| Trikk |
I rolled: Str 8, Dex 18, Con 14, Int 8, Wis 17, Cha 13
The plan is to somehow turn this into a ranged combatant, but the low Str feels prohibitive for bows since the base damage will be 1D8-1. Crossbows won't be penalized for low Str but cost a lot of feats and still don't seem to ever get close to bows.
What classes or archetypes could save this character? Should I just go with Orc and play a Str 12 bow user?
| Chris Kenney |
| 1 person marked this as a favorite. |
Honestly, between Dervish Dancer and Agile weapons having a low strength isn't really prohibitive to being a melee combatant anymore, although it takes some time to develop. The Int score is a little prohibitive to some of your later options, but a cleric of Saerenrae could do pretty well. Take Weapon Finesse for your first feat, then Dervish Dancer to turn that scimitar into a finessable weapon that uses Dexterity for damage purposes. Maybe even go with elf to bump int up to 10 so you can splash in a (late) level of Duelist to up your AC a bit. Focus on playing the "Selfish Caster" to the hilt, with self-buffs to get around the lack of heavier armor this build is going to dictate.
| Trikk |
These are all good suggestions. I initially built it as an Inquisitor, but looking down the line it seems that crossbows are a trap choice.
Hadn't thought of Gunslinger at all, that's definitely something I need to check out now.
If I decide to go Weapon Finesse/Dervish Dance, I think I'll go with at least 2 levels of Ranger for Power Attack.
| Halfling Barbarian |
I rolled: Str 8, Dex 18, Con 14, Int 8, Wis 17, Cha 13
The plan is to somehow turn this into a ranged combatant, but the low Str feels prohibitive for bows since the base damage will be 1D8-1. Crossbows won't be penalized for low Str but cost a lot of feats and still don't seem to ever get close to bows.
What classes or archetypes could save this character? Should I just go with Orc and play a Str 12 bow user?
Negative strength only affects a composite longbow. Use a regular one and strength bonus won't affect damage at all.
| pipedreamsam |
Support cleric if you can move the Dex, if you can't do that then go with a rogue or ninja. You have a high number of skill points so the low Int doesn't hurt much, high Dex, decent Con, the higher Wis to help shore up your low will save. Another option is the Empyreal blaster sorcerer that uses rays. Like the rogue idea and the sorcerer idea? Arcane trickster.
I'd be happy to come up with a sample build if you like any of these.
| pipedreamsam |
Trikk wrote:Negative strength only affects a composite longbow. Use a regular one and strength bonus won't affect damage at all.I rolled: Str 8, Dex 18, Con 14, Int 8, Wis 17, Cha 13
The plan is to somehow turn this into a ranged combatant, but the low Str feels prohibitive for bows since the base damage will be 1D8-1. Crossbows won't be penalized for low Str but cost a lot of feats and still don't seem to ever get close to bows.
What classes or archetypes could save this character? Should I just go with Orc and play a Str 12 bow user?
Not exactly true.
Description: You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.
| Halfling Barbarian |
Halfling Barbarian wrote:Trikk wrote:Negative strength only affects a composite longbow. Use a regular one and strength bonus won't affect damage at all.I rolled: Str 8, Dex 18, Con 14, Int 8, Wis 17, Cha 13
The plan is to somehow turn this into a ranged combatant, but the low Str feels prohibitive for bows since the base damage will be 1D8-1. Crossbows won't be penalized for low Str but cost a lot of feats and still don't seem to ever get close to bows.
What classes or archetypes could save this character? Should I just go with Orc and play a Str 12 bow user?
Not exactly true.
prd wrote:Description: You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.
Ah. Sorry. However, the penalty on damage is easily mitigated by either increasing the characters strength score through race or a magic item, and through various feats (PBS, Deadly aim, etc.).
| Trikk |
Support cleric if you can move the Dex, if you can't do that then go with a rogue or ninja. You have a high number of skill points so the low Int doesn't hurt much, high Dex, decent Con, the higher Wis to help shore up your low will save. Another option is the Empyreal blaster sorcerer that uses rays. Like the rogue idea and the sorcerer idea? Arcane trickster.
I'd be happy to come up with a sample build if you like any of these.
It's an evil campaign, so if I go Cleric it'll probably be an offensive role rather than as support. Channel Smite is pretty cool but only works on melee weapons sadly.
I'm playing rogue in another campaign and it's really bothering me how weak it is. Haven't played Ninja but it doesn't look amazing tbh. Empyreal Sorcerer could work, basically taking the same feats as the other ranged options I'm guessing.
| pipedreamsam |
pipedreamsam wrote:Support cleric if you can move the Dex, if you can't do that then go with a rogue or ninja. You have a high number of skill points so the low Int doesn't hurt much, high Dex, decent Con, the higher Wis to help shore up your low will save. Another option is the Empyreal blaster sorcerer that uses rays. Like the rogue idea and the sorcerer idea? Arcane trickster.
I'd be happy to come up with a sample build if you like any of these.
It's an evil campaign, so if I go Cleric it'll probably be an offensive role rather than as support. Channel Smite is pretty cool but only works on melee weapons sadly.
I'm playing rogue in another campaign and it's really bothering me how weak it is. Haven't played Ninja but it doesn't look amazing tbh. Empyreal Sorcerer could work, basically taking the same feats as the other ranged options I'm guessing.
Yes, but the nice part is it is all touch attacks so its pretty easy to hit (same deal with gunslinger most of the time). For a sorcerer I would say that Precise shot is the only one that you must have.
| Darigaaz the Igniter |
These are all good suggestions. I initially built it as an Inquisitor, but looking down the line it seems that crossbows are a trap choice.
Crossbows are a trap choice. Repeating Crossbows (especially that delicious heavy repeating) which you have free proficiency in, only miss out on manyshot. OK, there might be an issue with the 5 bolt clip size, but that isn't too hard to overcome.
| Trikk |
Crossbows are a trap choice. Repeating Crossbows (especially that delicious heavy repeating) which you have free proficiency in, only miss out on manyshot. OK, there might be an issue with the 5 bolt clip size, but that isn't too hard to overcome.
I don't see any way of overcoming the full round reload. The fact that it's 5 instead of 6 bolts makes it so that you will be missing 1 bolt a lot of the time.
| Trikk |
Since you said Orc, are you allowed to play something like let's say... Oread? not only will you balance your Str, but you'll get a whopping 19 Wis.
Yeah, there's going to be an Oread in the party in fact. Oread Inquisitor might work with these stats. Longbow is at least 1 feat cheaper than Crossbow and enables Manyshot. Getting a lot of arrows downrange is great with Bane.
| Trikk |
How about a simple monk? get an amulet of mighty fists (agile) and take weapon finesse. you shouldn't have a problem though it will take a little while to get the high damage. Just stack dex with that
I have yet to see an effective melee character without Power Attack. Dipping at least two levels Ranger could work, but I was planning on not multiclassing so that I might finally be able to see a capstone ability on a character.
Here's what I've come up with after taking suggestions from this thread:
LE Medium outsider (native)
Deity Asmodeus Inquisition Torture
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +6
Resist acid 5
OFFENSE
Speed 20 ft.
Melee 0
Ranged +4
Racial Spell-Like Abilities (CL 1st; concentration +1)
1/day—magic stone
Inquisitor Spell-Like Abilities (CL 1st; concentration +5)
7/day-torturer's touch (touch of fatigue)
Supernatural Abilities (CL 1st)
1/day-judgment
Spells Known (CL 1st; concentration +5)
1st (2/day)—protection from good, divine favor
0 (at will)—acid splash, detect magic, light, read magic
STATISTICS
Str 10, Dex 18, Con 14, Int 8, Wis 19, Cha 11
Base Atk 0; CMB 0; CMD 14; flat-footed CMD 10
Traits Extortion, Reactionary
Feats Point-Blank Shot
Skills Acrobatics +5, Craft (Bows) +3, Intimidate +9, Knowledge (Local) +0, Perception +8, Sense Motive +9, Survival +8
Languages Common, Terran
SQ slow and steady, elemental affinity, torturer's presence,, monster lore, stern gaze
Weapon and Armor Proficiency simple weapons, hand crossbow, longbow, repeating crossbow, shortbow, light armor, medium armor, shields (except tower shield)
SPECIAL ABILITIES
Elemental Affinity (Ex)
Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.
Torturer’s Presence (Ex)
You gain a +2 bonus when using the Intimidate skill. This is in addition to your bonus for Stern Gaze.
Monster Lore (Ex)
The inquisitor adds her +4 Wisdom modifier on Knowledge skill checks in addition to her -1 Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.
| Aoth Anskuld |
Thomas Long 175 wrote:How about a simple monk? get an amulet of mighty fists (agile) and take weapon finesse. you shouldn't have a problem though it will take a little while to get the high damage. Just stack dex with thatI have yet to see an effective melee character without Power Attack.
Piranha strike replaces power attack just fine; unarmed strikes are light weapons.
| Sangalor |
I rolled: Str 8, Dex 18, Con 14, Int 8, Wis 17, Cha 13
The plan is to somehow turn this into a ranged combatant, but the low Str feels prohibitive for bows since the base damage will be 1D8-1. Crossbows won't be penalized for low Str but cost a lot of feats and still don't seem to ever get close to bows.
What classes or archetypes could save this character? Should I just go with Orc and play a Str 12 bow user?
With those stats you can a lot of stuff:
- Ranged combatant. Either eat the penalty with a longbow or pick light crossbows. You can get the quick reload feat later so you can utilize all of your attacks, and the strength bonus will not affect it negatively.
- Possibly with ranged: Use a medium BAB arcane caster such as bard or magus. Bard would be the best one for this: Arcane strike coupled with inspire courage and deadly aim will make your damage output quite substantial, and you can increase the charisma as you level up (or pick a race that gives bonuses to that).
- Ranged barbarian. Kind of weird IMO, but should work
- Inquisitor should work well enough with bane, judgement and deadly aim as ranged character
- Cleric, sorcerer (empyreal), druid, ranger... Lots of choices here if other classes would be acceptable
I recommend bard or a full bab martial. Both bows or crossbows would be fine.
Zephyre Al'dran
|
Gunslinger/ Ninja - AKA Special Ops Assasin. May even consider Assasin or Red Mantis Assasin at later levels.
1 Gunslinger - Human - Point blank, Deadly Aim
2 Ninja - sneak attack
3 Ninja - Ninja Trick Vanish, Precise Shot
4 Gunslinger
5 Gunslinger
6 Gunslinger
7 Gunslinger
Whatever you want after this. Consider going further levels in ninja for more of an assasin back ground. Flatfooted touch attacks for the win.
| Trikk |
Gunslinger/ Ninja - AKA Special Ops Assasin.
Gunslinger looks really weak, especially with Emerging Firearms. I don't know how people get any damage out of it. Yes, it's easy to hit, but you neither shoot much nor do a lot of damage per shot.
I'm thinking Empyreal Sorcerer ray specialist.
I don't like that the Celestial ray thingy is basically useless for Evil characters.
With those stats you can a lot of stuff
That's really the problem now, as I've discovered so many ways to build something out of those stats.
Piranha strike replaces power attack just fine; unarmed strikes are light weapons.
I kinda have an issue with this, because there are some amazing feat in the Pathfinder Companions (like Piranha Strike and Boon Companion), but you so rarely get to use them. There's not a lot of people who dig those books up just so you can play with an obscure feat.
Zephyre Al'dran
|
Gunslinger with Musket, deadly aim and gun training - 1d12+4(dex)+4(deadly aim)+1 point blank shot + 1d6 sneak attack. Within 30ft it counst as a touch attack. Reload is a move action with alchemical bullets.
Alternatively, Pick up two wpn fighting, rapid shot & 2 pepperbox Pistols, Go All out Gunslinger, and take Improve 2 wpn Fighting @7th lvl.
+ 7/+2 base attack, +4 dex + 1(assumed at this point you've got at least MW)= +13/+8
Activate 2 wpn fighting, Rapid Shot, Deadly Aim - 6
Attacks +7/+7/+7/+2/+2 - Touch Attacks
Damage for each is minimum of 1d6+9 + enchanment bonuses. Damage is 5d6+45.
@ 9th level pick up cluster shot. DR is no longer a problem. Next round - free action/swift action - swap guns from hand to hand. Repeat. With a Alchemical bullet, loading a bullet is a swift action. This means after your first volley - which many things should be dead by then - you can load upto 3 bullets a round. This isn't great, but
at this point, most of your targets are dead anyway.