solo Tactics and your first teamwork feat, possibly including Outflank.

Other good spells:

1- Command
2- Flames of the Faithful

darth_borehd wrote:

Human Summoner

Survivability: Check. Summoners rarely take damage.
Damage Output: One of the best in the game
Utility: Add whatever skills you want to the eidolon.
Party Face: High charisma with Traits of Fast Talker and World Traveler
Scout: Send the Eidolon
Knowledge: All knowledge skills are class skills.
Ability to use as many types of weapons: Eidolon takes Martial Weapon Proficiency and Exotic Weapon Proficiency
Armor as possible: You can cast mage armor and the eidolon gets Natural armor bonuses, so who why bother?
Ability to cast spells: Check.

I have a lot of experience building Summoners because I've always liked the class. Having said that, they have very limited skill points and the Eidolon has very limited evolution points. You can't do everything you listed as well as you'd think with one character all at the same time.

For instance, for your Eidolon to be really useful for utility it'll have to have the Skilled evolution, which would greatly detract from damage output because some of the best damage output in the game relies on every single evolution point it can get for offense. Even if one can be spared, it's usually put in for defense. To be fair there's Evolution Surge, but that's probably less than the ideal use of it.

Eidolons also make less than ideal scouts because of the distance restriction on them. Granted there's a spell for that, but you also risk the Eidolon dying without you being able to save it.

Normally Summoners don't make very good faces because they're so skill deprived, but he's working with very good stats here so he can have a higher than usual Int for a Summoner. I question whether it's best for him to have a really high Int with any of his characters unless they use it for spellcasting, but it's still an option when it wouldn't usually be.

Of course, I'd be happy to see a build that proves me wrong. Summoners are awesome after all. :)


No statblock required.

1} Buy Kobold Quarterly 18
2} Roll up a Savant
3} ???
4} Profit

But seriously, the Savant is ideal for this. Anything it ever witnesses, it has the ability to record and repeat at a later time. Once you've seen someone channel energy, you're a cleric. Pick locks? You're a rogue. Rage? You're a barbarian. Wear full plate? You're a fighter. See in the dark? You're a dwarf. Use two weapons efficiently? You've got Two Weapon Fighting. Lie through their teeth? You've got Bluff.

Yes, you have to have some exposure. But as the levels fly by, the mix & match potential goes through the roof. Better, you get "avatars of legend". Basically, once a day you can sort of summon a cohort (as if via Leadership) and it sticks around as long as you concentrate. So when you REALLY need an incredible wizard to help you out, call him. At high levels you really can cover any niche.


Anguish wrote:

No statblock required.

1} Buy Kobold Quarterly 18
2} Roll up a Savant
3} ???
4} Profit

But seriously, the Savant is ideal for this. Anything it ever witnesses, it has the ability to record and repeat at a later time. Once you've seen someone channel energy, you're a cleric. Pick locks? You're a rogue. Rage? You're a barbarian. Wear full plate? You're a fighter. See in the dark? You're a dwarf. Use two weapons efficiently? You've got Two Weapon Fighting. Lie through their teeth? You've got Bluff.

Yes, you have to have some exposure. But as the levels fly by, the mix & match potential goes through the roof. Better, you get "avatars of legend". Basically, once a day you can sort of summon a cohort (as if via Leadership) and it sticks around as long as you concentrate. So when you REALLY need an incredible wizard to help you out, call him. At high levels you really can cover any niche.

You're recommending that he be Taskmaster and Rogue combined? Yeah, that sounds good.

One thing about my build: you'd need to either be a half-orc and adjust the stats differently or have a weapon other than Falchion, because Inquisitors aren't proficient. Half-orc is a really good race for the character anyway because they also have Ferocity, so you can heal yourself if you go down.

Alternatively, Conversion Inquisition lets you pick whatever Deity you want. So you can pick one that favors a high crit range weapon because you are proficient in your Deity's weapon.

Shadow Lodge

nategar05 wrote:
Merck wrote:
Darksmokepuncher wrote:


... as well a possible. Bonus points to those who can cover all bases.

I was going to say thats impossible. Them i remembered about the Summoner.

/bitter

My first thought was Summoner, but they're too skill starved to make an effective standalone character.

Yes but they have a work around that problem. Dump your physical stats and optimize mental ones, pick up Synthesist archetype and explore evolution surge spell to its fullest. As a Summoner you are already the perfect party face, now you can also out skill the skill monkey as many times per day as you have evolution surge avaible. That besides being a good tank and an excellent damage dealer (multiple natural attacks...).

There was a reason pathfinder abandoned the old 3.5 polymorph mechanics, whoever wrote this archetype should be shot.


Merck wrote:
nategar05 wrote:
Merck wrote:
Darksmokepuncher wrote:


... as well a possible. Bonus points to those who can cover all bases.

I was going to say thats impossible. Them i remembered about the Summoner.

/bitter

My first thought was Summoner, but they're too skill starved to make an effective standalone character.

Yes but they have a work around that problem. Dump your physical stats and optimize mental ones, pick up Synthesist archetype and explore evolution surge spell to its fullest. As a Summoner you are already the perfect party face, now you can also out skill the skill monkey as many times per day as you have evolution surge avaible. That besides being a good tank and an excellent damage dealer (multiple natural attacks...).

There was a reason pathfinder abandoned the old 3.5 polymorph mechanics, whoever wrote this archetype should be shot.

Interesting idea, but does anyone know if you can qualify for feats using your Eidolon's stats? If not, you need 13 Str for Power Attack independently of your Eidolon. A decent Con is also good as more insurance against losing your Eidolon to damage and outright staying alive anyway. In practice, you could only dump Dex and even then only if you aren't worried about having next to no AC without your Eidolon and thus susceptible to ambushes. Though to be fair there's Summon Eidolon.

At any rate, only being able to dump Dex doesn't give as much room for mental optimization as you'd think at first. Though I guess he could make Dex and Wis his lower stats and have a lot of skill ranks, but then his Will save, Perception, and Sense Motive would suffer.

Also, only ever having one set of feats and skill ranks can be an issue, plus always having to buy a set of Arms with evolution points just to normally function. I've already tried building a Synthesist skill monkey because I thought it was a good idea, but I'm not sure it is anymore. If you can prove me wrong (especially using a not insanely high set of stats), please do, because that's a character I'd like to play if we can make it work. :)

Not to mention you only have a relative few castings per day of Evolution Surge, and I don't really think it's the best use per day of that spell level slot, let alone that spell.

Once again, interesting idea though and you're right that Synthesists make really good tanks.

IMO, the best we have so far is Inquisitor, Ranger, Inquisitor / Ranger, and Paladin.

Though Master Summoner with an entirely utility Eidolon is another possibly good option.


Just to edit and consolidate:

Edits:

1. I switched Int and Dex because he's going to be in Full Plate anyway. Now he'll have even more skills.

2. I changed the feats.

3. Added Stealth as a recommended skill.

4. Put in Flames of the Faithful as a 2nd level spell. Takes advantage of the often crits.

Spoiler:
Dwarf Inquisitor 6

===

Str: 18
Dex: 12
Con: 18 (16 + 2)
Int: 15
Wis: 18 (16 + 2)
Cha: 8 (10 - 2)

===

Feats:

1. Heavy Armor Proficiency.
3. Power Attack.
5. Judgment Surge.

===

Spells:

0- Detect Magic, Read Magic, Guidance, Stabilize, Create Water, Sift
1- Shield of Faith, Protection From Evil, Divine Favor, Cure Light Wounds
2- Silence, Blistering Invective, Resist Energy, Flames of the Faithful

===

Skills:

Max Perception, Stealth, Intimidate, Diplomacy, Sense Motive, and Bluff. That still gives you 2 skill ranks per level to spread around across the other skills. Alternatively, you could max less skills to get more of a spread from the others. You don't need much knowledge because much of your usage gets your Wis added.

===

Armor: +1 Full Plate.

===

Weapon: +1 Keen Falchion. Judgments helps you confirm crits. You'll hit all the time.

===

Magic Items: Cloak of Resistance, Belt of Str, Headband of Wis, Amulet of Natural Armor. Skip the Ring of Protection because it doesn't stack with Shield of Faith.

Of course if you like the original better you can just stick with that. It just seemed like such a waste to be a Dwarf and not be in Full Plate. :P

It wouldn't be difficult to convert him to an archer as well. Take archery feats and switch it to Dex > Str > Int. Probably make him Human because archery is more feat intensive.

Shadow Lodge

Your Eidolon will only die when you do. Life link does wonders for the Synthesist. I have to disagree on evolution surge, its by far the best spell for that spell lvl slot and the botton line is you will only have one or two critical skill checks on each day normally, this works specially well if its a cha skill, like diplomacy.

But hey, i am not advocating for the summoner, i dislike the class. Its over complicated and unbalanced, in the hands of a good player it will break any game table.

IMO you guys are forgeting the best solo class in ther game, the druid.

Sneaky rangers are a solid choice, pick up boom companion feat and have a npc of your lvl to help you out, really usefull.

Bards are great because they trully are the jacks of all trades. Since you are alone i would recommend the archeologist archetype with lingering performance feat, you trade the party buff for a better one just for you. Them pick up Dragon Disciple at 6 lvl, stay at it as much as you like, it will turn you into a solid melee. You can even choose a draconic bloodline you like and pick it up via arcane heritage for extra fluff.

Inquisitor is also a very good choice, this guys are great for the detective type character, urban or wilderness. I am having a blast playing a dwarven one. Mine have travel domain, a one lvl dip in fighter for heavy armor, martial weapons proficiency and power attack. He uses with both hands an oversized dwarven waraxe.

But the best class to play solo and to fit in any party is hands down the druid. You get a companion npc of your lvl, the versatility of wildshape, full spellcasting AND spontaneous casting of summon nature's ally. It dont get any better than that.


Master Summoner.

Hands down the best solo-er in the game.

Pre level 3 might be difficult due to not having a wand of CLW to give your skill monkey eidolon, but after that? You're golden.


Merck wrote:

Your Eidolon will only die when you do. Life link does wonders for the Synthesist. I have to disagree on evolution surge, its by far the best spell for that spell lvl slot and the botton line is you will only have one or two critical skill checks on each day normally, this works specially well if its a cha skill, like diplomacy.

But hey, i am not advocating for the summoner, i dislike the class. Its over complicated and unbalanced, in the hands of a good player it will break any game table.

You guys are forgeting the best solo class in ther game, the druid.

Sneaky rangers are a solid choice, pick up boom companion feat and have a npc of your lvl to help you out, really usefull.

Bards are great because they trully are the jacks of all trades. Since you are alone i would recommend the archeologist archetype with lingering performance feat, you trade the party buff for a better one just for you. Them pick up Dragon Disciple at 6 lvl, stay at it as much as you like, it will turn you into a solid melee. You can even choose a draconic bloodline you like and pick it up via arcane heritage for extra fluff.

Inquisitor is also a very good choice, i am having a blast playing a dwarven one. Mine have travel domain, a one lvl dip in fighter for heavy armor and martial weapons and uses, with both hands, an oversized dwarven waraxe.

But the best class to play solo and to fit in any party is hands down the druid. You get a companion npc of your lvl, the versatility of wildshape, full spellcasting AND spontaneous casting of summon nature's ally. It dont get any better than that.

Touche. Druids are in fact awesome. The only blind spot I can think of is that they don't make especially good faces. Though a 2 level Inquisitor dip along with Druid would work quite well. Possibly a 1 level dip because that's all you need to be a face with Wis, but if you do 1 might as well do another to get the initiative bonus.

As far as Evolution Surge goes, it's definitely a really really really good spell and I may have been overly pessimistic in its skillmonkeying abilities. It may not be the best use of a 2nd level spell to use it to pass a skill check though, but I guess important skill checks are in fact important. Evolution Surge for combat use is still really really good.

The main advantage I see in a Bard is Versatile Performance, which is really good. I don't see them being as good in combat though.

Cheapy wrote:

Master Summoner.

Hands down the best solo-er in the game.

Pre level 3 might be difficult due to not having a wand of CLW to give your skill monkey eidolon, but after that? You're golden.

Indeed, Master Summoner is awesome at solo-ing. You lost me at the wand of CLW though. How is he using this? Limbs (Arms) and Skilled (Use Magic Device)? That still seems unreliable.

Shadow Lodge

Agreed, face is probably the job you will not want as a druid but you can be a decent skill monkey.

Bard is not great for combat but you can specialize in it with multiclassing or PrC. My favored ones for them are dragon disciple for melee and arcane archer. Except archers are not very good for soloing, unless you are a zen archery monk...


At level 1, you choose your class skills to include UMD. You put a rank in it. You already have +4 to it, before taking into consideration the Charisma of the eidolon.

Then you give it skilled, so it has a +12 bonus to UMD. If it's important, you also give it skill focus (UMD), and it'll have +15 at level 1. There's a 20% chance you'll fail it. Without skill focus, that's 35%. This is an out-of-combat use of it, and you don't lose the charge if you fail, AFAICT.

Seems reliable to me.


Merck, fair enough.

Cheapy, yep that'd work quite well. I'd get two wands of it though because if you roll a natural 1 you can't try to use the wand for 24 hours after.

Dark Archive

Human

Rogue - 1 / Paladin - 4 / Shadow Dancer - 10 / Inquisitor - 5

That just about covers everything...

Rogue - skills, sneak attack, trap finding.

Paladin -
Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay On Hands
Aura of Courage, Divine Health, Mercy,Channel Positive Energy

Shadow Dancer -
HIPS, Uncanny dodge/imp., Shadow Jump, Shadow spells(SLA's), rogue talents, DR, Shadow companion that is a perfect scout and powerful ally.

Inquisitor - (spells)
Domain, judgment 2/day, monster lore, orisons, stern gaze
Cunning initiative, detect alignment, track, Solo tactics, teamwork feat, Bane, discern lies

Use feats to enhance any of the above class feature you wish to use more or add to...


nategar05 wrote:

Merck, fair enough.

Cheapy, yep that'd work quite well. I'd get two wands of it though because if you roll a natural 1 you can't try to use the wand for 24 hours after.

If you roll a natural one and *fail*. So once you get +19 (aka: level 5 if you take Skill Focus (UMD)), you can't fail.


Touche Cheapy. Didn't see that.

You may want to post your Master Summoner optimization guide for him. It's a good one. At least it would be if you'd update the graphics. :P


Ah yes, that...lessee here...I know it's somewhere on this desk...

Ah. Found it!

Cheapy's Updated Guide to Summoner Optimization wrote:

:-) xxx
-|- xxx
/\

^
you (the x's denote your swarm of lantern archons that you have following you at level 7 from 2 castings of your SLA. They last for 7 minutes each, and pierce all DR.)

:'(
-|-
/\

^
GM

Step 1) Play a Master Summoner
Step 1.5) Take Improved Init at first level.
Step 2) Make your Eidolon a skill monkey with Perception, stealth, UMD, and Sense Motive. Give him Flight ASAP. Give him Wands to use at a high enough level.
Step 3) Use your Eidolon when necessary (aka: out of combat); flood the battlefield otherwise.
Step 4) Take Superior Summons at level 3.
Step 5) Watch the GM weep.

Silver Crusade

GOALS
Survivability : D8, D10, or D12 HD
Damage Output : Full BAB or 3/4 BAB
Utility : Skill Points and spells
Party Face : Skill Points
Scout : Skill Points
Knowledge : Skill Points
Ability to use as many types of weapons and armor as possible : Full BAB class
Ability to cast spells : 3/4 BAB Class

You can combine some of the ability's there is no way to cover them all. It wold require to many skill points and other ability's.
Real goal :
Survivability, Damage Output : All come from class Full BAB. needs to be part of your build.
Utility, party Face, Scout : Skilled class needs to be a majority of your levels in order to cover all this. Even then you will fall short.
Ability to cast spells : Is way over rated for any solo build. Arcane casters at high level can solo. Divine caster set up for melee do wonders at all levels. Both lack the skills need for every thing else your trying to do.

Not to survive in solo but to thrive you must use stealth. This will allow you to pick what fights you can win, and avoid fights you can't. This alone is not enough as a player you must know how to play the character. There is no advice that will cover all encounters. The character might be able to handle it, but dose not mean the player of that character knows what to do. I have run more TPK from players not thinking or knowing how to implement tactics then any thing else.

This might work for what you want.

Ranger/Rogue:

Human Ranger 4 Rogue 2 (Ranger6/Rogue14 leveling to 6 ranger first)
Str 16+2Human
Dex 18
Con 15
Int 16
Wis 12
Cha 10
Skills : Total Skill Points 58 (Ranks)
Acrobatics (6), Bluff(5), Diplomacy (5), Disable Device (6), Disguise (5), Linguistics (5), Perception (6), Sense Motive (5), Sleight of Hand (3), Stealth (6), Survival (6)
Languages Known : Common (Taldane), Varisian, Dwarven, Kelish, Osiriani, Elvin, Draconic, Giant, Undercommon.

Feets:
Improved Initiative
Double Slice
Step Up
Following Step

Combat Style Feets :
Two Weapon Fighting

Rogue Talent :
Fast Stealth

Class Ability's :
Sneek Attack 1D6
Trapfinding
Favord Enemy : +2
Tracking +2
Evasion
Endurance
Hunters Bond : Group

Starting Wealth 23,000GP
(2)+1 Weapon melee 4600GP + cost of base weapons
+1 Composet Long Bow (Str4) 2800GP
+1 Mithral Breastplate 5200GP
Boots of striding and spring 5,500GP
Wand of Cure Light Wounds 750GP
4150GP left over


Cheapy wrote:

Ah yes, that...lessee here...I know it's somewhere on this desk...

Ah. Found it!

Cheapy's Updated Guide to Summoner Optimization wrote:

:-) xxx
-|- xxx
/\

^
you (the x's denote your swarm of lantern archons that you have following you at level 7 from 2 castings of your SLA. They last for 7 minutes each, and pierce all DR.)

:'(
-|-
/\

^
GM

Step 1) Play a Master Summoner
Step 1.5) Take Improved Init at first level.
Step 2) Make your Eidolon a skill monkey with Perception, stealth, UMD, and Sense Motive. Give him Flight ASAP. Give him Wands to use at a high enough level.
Step 3) Use your Eidolon when necessary (aka: out of combat); flood the battlefield otherwise.
Step 4) Take Superior Summons at level 3.
Step 5) Watch the GM weep.

Even better than I remember. Those graphics are awesome!


I must've been thinking in rounds. Updated!


Yet another option could be Inquisitor 2 / Zen Archery Monk 3 / Ranger or Druid X. Inquisitor and Monk both make really good use of Wis, Monk gives bonus feats and a boost to saves. No armor check penalty either.


I second inquis.
Especially if you have the rage inquisition. You gain rage as a barbarian -3.
If allowed, you can play a half orc and take the Amplified Rage teamwork feat, since you're always with someone who can rage (thank you solo tactics). This nets you a +4 to Str and Con above what normal rage gives you. This feat is from Orcs of Golarion, so I dunno if that would be considered core or not, it's not 3rd party.

Kinda cheesy, but it makes for a great stand alone character, and one that can fill most roles in the party.

Shadow Lodge

Cheapy wrote:

Ah yes, that...lessee here...I know it's somewhere on this desk...

Ah. Found it!

Cheapy's Updated Guide to Summoner Optimization wrote:

:-) xxx
-|- xxx
/\

^
you (the x's denote your swarm of lantern archons that you have following you at level 7 from 2 castings of your SLA. They last for 7 minutes each, and pierce all DR.)

:'(
-|-
/\

^
GM

Step 1) Play a Master Summoner
Step 1.5) Take Improved Init at first level.
Step 2) Make your Eidolon a skill monkey with Perception, stealth, UMD, and Sense Motive. Give him Flight ASAP. Give him Wands to use at a high enough level.
Step 3) Use your Eidolon when necessary (aka: out of combat); flood the battlefield otherwise.
Step 4) Take Superior Summons at level 3.
Step 5) Watch the GM weep.

ROFL, and crying a little inside.

Liberty's Edge

A summoning focused cleric with the archetype that gives you bardic music could do pretty good starting at level 6. Would be a bit hard pressed to handle skills though.

Liberty's Edge

1st level Gunslinger - Guntank Archetype - Gain Martial weapon proficiences, simple weapons, Exotic Wpns Firearms, Gunsmithing and Grit. Guntank nets you Heavy armor proficiences and all shield and Tower shield proficiency. Plus you lose the duck & cover deed to gain an armor deflection deed that will essentially give you fortification as an immeadiate action against a critical attack. You will also have access to the acrobatics skill, one of the 3 core rogueish you'll need to survive.
2nd level has 2 options - Take a level in Barbarian, for a nice HP boost and the ability to rage briefly. This is actually an ability that may be too risky to take in a solo campaign, as it prevents you from using skill you may need at any given point, but the strength boost may be worth it if your caught in a melee fight.
Option 2 which is also my recommendation for all further levels is alchemist. You get healing and self buffs which will go a long ways, you'll have the ridiculously high craft alchemy check so you can create your own ammunition or gun weapons, you should definitely take the Preservationist archetype so you can bring in some support summons (FYI, Preservationist are the only class outside of a summoner able to use Summon spell as a standard action). Finally, you've got the option of either going bomb route to have lots of AOEs or Vivesectionist route to work it rogue like and snipe things at a distance. Since you get invisibility & eventually greater invisibility with extracts you could potentially have a ranged touch sneak attack every round.

Liberty's Edge

HP(59-64)(Using PFS Average + toughness. 64 if you use your favored class bonus for alchemist to increase HP)
AC 24 (9 armor, +3 dex + 1 deflection, +1 natural)
(Assumes Mithril Fullplate, +1 ring of Protection, +1 Amulet of Natural armor)
AC 31 (9 armor, +3 dex,+ 2 deflection, +3 natural, +4 shield)
(Assumes all of the above + Mutegen, + shield extract, + prot vs evil extract)
ATB +5
Weapon - Musket Axe - Melee
+ 9(+7 P.Atk) 1d8+(4str + 4P.Atk one handed)or(6str+6P.Atk two handed)
+ 2d6 sneak attack, melee.
Or +11(+9 P.Atk) 1d8+(6str +4P.Atk one handed)or(9str +6P.Atk two hand)
+ 2d6 sneak attack, melee with mutegen.
Weapon - Musket Axe - Ranged
+8 (+6 D.Aim) 1d10+(4 D.Aim)+2d6 sneak attack, ranged touch.

18 Str
16 Dex
16 Con (+1 for level)
16 Int
14 Wis (+2 for race, to shore up a weakness)
10 Cha
Traits: 1 that gives disable device, 1 that give stealth as class skills
Feats: Power Attack, Deadly Aim, Toughness. Last feat could be anything, but I'd recommend Opening Volley - +4 to hit target in melee that you hit in prior round with ranged attack. Other good choice could be Furious Focus, or the feat that allows Preservationist to learn Summon Monster extracts (they start with Summon Nature's Ally).
7th level you'll want to take leadership and bring in a Summoner Cohort.
Saves
Fort +9 (+11 cloak of resitence +2 or Protection from Evil)
Refl +7 (+9, see above)
Will +4 (+6 see above. Might also recommend Iron Will, see extra feat)
Skill - Assumes Human for extra skill point and feat.
Gunslinger - 6 points
Alchemist - 40 points
Skills
Acrobatics - +10 with mithril full plate - not 100% sure about penalty
Craft Alchemy - +10( 2rnk,+3stat,+3class,+ 1/2 alchemist level=2) This skill can be upped in later levels, as you wont be investing as much in other skills later (ie knowledge skills & possible Spellcraft)
Diplomacy - 6 I don't believe either class grant as a class skill
Disable Device - +13 (6rnk +3stat+1 trait+3class)
All knowlege skills - 8 skill point, 1 for every knowledge to give you a chance to roll if possible your bonus should be between 4 & 7
Stealth - +11(see Disable device and Acrobatic about penatly)
Spellcraft - 9 (not sure if a class skill, but you need to know this stuff)
Use Magic Devic +9 (it will be painfully slow to increas, but this is important for long term survivability, consider skill focus)

So far you can cover the most important skills, you can hit really hard in combat, you can summon & heal your self, you can sneak (which is VITAL in a solo campaign) you can equip all of the basic weapons & armor you've got healthy hitpoint for your level and you've got the ability to prepare ahead of time potions and extracts that will cover most of your magical needs, and UMD for what those don't cover. Eventually you'll have extracts of Firebreath and Dragon's breath to cover your AOE needs and at 7th level leadership will net you a Cohort, be it a Summoner or whatever, that will double your survival chances.
Tell me what you thing of this combo for your purposes.


Zephyre Al'dran wrote:

1st level Gunslinger - Guntank Archetype - Gain Martial weapon proficiences, simple weapons, Exotic Wpns Firearms, Gunsmithing and Grit. Guntank nets you Heavy armor proficiences and all shield and Tower shield proficiency. Plus you lose the duck & cover deed to gain an armor deflection deed that will essentially give you fortification as an immeadiate action against a critical attack. You will also have access to the acrobatics skill, one of the 3 core rogueish you'll need to survive.

2nd level has 2 options - Take a level in Barbarian, for a nice HP boost and the ability to rage briefly. This is actually an ability that may be too risky to take in a solo campaign, as it prevents you from using skill you may need at any given point, but the strength boost may be worth it if your caught in a melee fight.
Option 2 which is also my recommendation for all further levels is alchemist. You get healing and self buffs which will go a long ways, you'll have the ridiculously high craft alchemy check so you can create your own ammunition or gun weapons, you should definitely take the Preservationist archetype so you can bring in some support summons (FYI, Preservationist are the only class outside of a summoner able to use Summon spell as a standard action). Finally, you've got the option of either going bomb route to have lots of AOEs or Vivesectionist route to work it rogue like and snipe things at a distance. Since you get invisibility & eventually greater invisibility with extracts you could potentially have a ranged touch sneak attack every round.

Not bad. I'd recommend considering taking the Barbarian level first if you ever want to take it at all for the couple of extra HP.

Clerics with Sacred Summons can summon creatures that match their alignment as a standard action.

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