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Sczarni

Wow. Great stuff! Any other ideas?


Have I mentioned Master Summoner yet?


I'm still winning, right? :P

Sczarni

Lol @ Cheapy.

@ Nategar05 - I'm going to build each of these and have a different player play through the same scenario and see who survives/ does best. I'll let y'all know!

Silver Crusade

With the Ranger/Rogue build. I did not add in the level 4 ability point it should go to Con for a total Con of 16.


Here's my take using a half elf bard:

Str 18
Dex 18 (w/+2 from Race)
Con 12
Int 15
Wis 10
Cha 16
Boost int first, then 2 into Con and 2 into Str

Alternate Racial Trait (Optional): Ancestral Arms (Elven Curved Blade), replaces Adaptability (Skill Focus x)

Favored Class Bonus: Extra Bardic Performance

Skills Maxed: Perception, Perform (Oratory [Diplomacy, Sense Motive], Comedy [Bluff, Intimidate], Dance [Acrobatics, Fly], Wind [Diplomacy, Handle Animal]), Spellcraft, Use Magic Device

Skills 1/2 lvl: Knowledge (Arcana, Dungeoneering, Nature)

Feats: Lingering Performance (1st), Arcane Strike (3rd), Discordant Voice (11th)

2hw build feats: Imp. Critical (Elven Curved Blade), Power Attack, Cleave, Great Cleave, Vital Strike, Imp Vital Strike, Devastating Strike

2wf build: Imp. Critical (Rapier), Two Weapon Fighting, Imp. Two Weapon Fighting, Weapon Focus (Rapier), Double Slice, Two Weapon Rend, Two Weapon Defense

If you are willing to sacrifice a couple of lvls of bard, you can pick up 2 lvls of fighter and 1 lvl of eldritch knight for 3 extra feats at the end. I would recommend adding: Weapon Focus (x), Dazzling Display, and Shatter Defenses. But be sure you took the Magical Knack trait to compensate for the decreased CL. Dirty Trick is another trait that works well with these builds.

Suggested Bard Spells {level (per day/known)} based on this build at lvl 20.
0th (∞/6)- Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Resistance
1st (6/6)- Cure Light Wounds, Feather Fall, Grease, Hideous Laughter, Liberating Command, Silent Image
2nd (6/6)- Blur, Glitterdust, Heroism, Invisibility, Pyrotechnics, Silence
3rd (6/6)- Confusion, Gaseous Form, Haste, Mad Monkeys, Slow, Tiny Hut
4th (4/5)- Dimension Door, Echolocation, Freedom of Movement, Invisibility (Greater), Shout
5th (4/4)- Bard’s Escape, Cloak of Dreams, Dispel Magic (Greater), Shadowbard
6th (2/3)- Analyze Dweomer, Project Image, Summon Monster VI

You effectively get 3x usage out of Bardic Performance and a good BAB when using Inspire Courage (which also boosts damage). You have access to all the social skills, can avoid AOOs with Dance (acrobatics), and have a decent list of buffing and controlling spells. You are not a party healer per sey, but can use wands and scrolls with cure spells.

Avg dmg for 2hf (on one hit w/VS): 1d10 weap + 2d10 Imp VS + 7 Str + 4 AS + 4 DS + 12 PA + 1d6 DV + 4 IC = 51
Wade in and Great Cleave away! (avg 40 each additional strike)

Avg dmg for 2wf: 1d6 weap + 5 Str + 4 AS + 1d6 DV + 4 IC = 20
Hit multiple times for an additional 1d10/rnd and extra chances to critical. Just looks cool


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Have you taken a look at the Factotum from 3.5's "Dungeonscape"? He's designed to be the consummate 5th character. He wouldn't be difficult to "convert" either.

He has a number of points per encounter, and he can use them to boost skill checks, attack & damage rolls, cast arcane spells, etc. He also has a rudimentary understanding of how to channel positive or negative energy (though just one or the other, naturally), and can use it to heal. I think intelligence is his prime attribute. I can post a proposed build later if you're interested.

I haven't played one yet, but I'd like to. That being said, you'll never find any character who can fight as well as a Fighter, Cast as well as a Wizard, Heal as well as a Cleric or be a skill monkey/sneak attacker as well as a Rogue. It is usually one of those "Jack of All Trades, Master of None" situations. But the Factotum could probably fill in *briefly* for most of his friends. I suspect the class is a bit underpowered, but never having played one, I can't say for sure.


Dungeonscape was written by JBulh himself. And Richard Burlew. Know what else the big JB wrote? :)

Sczarni

I read through what everyone has said and I'm still behind the Switch Hitter.

I know they said just take healing kits and potions, but remember that even starting at level 1 before you get spells you can use a wand for any spell that is on your class list even if you don't qualify to cast it yet without any UMD check.

Silver Crusade

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ossian666 wrote:

I read through what everyone has said and I'm still behind the Switch Hitter.

I know they said just take healing kits and potions, but remember that even starting at level 1 before you get spells you can use a wand for any spell that is on your class list even if you don't qualify to cast it yet without any UMD check.

And thats just one reason Rangers are a wonderful class. They do lack a few key ability's early on for solo play.

Remember all builds will need to pass more then one type of encounter in solo play. Here are a few things one character will have to cover.
1: Combat (Every one has covered this.)
2: Social (Most the builds have covered this. This can be a major problem or not one at all. Depending on your DM. For how I DM this will be a major problem for the player.)
3: Traps (They are not deadly. With limited resource's of solo play they can be a problem. Repairing damage is not free, and alerting others to where you are is not a good idea. Same as social I'm not going to have them.)
4: Utility (The characters ability to solve problems as they come up. There are way to many ways this comes up.)
5: Communication (This key ability must be done in one of two ways. A: Magic spells B: Skill ranks in Linguistics. With out the ability to communicate you will have allot of problems depending on how nice your DM is. I'm not a nice DM.)


My "complete" build:

A Half-Orc Inquisitor who is a fairly good face (somehow :P) and focuses on crits in combat. Favored Class goes to increasing Intimidate and ID'ing monster weaknesses. The level 4 bump goes to Dex. The rest go to Str.

Spoiler:

Half-Orc Inquisitor 6, HP ~54, Init +9

===

Abilities:

Str 22 (+6)
Dex 16 (+3)
Con 16 (+3)
Int 12 (+1)
Wis 16 (+3)
Cha 10 (+0)

===

Saves:

Fort +9
Ref +6
Will +9

===

AC 21
Touch AC 13
Flat Footed AC 18
CMD 23

===

BAB +4
Melee +10
Ranged +8
CMB +10

===

Traits:

-1 ACP
+2 Init

===

Feats:

Toughness
Power Attack
Cleave
(Judgment Surge next)

===

Skills:

Bluff 3 (+9)
Climb 1 (+10) [Agile reduces ACP to Climb]
Diplomacy 4 (+10)
Disguise 1 (+4) [+14 Hat of Disguise]
Heal 1 (+7)
Intimidate 6 (+20)
Knowledge (Arcana) 1 (+5) [+11 to ID monster weaknesses]
Knowledge (Dungeoneering) 1 (+5) [+11 to ID monster weaknesses]
Knowledge (Nature) 1 (+5) [+11 to ID monster weaknesses]
Knowledge (Planes) 1 (+5) [+11 to ID monster weaknesses]
Knowledge (Religion) 1 (+5) [+11 to ID monster weaknesses]
Perception 6 (+12)
Ride 1 (+7) [+4 ACP]
Sense Motive 3 (+12)
Spellcraft 1 (+5)
Stealth 6 (+12) [+14 ACP, Shadow bonus]
Survival 3 (+9) [+12 to track]
Swim 1 (+10) [+7 ACP]

===

Spells:

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

===

Wondrous Items: +1 Cloak of Resistance (1000 GP), +1 Amulet of Natural Armor (2000 GP), Hat of Disguise (1800 GP), Belt of Giant Str +2 (4000 GP)

===

Armor: +1 Shadow Agile Breastplate (5150 GP) (+7/+3/-3 [+5 Stealth])

===

Weapon: +1 Keen Falchion (8075 GP) (+11, 2d4+9, 15-20/x2, S)

===

Languages: Common, Orc, 1 other

===

1975 GP leftover for mundane items, scrolls, and wands.


To summarize:

1. Conversion Inquisition subs Wis for Cha for Bluff, Diplomacy, and Intimidate. So somehow an ugly uncharismatic Half-Orc still has fairly good social abilities. Also gives a once per day Dominate Person at 8th level that lasts for 1 minute.

2. Stays in medium armor his entire career so that he can take advantage of Stalwart at 11th level.

3. Definitely take Judgment Surge next level. Here's why:

Spoiler:
I'd go for Judgment Surge for a 7th level Inquisitor. That lets you treat your Judgment as if you're 3 levels higher. If you use Judgments to increase attack rolls, as likely is best, it gives you the ability to confirm crits easier. Fits better with a Keen Falchion. Judgment Surge can also give bonuses in other areas. Especially starting at 8th level when you get your second Judgment.

====

For reference:

Without Judgment Surge:

+2 sacred bonus to attack.
+3 sacred bonus to damage.
+2 sacred bonus to AC.
+2 sacred bonus to saves.
+3 Fast Healing.
+6 energy resistance to one type of energy.
+3 sacred bonus to concentration checks and overcoming SR.
+2 DR/Magic.
Weapon counts as magic and one of your alignments for overcoming DR.

====

With Judgment Surge:

+3 sacred bonus to attack (+6 for confirming crits).
+4 sacred bonus to damage.
+3 sacred bonus to AC (+6 against crits).
+3 sacred bonus to saves (+6 against curses, diseases, and poisons).
+4 Fast Healing.
+8 energy resistance to one type of energy.
+4 sacred bonus to concentration checks and overcoming SR.
+3 DR/Magic (and an alignment opposite to yours).
Weapon counts as magic, one of your alignments, and Adamantine for overcoming DR.

4. Focuses on crits because, well, because he's good at it. The Judgment bonus with Judgment Surge alone makes him awesome at it starting at 7th level. Plus it sets him up for Exploit Weakness at 14th level.

================================================

Let's see how the Inquisitor does:

Darksmokepuncher wrote:

I need to build a character that can handle solo adventures and easily plug into any group and cover any and all shortcomings 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

1. Survivability: Decent amount of HP for a d8 character and has many options to avoid combat in the first place (Good Stealth, Bluff, Diplomacy, and Disguise. Great Intimidate.)

===

2. Damage Output: Especially with Judgments, he was a good amount of damage potential with all of the Power Attacking crits he'll be getting. Starting at level 7, he'll be insanely good at crits without even needing Critical Focus:

Spoiler:
At 6th level:

Completely unbuffed: +11, 2d4+9 15-20/x2
Power Attack: -2, +6
Judgment: +2, +0
Bane: +2, +2d6
Divine Favor: +2, +2
Everything combined: +15, 2d4 + 2d6 + 17 15-20/x2

At 7th level with Judgment Surge with everything combined, it's +16, 2d4 + 2d6 + 17 15-20/x2, +6 to confirm.

Granted, some things are immune to crits. A fair amount isn't though.

===

3. Party Face: Decent to good at all of the social skills.

===

4. Scout: Good Stealth, Perception, and Survival.

===

5. Knowledge: Low Int and only 1 point in all of the Knowledges he has, but he has "the big four" as they're called: Arcana, Nature, Planes, Religion, along with Dungeoneering. Class features give a good bonus to ID'ing monsters' weaknesses, one of Knowledge's main uses.

===

6. Weapons and Armor: No heavy armor and almost nothing but simple weapons, Greataxes, and Falchions. That's all you really need though.

===

7. Spellcasting: They have a good number of spell options and can cast Cure spells, enabling them to use CLW wands. The spells known are versatile:

0- Read and Detect Magic, along with Guidance are good orisons.

1- Shield of Faith is a great AC boost and Divine Favor is a good offensive boost.

2- Silence is always good. Flames of the Faithful gives Flaming property to your weapon and Flaming Burst if it's during a Judgment. So that's +1d6 fire and an extra +1d10 fire on crits. Blistering Invective is basically Dazzling Display with ongoing fire damage to those Intimidated.

===

Seems good.

Silver Crusade

What book is the converson domain in?


UM


My apologies, Conversion is an Inquisition. It's fixed now.

As it won't let me edit it anymore:

1. Cornugon Smash instead of Cleave would probably be worthwhile.

2. I didn't note that Blistering Invective is a STANDARD ACTION Dazzling Display. Quite good. Also good would be Brow Gasher or Invisibility.


Try an elf Alchemist.

Mindchemist 6

STR 8/6
DEX 18
CON 14
INT 19/23
WIS 12
CHA 8

HP 46
AC 20/22

Fortitude 9
Reflex 11
Will 8

Feats/Discoveries

1 Dodge
2 Acid Bomb
3 Preserve Organs
4 Mobility
5 Iron Will
6 Wings

Belt of Incredible Dexterity +2
Cloak of Resistance +2
Handy Haversack
Ring of Protection +1
Chain Shirt (+4)

Spend the rest of gp on mundane gear (including Alchemist kit), thieves tools, poisons, and scrolls, and some potions to brew at half price. Use the scrolls to load up on extracts. If and when you make friends, sink a feat/discovery into Infusion.

If the enemy is somehow in threatening range (how did this happen, anyway? You're smart and you can fly), you get a +4 AC to wriggle out of attacks of opportunity. If bombs (3d6+4/+6 10 times a day/+7 vs touch AC isn't too shabby) aren't getting it done or aren't convenient, you have access to poison and are proficient with longbows. Knowledge checks should be a cinch, and this should clue you in to what the enemy's worst save is (and therefore how best to deactivate said enemy). And immunity to Acid Damage is rare.

Too much junk to carry? Shirt too heavy? Load up on Ant Haul potions; they last 12 hours. Keep a few False Life extracts handy, too. Remember to make the DM roll percentage dice vs. all crits and sneaks against you.

You have 48 skill points to spend. Go nuts!

Shadow Lodge

nategar05 wrote:


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

Wow, thats a VERY nice feat Nategar. I know the arcane casters are screwed but is there a way to get an aura with an oracle or druid?

Shadow Lodge

Ops, druids are out, no summon monster...


Merck wrote:
nategar05 wrote:


Clerics with Sacred Summons can summon creatures that match their alignment as a standard action.
Wow, thats a VERY nice feat Nategar. I know the arcane casters are screwed but is there a way to get an aura with an oracle or druid?

Not that I know of for Oracle other than multiclassing with Cleric. At that point, probably just be a Cleric. ;)

Silver Crusade

Merck wrote:
nategar05 wrote:


Clerics with Sacred Summons can summon creatures that match their alignment as a standard action.
Wow, thats a VERY nice feat Nategar. I know the arcane casters are screwed but is there a way to get an aura with an oracle or druid?

Oracle with two levels of paladin.

Paladin : Aura of Good, 1/Day smite evil, Cha Mod to Saves, Heavy Armor & All martal Weapons, Detect Evil at will, LoH (only heals 1D6 but it's a swift action to heal your self.)

Shadow Lodge

calagnar wrote:


Oracle with two levels of paladin.
Paladin : Aura of Good, 1/Day smite evil, Cha Mod to Saves, Heavy Armor & All martal Weapons, Detect Evil at will, LoH (only heals 1D6 but it's a swift action to heal your self.)

It is a great dip, no question about it. The think is LG doesnt go that well with the rp i was planning for my nature's oracle focused on summoning.

Silver Crusade

Have you hade a chance to run your test on the solo build? If so how did it turn out?


I'm curious as well. I like my chances, but I'm a little concerned about the Master Summoner. I think my build is good, but he's still only one guy. I guess we'll see.

Sczarni

I should be able to test these this weekend!

I plan on taking them through a one shot adventure designed by a friends of mine. We will run each character through the same adventure so we should get a relatively fair analysis. A different player will run each character so no player can do better the second time through.

After, I will use each build as a stand alone boss against a party of adventurers.

Should be fun.


Merck wrote:
nategar05 wrote:


Clerics with Sacred Summons can summon creatures that match their alignment as a standard action.
Wow, thats a VERY nice feat Nategar. I know the arcane casters are screwed but is there a way to get an aura with an oracle or druid?

I think it is a bit more complicated than that. The monster has the have the alignment subtype, not just match the alignment..

Still, pretty good.


Darksmokepuncher wrote:

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

Bard (Arcane Duelist)

Survivability: d8 HD, + Con + Toughness
Damage Output: Good Hope next level, Inspire Courage, Arcane Strike
Utility: variety of spells, skills, class abilities
Party Face: high ranks in Diplomacy, Bluff, & Intimidate as desired
Scout: Stealthy and ability to cast sneaky spells
Knowledge: all knowledge skills available
Ability weaopons/armor: bardic weapons and over 20 levels up to heavy armor proficiency (casting too)
Ability to cast spells: yes

Level 6 human Arcane Duelist Bard

at 1st: Str 18 Dex 18 (+2 racial) Con 16 Int 12 Wis 10 Cha 15 (stat bumps go here)

by 6th: Str 18 Dex 18 Con 16 Int 12 Wis 10 Cha 16
w/ items: Str 20

Spoiler:

Gear: 16K or 24k? assuming x1.5 means 24k:
Primary: +2 Longsword
Backup: Mwk Morningstar and Mwk Scorpion Whip
Armor: +2 chain shirt and +2 heavy steel shield
Misc: Belt of Giant Strength +2, Cloak of Resistance +1, Wand of CLW (50)
Tender: 902 GP

Spell lists: +1 1st level spell at 4th and 5th levels

Known: 6/6/4 Per day: any/5/4
0 - Dancing Lights, Detect Magic, Ghost Sound, Message, Prestidigitation, Read Magic, Spark
1 - Cure Light Wounds, Feather Step, Grease, Saving Finale, Silent Image, Vanish
2 - Allegro, Glitterdust, Heroism, Mirror Image

Skills with ranks in them (total bonuses):
Acrobatics +13, Appraise +5, Bluff +12, Climb +8, Diplomacy +12, Disguise +7, Escape Artist +8, Intimidate +12, Knowledge (all) +5, Perform (dance,sing) +7, Sense Motive +4, Spellcraft +9, Stealth +8, UMD +7
*all skills +2 when under Heroism spell

Feats:
Toughness, Improved Initiative, Power Attack (-2/+4), Lingering Performance
Bonus: Combat Casting, Arcane Strike (+2), Disruptive

Abilities: 17 rounds per day, linger 2 rounds after stop
Inspire Courage +2
Bladethirst +1
Inspire Competence +2, Fascinate, Rallying Cry, Distraction

Attacks:
normal: +11 melee 1d8+7 (19-20/x2) with the +2 longsword

(low) buffed: +13 melee 1d8+9 (19-20/x2) with the +2 longsword
includes arcane striking
includes heroism

(high) buffed: +16/+16 melee 1d8+11 (19-20/x2) with the +2 longsword,
+ includes allegro, inspire courage

(high) buffed + power attack: +14/+14 melee 1d8+15 (19-20/x2) with the +2 longsword

AC: 24
+4 dex, +6 armor, +4 shield; 25 with Allegro

HP 61 avg

Saves: Fort +6 / Ref +10 / Will +6 (normal), +8/+12/+8 (with heroism)

It's actually tempting to invest in Great Fortitude and Iron will to smooth out the saves, but with heroism up most of the battle-time, +8 is decent I suppose.


Archery ranger, why switch hit when you can just shoot people in the face?

https://docs.google.com/document/pub?id=11JBYSqZhVxgKCPjYJBhH13k73j6fUoeFnV CKwutC42M

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
nategar05 wrote:
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.

A Face is a luxury, hardly a necessity. Some classes give it to you automatically, but I wouldn't expend that much effort in being one.


LazarX wrote:
nategar05 wrote:
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.
A Face is a luxury, hardly a necessity. Some classes give it to you automatically, but I wouldn't expend that much effort in being one.

I very much agree. Charisma is my favorite and most often dump stat unless I cast with it.

However, the OP said he wanted this character to be able to be a party face or, more specifically, a one man party who is also a face. So, in this case, figuring out how to make any ideas for characters into good faces with expending minimal resources is necessary.


So, did I win? :P

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