Douglas Muir 406 |
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I have a soft spot for summon-monkey wizards. If you like summoning monsters, but don't want to actually play a Summoner? This isn't the most awesomely powerful build, but it's a nice mix of "summon things to fight for you" and "still have spell slots left over to do other stuff".
Here's a halfling version -- elf, half-human or human works great too.
Start with 15 Int and 14 Dex (16 racial). Yes, 15 Int, shut up, he's a conjurer.
1 Point blank shot, to beef up Acid Dart, your specialist conjurer attack. The Dart is useless at high levels but at low and mid levels it's pretty handy. It's a ranged touch attack at +5 (+3 Dex +1 feat +1 halfling)for d6+1 damage. At first level that's not half bad. The major drawback is the short range -- your squishy little wizard will have to close within 30' to use it. So get Mage Armor to give you AC 18 -- very respectable at this level -- and keep your friend Fighty McMeatshield between you and harm. For your other three spells pick the usual low-level utility spells.
2 Now take Summon Monster I. Conjurer = 50% extra duration on Summons, no effect at first level but now it kicks in. Your acid dart is now a ranged touch attack at +6 for d6+2, and your pal the evil-smiting celestial dog will hang around for three rounds.
3 Spell Focus (Conjuration). Take Summon Monster II and either Web or Glitterdust as your two new spells. Your save DCs on these will be 15, which is OK at this level and will soon go higher.
4 Take the other of Web or Glitterdust. Increase Int to 16. Spell DCs are now a respectable 16 for Web and Glitterdust. (See, I said it would go higher.) Your acid dart is now a touch attack at +7 for d6+3, and your new friend the small elemental will hang around for six rounds.
5 Two feats! Augment Summoning for sure, and seriously consider Superior Summoning -- if you don't take it now, for sure take it at 7th level. Alternatives would be either Improved Initiative (since your summoned creatures share your Init), Dodge (because you are squishy) or an item creation feat.
Take Summon Monster III and Sleet Storm. First magic item purchase: Headband of Intellect +2. Get those save DCs up! Meanwhile, you can now summon a pouncing raking smiting fiendish leopard (up to five attacks at +8, plus grab for grappling) or a dark-scouting invisibility-detecting Dire Bat (which also has a nasty bite) or a dretch with Stinking Cloud to clear a room. If you took Superior Summoning, you can summon an average of three small earth elementals at a time. Drop them on opposite sides of a foe for flanking and have them use Power Attack, and they'll each hit at +9 for d6+8 damage. Meanwhile, you have a bunch of lower level spells for battlefield control, buffs and debuffs.
N.B., I'm not claiming this as an optimized build! More like a decent build that could be fun to play if that's your thing.
cheers,
Doug M.
Movin |
3 people marked this as a favorite. |
Once had a gnome cleric of the Metal and Construction domains.
The combination meant at level 1 I could hammer an object with my fist for 2d6+1+str ignoring 10 points of hardness.
Made it into a calling card of the character to steal the locks from doors. Even had a burlap sack specifically for the storage of them.
Then there was the hilarity of him being a gnome, having ranks in multiple crafting skills and use of the Tinkerer racial ability that gave him automatic proficiency with anything he crafted.
This got silly with a portable hole, a siege cannon sized shotgun and adamantine buckshot.
He was a terrible cleric, incredibly amusing to play though.
Hobgoblin Shogun |
I've really been enjoying my Arcane Trickter.
DM: So what's your character doing today?
AT: I think I'll go rob some people in the trade district.
Your picture and name are brilliant.
I've been all over the place with character concepts lately, so this is the perfect time to dump them on ya ;)
-Whip Guy. This dude has the ability to be nuts.
-Sword Saint (I don't like mounts)
-Magus Variant: Black Blade
-The "good" holy gun paladin variant (Gunslinger 1/Palie X)
-Magus Variant: Kensei (free exotic weapon prof and some cool combat abil)
-Suli Paladin
-synthesist as a small race, but ask DM to keep your Eidolon "medium" so you're like a little floating gnome or goblin badass inside your sweet creature suit!
-Spellslinger
-Vanara Gunslinger using two guns and ultizing tail to reload/quickdraw
-Any manner of Psionic and/or Psionic race
-Any manner of alchemist. I'm bias whatever shut up
Will come back with more must go to class
Hobgoblin Shogun |
I remember used to being able to edit my posts....
Oh, well.
First, the shameless self-advert. On another thread, I talking about Chrono Trigger char builds. Add your own thoughts! Or maybe you've never played it before, but think some of the ideas people talk about are cool.
I'm currently playing a Switch Hitter Urban Ranger. He's got like a Zorro-ish identity in the city, runs around the criminal underground, sword-fighting villains. He's incredibly fun.
I also really like the ninja rogue variant. ....but I don't like ninjas. Think they're a little too visible culturally. So I made this ex-assassin who was part of an organized assassin guide, faked his own death and then started his own detective business. Not the PrC-- he's straight ninja, build-wise. He's just a private eye who uses a kama-and-chain.
Another character I've always wanted to play is a drunken master! I find it exceedingly hilarious to do the Jackie Chan thing and use improv weapons too! Just imagine the fun! Beatin people senseless with ladders, chairs, bottles-- whatever you can grab, kick, throw, or smash over someone's head! It's like a never ending Jackie Chan Bar fight action scene! Just the concept of always being on your toes and trying to think creatively about your environment really appeals to me as a roleplayer. The Monk of the Empty Hand has the improv weapon stuff, but maybe you can mix and match some of the Drunken Master stuff with him. Unfortunately they overlap a bit, but you can ask your DM. Then get all the really sick PF improv weapon feats that *always* catch someone flatfooted! DAMN. That just begs to be multiclassed with ninja with sweet pressure point/sneak attack/bottle over the head action. There are feats or other tricks (I'm lookin at you Monk's Robes) to help with unarmed damage progression, or you could be allowed the "ascetic rogue" feat from 3.5.
I think the Monk variant "Zen Archer" is really sick. The Wis Mod instead of Dex makes it so gravy, and I think way more interesting than your archery fighter.
I made a Halfling Barbarian who used an axe bigger than he was and he ended up being pretty insane. Made him a Titan Mauler archetype too, so it played into the concept really well and made him more Don Quixote by the minute! ;)
I alwayed like the Knife Thrower PrC in 3.5, and the Rogue archetype Knife Master fits it pretty well. Make him a halfling to get the thrown bonus and maybe a cheeky cockney accent and off you go!
Still need to play a Sorcerer at some point. The Bloodlines are so cool! You could make so many interesting concepts! Take the Aberrant line and do kinda of a Lovecraftian thing? Undead and slowly become a lich?! All cool stuff.
I like pretty much all the classes in the APG. Gunslingers are neat, Inquisitors are rangery and clericy without sticking too much to either ones normal conventions, the Magus is slick and stylish, Alchemists are wicked as hell, and witch has plenty going on for it. I mean, Winter Witches the descendents of Baba Yaga. HOW SICK IS THAT.
davidvs |
I'm thinking of making a Kitsune who took Drunken Master 4 / Ninja X. A a mystical fox-woman grappler lush!
oneplus999 |
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I've never played a combat-maneuvers based character, and when I was poking around and saw the flowing monk, combined with the agile weapon enhancement from pathfinder society field guide, i knew i had a plan... I think I've seen some similar ideas floating around but I don't think i've seen anyone else's exact build for this, or talk of dumping str completely like this.
So, here is my dex-based flowing/sacred mountain/qinggong monk build for a very tanky monk that trips. Compared to doing a fighter or barb tank, this seems way more fun so far. This build is not about damage, at least at low levels, but i do a good job of helping the other melee damage dealers get their hits off, and stopping damage from the enemy. Note that, since this trips, ranged allies will hate you :)
I dump str, int, and cha to 7 or 8 (some tables limit dumping, adjust accordingly... cha<str<int imo), max out dex then wis then con. Vanara is perfect for this if its allowed, but human or dwarf are good alternatives. My early AC and trip cmb are nice, and later on a lot of stats, class features, and feats come together to keep me very tanky. Saves are also really good, since I've dumped every stat that isn't tied to a save.
Level 1-4 Feats:
1: finesse
1 monk bonus: imp trip
3: combat reflexes.
combat is spent charge+tripping and flurry tripping everything I can reach, and redirect+tripping anything that attacks me. if i'm against anything i can't trip, i pull out the light crossbow to actually be able to deal some damage, or i just stand in front of something and tank it if possible.
Level 5 feat: vicious stomp
Now I trip everything I can w/ flurries and get AOOs on everything that I successfully trip. With flowing monk's unbalancing counter, this also possibly makes them flatfooted. I should have agile AOMF by this point. IDK how common knowledge this is, but a recent discovery for me is that you can full attack multiple targets (i actually found this out after designing this character, so its even better than i initially thought!), so with 3 enemies next to you, you can spend a ki point to get 3 full bab attacks, maybe trip them all, then aoos on the tripped ones, maybe making some flatfooted. If you've tripped everyone within reach, your remaining attacks are vs prone, possibly flatfooted enemies (making the monks iteratives WAY better than usual) or you can even 5' step and make more trips vs a new target.
Level 6-9 Feats:
L6 Monk bonus: Dodge
L7 UAF Bonus: Crane Style 1
L7 Feat: Crane Style 2
L9 Feat: Crane Style 3
I do a dip in unarmed fighter at 7 for exotic weapon proficiency and the extra style feat. I'm planning on asking my dm to let me finesse double chained kamas, but even if that doesn't happen, the extra feat to speed up crane style seems worth it. With crane style, defensive fighting, pumping dex and wis, mage armor, sacred mountain, ac gets pretty high.
For Qinggong, there's a lot of good options... barkskin, gaseous form, true strike... hard to say what I will pick, but I won't get my feature I can swap out till Monk7/UAF1.
Higher level feats:
Piranha Strike
Improved Reposition
Fury's Fall (double dex to CMB when combined w/ finesse seems fishy... will have to check w/ dm)
Gear plan is agile amulet of mighty fists, +x dueling kama (the ones that triple the enhancement bonus for cmb, not the other one) and standard monk gear: monks robes, bracers of armor, cloak of resist, ring of deflection. also probably boots of striding and springing at some point since sacred mountain doesn't get fast movement.
Of course if you enjoy doing damage, this build sucks early levels. I'm just enjoying having nice ac and turning the tides in fights vs 2-4 legged things, and in other situations i'm just being tanky and letting other people shine. It actually makes it all the more epic when my 1d6-2 actually does knock something out :D At level 5, this should really come together to do some pretty good stuff.
Here's my personal sheets... I noticed an error in the early ones where I wasn't adding wis to flat footed ac, but haven't bothered to fix it.
Level 1
Level 2
Level 3
Level 4
The level 4 version is actually pretty fancy, as it will calculate all attack bonuses and DCs and show correct monk unarmed damage dice as level changes, but its all very personalized to my build, so if anyone happens to copy these sheets they should double check the calculations.
Reynard_the_fox |
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Besides my whip fighter Hob mentioned, I've got a couple ideas in the works.
First is a Sorcerer gnome with the Serpentine bloodline. He's 100% neutral, and his whole goal in life is to square off in battles of wits with others; he specializes in illusion and enchantment spells, as well as summoning reptiles and using poison. (Hideous Laughter someone, then summon 1d4+1 poisonous Vipers around him - watch his Con go down the tubes. Alternately, cast the Laughter in the turn the Summoning finishes.)
Gnome - Serpentine Bloodline
Alignment - True Neutral
Sylas' serpentine bloodline set him apart from the instant he was born - his eyes, instead of regular humanoid irises, are bright green, with irises shaped like the vertical slits of a snake. As he grew up, Sylas became a natural manipulator - he was easily able to disguise his emotions and bluff, lie, and placate others to get his way. His magic developed to reflect this - he learned to use his magic to deceive others even further, with illusions and enchantments. His bloodline also gave him an affinity for snakes; he learned to summon them and use their venom as potent tools towards enemies held helpless by his enchantments. Though not very intelligent in terms of book smarts or brilliant plans, Sylas grew very cunning; he simply got others to do his planning for him, or usurped their plans himself.
Feeling no true connection to anyone in his village, Sylas set off as an adventurer. He has no grand ambition to rule; rather, he seeks only to test his wits in battles of cunning against others, for only when he sinks his fangs into an outsmarted foe does he feel truly... alive.
Stats:
Str 6
Dex 12
Con 16
Int 8
Wis 10
Cha 20
Small: +1 AC, +1 attack roll, -1 CMB and CMD, +4 to stealth
Traits
Naturally Gifted (+1 use of spell-like ability per day)
Trickster (+1 on caster level for illusion spells)
Gift of Tongues (+1 to bluff and diplomacy, extra language when skill put into linguistics)
Bloodline Arcana: Mind-affecting or language-dependent spells work on animals, magic beasts, and monstrous humanoids
1: Serpent's Fang - grow fangs, 1d4 damage plus poison (save fort DC 10 + 1/2 sorceror level + con modifier; 1/round for 6 rounds; 1 con damage; cure 1 save); can use for 3+Cha modifier rounds per day
3: Serpentfriend - speak with animals with reptiles, Viper familiar (sorcerer level -2 as effective level)
5: Fangs are magical, deal 1d2 con.
7: Poison requires 2 saves
Feats:
Sorceror: Eschew Material
1: Improved Initiative
3: Effortless Trickery
5: Secret Spell (Metamagic)
7: Improved Familiar (Raktavarna)
7 (bloodline): Silent Spell
Spells:
Gnome:
1/day dancing lights, ghost sound, prestidigitation, and speak with animals
Level 1
0: Mage Hand
0: Message
0: Acid Splash
0: Detect Magic/Daze
1: Color Spray
1: Silent Image
Level 2
0: Resistance
Level 3
1: Summon Minor Monster
Bloodline: Hypnotism (1)
Level 4
0: Open/Close
2: Hideous Laughter
Retrain: Color Spray -> Charm Person
Level 5
1: Vanish
2: Create Pit
Bloodline: Delay Poison (2)
Level 6
0: Ghost Sound
3: Loathsome Veil
Retrain: Summon Minor Monster -> Magic Missile
Level 7
1: Mage Armor
2: Glitterdust
3: Stinking Cloud
Bloodline: Summon Monster III (Reptiles) (3)
The next is a wizard much akin to the one Douglas mentioned - I'm pretty sure this is the next character I'm going with. The character backstory is that he spent most of his childhood alone at a wizard university, so he decided to specialize in conjuration spells to try to summon friends. His entire inspiration and most of his knowledge of the outside world comes from adventure books.
Human
Alignment: Neutral Good
Son of two renowned wizards who mysteriously disappeared when he was young, Cornelius was left in the care of his uncle, a cruel man and archmage of a famous college for wizards. Shy as a boy, and frequently left alone with naught but books for company, Cornelius mastered much of the theory behind arcane spellcraft using his uncle's extensive library. His favorite books were those detailing the adventures of mighty wizards and heros; his greatest role model was the great wizard Merlin.
Lonely, he attempted to learn conjuration spells in order to be able to summon pets or other creatures for company. His familiar is a monkey named Napoleon; in a rare move of defiance, he stole it from a zoology exhibit at the college and cast the ritual to make it his familiar before anyone noticed its disappearance. (His uncle wanted to strip it from him, but the ranger running the exhibit took pity on the boy.)
As he grew older, Cornelius grew more and more tired and frustrated of being cooped up at the college, which was mostly full of older scholars. At 17, he decided to become a hero like Merlin, and stole off during the night in seek of adventure; not wanting his uncle to track him down, he hid his true name and started calling himself Nilrem (Merlin backwards). Thanks to his genetics and a lifetime of study, he has a high intelligence and easily grasps complex magical theories; however, due to his cloistered upbringing, he lacks both common sense (wisdom) and social graces (charisma). He has done little heavy lifting, so his strength is below average, but is surprisignly hardy (constitution), and nimble from running through tight corridors and staying out of the way of scholars and his uncle (dexterity).
Though trained in proper manners and the ways of the college, he has rarely interacted with those other than the scholars at the college, and is easily duped; however, he is a fast learner, and very curious about the outside world. Of course, most of his preconceptions are from adventure books...
Stats:
Str 7
Dex 14
Con 16
Int 20 (including +2)
Wis 7
Cha 7
Specialization: Conjuration (Teleportation)
Enemy Schools: Enchantment, Necromancy
-Enchantment because he was usually alone and so didn't have anyone to practice on; necromancy because in most of the adventure books, necromancers are depicted as evil
Traits
Classically Schooled (+1 on spellcraft)
Focused Mind (+2 on Concentration)
Feats
Human - Spell Focus: Conjuration
1 - Augment Summoning
3 - Improved Initiative
5 - Combat Casting/Craft Wondrous Item
Wizard (5) - Fast Study
7 - Improved Familiar (faerie dragon) - ritual adjusted to use Transmutation instead of Conjuration or Enchantment, so Napoleon changes form instead of being dumped
9 - superior summoning?
Level 1 Spells (largely inspired by adventure books - the classic spells - and his interest in conjuration)
1 Summon Monster I
1 Mage Armor
1 Grease
1 Color Spray
1 Obscuring Mist
1 Enlarge Person
1 Magic Missile
1 Silent Image
Level 2
1 Protection From Evil
1 Grease
Level 3
2 Create Pit
2 Flaming Sphere
1 Feather Fall
Level 4
2 Web
2 Mirror Image
1 Vanish
Level 5
3 Mad Monkeys
3 Haste
2 Glitterdust
Level 6
3 Stinking Cloud
3 Pup Shape/Fly
2 Rope Trick
I've also been kicking around ideas of a Dwarven cleric that wades into the middle of battle to use touch spells, and a pacifist, meek-mannered Half-Orc Monk.
CE Chef |
Well, this one may not be optimized, but I've been building it and it seems like a fun kinda build. I love skill points, so I put higher int, although it doesnt do much for the build.
He's also 15pt buy so there is room to make him even fightier.
Human Str 14 dex 17 (+2 racial) Con 12 Int 12 Wis 11 Cha 8
Arrange stats to liking, but build follows this.
1st lvl, Barbarian for +10 speed. Take point blank shot and precise shot.
Move and shoot until level 2
As you level up put skills in perception, acrobatics, stealth... but especially acrobatics to get outta tough situations.
2nd level and onward, take Mobile fighter archetype, with fighter bonus feats take things like deadly aim, weapon focus, weapon spec (longbow), vital strike, do not take rapid shot until you hit fighter ten also i threw disruptive shot in there somewhere for when a mage comes up (ready a vital strike +disruptive shot = caster shut down if you can hit them... seems great on paper, i dont know yet.)
With REGULAR feats, take fleet, almost every single time unless you need to up your saves or something like that. Also, when you hit eleventh level (bnb1 fgt10), skip fleet and grab many shot.
Level 12, you get the sweet 11th level mobile fighter feat, now you can choose to ready a vital strike on a caster, or move and drop alot of arrows, while no one can really catch up to you!
I like the idea, don't know if it works yet.
Bertious |
I find myself rather enjoying a Vivisectionist/Beastmorph alchemist i am playing in the Jade Empire path. Concept wise i have been grooming him to become master chymist and have been playing him as somewhat split personalited (i kinda doubt that is a word :P) with his normal form a creepy, pull the wings off of bugs, forlorn elf and his alternate form (atm something like a werewolf) as a fun loving heroic persona.
As a side note i would like to warn dms everywhere that a Vivisectionist/Beastmorph is a terribly over powered combo if given stealth, acrobatics, and the feral mutagen discovery and to avoid allowing them. :D
Mechanical Pear |
I like the Seer/Lore Oracle. Awesome outside of battle, standard healing during one. Can add +10 to any craft or knowledge checks, knowledge checks get higher with some Lore revelations. The Seer can only do this a couple times a day, but that's fine for craft checks, and sometimes you can wait to take a knowledge check, so..
But my favorite build is a Half-Orc Crossblooded Sorcerer (Primal Elemental (fire) and Draconic (red)). Give him craft (alchemy) to make a lot of Alchemist's fires to use as components of focuses. Slap on the Bloatmage Initiate feat for evocation, spell focus for evocation, elemental focus (fire)...etc etc. Quite the pyro. Since he's lacking on spell slots, an enchanted mithril buckler and Haramaki/Armored Kilt combo helps at early levels. For flavor, give him an undead horse, make him wear monk's robes (plus the look of his armor), a cold iron spiked gauntlet (same arm as buckler) and maybe even a silver holy symbol. Also, if the GM allows a fire version of Ray of Frost, that becomes your standard attack against weak enemies. At level ten, it does a ranged touch attack, 50 ft range, that does 1d3+7 fire damage. And it's at will. Against bosses, though...heh, that's where this guy excels.
EDITED TO ADD: Oh, and the Seer is a gnome. All oracles should be gnomes, in my opinion ;)
Mechanical Pear |
1 person marked this as a favorite. |
I've also always been fond of Paladin Sorcerers in pen and paper games. High charisma, full plate armor, lion fur cloak, big warhammer (or in Pathfinder, a Large-sized Aldori Dueling Sword (taking the -2 to hit penalty doesn't sound that bad, when you think about 2d6 damage, 19-20/x3 stats)). Usually, they use their magic to enhance their martial combat, but there aren't many spells in Pathfinder that does this, for a sorc. But, slap in a couple levels of Dragon Disciple (for that +4 STR), then Eldritch Knight the rest of the way...it's a fun concept to play, even though not outrageously powerful.
Hobgoblin Shogun |
But my favorite build is a Half-Orc Crossblooded Sorcerer (Primal Elemental (fire) and Draconic (red)). Give him craft (alchemy) to make a lot of Alchemist's fires to use as components of focuses. Slap on the Bloatmage Initiate feat for evocation, spell focus for evocation, elemental focus (fire)...etc etc. Quite the pyro. Since he's lacking on spell slots, an enchanted mithril buckler and Haramaki/Armored Kilt combo helps at early levels. For flavor, give him an undead horse, make him wear monk's robes (plus the look of his armor), a cold iron spiked gauntlet (same arm as buckler) and maybe even a silver holy symbol. Also, if the GM allows a fire version of Ray of Frost, that becomes your standard attack against weak enemies. At level ten, it does a ranged touch attack, 50 ft range, that does 1d3+7 fire damage. And it's at will. Against bosses, though...heh, that's where this guy excels.
Oh that's nasty. So he's a blaster, then?
Hobgoblin Shogun |
I find myself rather enjoying a Vivisectionist/Beastmorph alchemist i am playing in the Jade Empire path. Concept wise i have been grooming him to become master chymist and have been playing him as somewhat split personalited (i kinda doubt that is a word :P) with his normal form a creepy, pull the wings off of bugs, forlorn elf and his alternate form (atm something like a werewolf) as a fun loving heroic persona.
As a side note i would like to warn dms everywhere that a Vivisectionist/Beastmorph is a terribly over powered combo if given stealth, acrobatics, and the feral mutagen discovery and to avoid allowing them. :D
That's intriguing. Could you go into more detail about him?
Mechanical Pear |
Oh that's nasty. So he's a blaster, then?
Most def. At level four, he can cast Burning Hands, doing 5d4+12 damage. At level six, his fireballs do 7d6+17 damage (max potential of 59 damage). Both of these are multiple target spells, too. Bosses catch on fire when you use Alchemist's fires for components for some spells. It sucks, losing spells known for being crossblooded, but then again, he gets all the spells he really needs via his bonus spells.
Bertious |
I find myself rather enjoying a Vivisectionist/Beastmorph alchemist i am playing in the Jade Empire path. Concept wise i have been grooming him to become master chymist and have been playing him as somewhat split personalited (i kinda doubt that is a word :P) with his normal form a creepy, pull the wings off of bugs, forlorn elf and his alternate form (atm something like a werewolf) as a fun loving heroic persona.
As a side note i would like to warn dms everywhere that a Vivisectionist/Beastmorph is a terribly over powered combo if given stealth, acrobatics, and the feral mutagen discovery and to avoid allowing them. :D
That's intriguing. Could you go into more detail about him?
I'd be happy to although not sure exactly what you want to know and i don't want to hi-jack the thread. :)
cartmanbeck RPG Superstar 2014 Top 16 |
Bertious wrote: wrote:I find myself rather enjoying a Vivisectionist/Beastmorph alchemist i am playing in the Jade Empire path. Concept wise i have been grooming him to become master chymist and have been playing him as somewhat split personalited (i kinda doubt that is a word :P) with his normal form a creepy, pull the wings off of bugs, forlorn elf and his alternate form (atm something like a werewolf) as a fun loving heroic persona.
As a side note i would like to warn dms everywhere that a Vivisectionist/Beastmorph is a terribly over powered combo if given stealth, acrobatics, and the feral mutagen discovery and to avoid allowing them. :D
Hobgoblin Shogun wrote: wrote:That's intriguing. Could you go into more detail about him?I'd be happy to although not sure exactly what you want to know and i don't want to hi-jack the thread. :)
As the OP, I say feel free to hijack the thread, I am also curious about the specifics of your build.
To Mechanical Pear: That's a pretty good blaster build, but I've got you beat.
-Gnome Sorcerer (Tattooed Crossblooded(Draconic(red)/Orc)) 1/Wizard (Evocation(Admixture)) X.
-Choose Pyromaniac as alternate racial trait (+1 caster level on fire spells)
-Varisian tattoo (Evocation) gives +1 caster level on all evocations
-The two bloodline arcana add +2 damage per dice on damaging fire spells
-Intense spells ability from Admixture school adds another +1 damage to damaging spells
-Versatile evocation Wizard ability lets you change energy spells into any other energy on the fly 3 + Int mod times per day
Currently she's only at 2nd level, but she's already dealing 3d4 + 7 fire damage with burning hands.
At 7th level I've calculated that her Fireballs will deal 10d6 + 21 damage (average 51 damage) with a reflex save DC of 18 (10 + 3 spell level + 4 Int + 1 spell focus) for half in a 20ft radius. This is thanks to Spell Specialization, of course. At higher levels than that I'd start using Intensified Fireballs, possibly also making them Persistent to get more enemies to take full damage. Pretty sick.
Mercurial |
1 person marked this as a favorite. |
What are some of the funnest to play (so not necessarily optimized) builds and/or archetypes you have run across/made?
Recently made this Lore Warden and am having an absolute blast with him... all kinds of really interesting things you can do in the battlefield, lots of tricks you can pull if you're smart about it.
Human Fighter (Lore Warden)
Attributes: (24 point buy)
STR - 16 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th level)
DEX - 16
CON - 14
INT - 13 (+1 at 20th level)
WIS - 10
CHA - 7
Traits:
Heirloom Weapon
Freed Slave
Feats:
Human - Exotic Weapon Proficiency: Fauchard
1st - Power Attack
1st - Dodge
2nd - Cleave
2nd - Combat Expertise
3rd - Mobility
4th - Spring Attack
[Retrain Cleave to Whirlwind Attack]
5th - Combat Reflexes
6th - Lunge
7th - Improved Trip
8th - Improved Critical: Fauchard
9th - Tripping Strike
10th - Weapon Focus: Fauchard
11th - Greater Weapon Focus: Fauchard
12th - Critical Focus
13th - Staggering Critical
14th - Greater Trip
15th - Furious Focus
16th - Sickening Critical
17th - Stunning Critical
18th - Critical Mastery
19th - Weapon Specialization: Fauchard
20th - Greater Weapon Specialization: Fauchard
At 6th level, around the time some melee types are getting their first iterative attack, you can attack 42 of 64 squares in an 8x8 block all in a single round at your full BAB. That's a LOT of critical chances going off there... and once you're done, you still have 4 attacks of opportunity for anyone who thinks to close with you. In the middle to high levels you're popping off crits on a roll of 15+ and whenever you do, your target 1) takes double damage, 2) is Sickened, 3) has to save or either be Staggered or Stunned, 4) is subject to an automatic Trip attack with a VERY high modifier which, if successful, then exposes him to an extra attack when he goes down and another one when he tries to get up.
Like I said, the character is a blast to play. Spring Attack with a lunging reach weapon alone is good for tons of fun.
Bertious |
Hmm ok i'll try :)
His starting stats are 25 point buy as we only have 3 players started as
Str 14 Dex 17
Con 12 Int 16
Wis 08 Cha 10
Vivisectionist by itself basically turns an alchemist into a self buffing rogue by swapping out bombs for sneak attack made worse of course by getting stealth and acrobatics as class skills through traits. It does several other fun things (using knowledge nature in place of heal just fills me with all sorts of fun thoughts :D) but the sneak attack is what makes this bad.
Beastmorph lets you add interesting abilities like Darkvision, Scent and later climb and fly speeds to your mutated form (which is nice)
Feral Mutagen lets you make 3 attacks per round all as primary doing d6/d6/d8 as well as increasing your stat by 4 ( i used str)and natural armor by 2 so by level 2 you can flank an opponent for +7/+7/+7 2d6+4/2d6+4/1d8+1d6+4 damage
This is the basics without going into specific buffs ect. and his feat choices are deliberately bad for combat (i felt guilty as i can outfight, outskill, and out ac the whole party) otherwise i would by now (he has hit lvl 6) be weapon finessing with an agile amulet of mighty fists and power attack giving him +10/+10/+10 for 4d6+10x2 and 1d8+3d6+10.
Hobgoblin Shogun |
I'd be happy to although not sure exactly what you want to know and i don't want to hi-jack the thread. :)
Would that be hi-jacking it? I guess I'm not certain about what things are out of line in a board like this. Just wanted more specifics about character concept (for both personas) and your build ideas and such. Pretty much anything.
EDIT: Interesting stuff! What buffs and feats we talkin here?
TheSideKick |
most fun character ive played recently was a barbarian with a dip into unbreakable fighter. he had 80hp at 5th level, hit just as hard as a normal barbarian and with minimal magic items could have upwards of 400hp at 20th level.
i will see if i can get the character sheet to post him. my gm was so dumbfounded he stopped trying to attack my character.
Mercurial |
I have a soft spot for summon-monkey wizards. If you like summoning monsters, but don't want to actually play a Summoner? This isn't the most awesomely powerful build, but it's a nice mix of "summon things to fight for you" and "still have spell slots left over to do other stuff".
For this I would totally reccomend the Master Summoner - you get a lot more summons, they last for minutes rather than rounds, you summon as a standard action rather than a full round and you get Augmented Summoning for free (which is really like two feats since it negates the need to take Spell Focus: Conjuration).
Just think of your eidolon as a really bad@ss customizable familiar who can weild wands and pack skills you don't have.
My Master Summoner is my absolute favorite character - with all that you can bring to the table you can get very, very creative.
Bertious |
As to buffs he currently uses barkskin and shield although he has also used enlarge person to somewhat nasty effect when needed
His actual feats (as i said totally non combat based :)) are Extra traits (giving him Rescued by Shalelu, Highlander ,Forlorn ,Armor Expert) Extra discovery Infusion, and Cosmopolitan (Know Local & Dungeon + Skald and Tien as languages)
Personality wise here is his writeup
Personality:
Izekrael is a selfish, conceited, perfectionist with a morbid curiosity he collects “samples” from anything unusual he encounters the stranger the better and frequently uses them as additional ingredients in his mutagenic compounds. This experimentation has had a somewhat suprising side effect, that of Zeke. Zeke is an emergent personality that surfaces whenever Izekrael imbibes his mutagen and seems to be a somewhat separate consciousness who is boisterous, fun loving, loyal and somewhat heroic in nature. as time progresses he seems to be getting more individualistic and has professed a fairly strong distaste for “the other guy” even to the point of attempting somewhat childish pranks on his alter ego.
I could just post a link to his google docs page but the info there is rather jumbled up :).
Mechanical Pear |
@ cartmanbeck
Very nice. Two things I've thought of with your build. First, Bloatmage Initiate; second, the Magical Knack trait. That means at level 7, he'd have a CL of 10 on all fire evocation spells, not just fireball (or the one of your choosing). You'd be more cumbersome due to Bloatmage Initiate, but that's why I put my mage on a mount. Varisian Tattoo is nice, hadn't seen that before.
Hobgoblin Shogun |
As to buffs he currently uses barkskin and shield although he has also used enlarge person to somewhat nasty effect when needed
His actual feats (as i said totally non combat based :)) are Extra traits (giving him Rescued by Shalelu, Highlander ,Forlorn ,Armor Expert) Extra discovery Infusion, and Cosmopolitan (Know Local & Dungeon + Skald and Tien as languages)
Personality wise here is his writeup
Personality:
Izekrael is a selfish, conceited, perfectionist with a morbid curiosity he collects “samples” from anything unusual he encounters the stranger the better and frequently uses them as additional ingredients in his mutagenic compounds. This experimentation has had a somewhat suprising side effect, that of Zeke. Zeke is an emergent personality that surfaces whenever Izekrael imbibes his mutagen and seems to be a somewhat separate consciousness who is boisterous, fun loving, loyal and somewhat heroic in nature. as time progresses he seems to be getting more individualistic and has professed a fairly strong distaste for “the other guy” even to the point of attempting somewhat childish pranks on his alter ego.I could just post a link to his google docs page but the info there is rather jumbled up :).
That's super cool! I totally approve of all alchemists, especially batty ones. What do you think you would do with your stats with you had a higher point-buy, like say 30 or 32? Is Dex way more important to you than strength? And you're not taking weapon finesse to prevent him from being crazy crazy good?
Bertious |
Tbh as he wasn't made to be as powerful as he is let alone more powerful i would have probably used extra points to bolster his bad stats (for instance his will save is shockingly bad :))
For the character concept dex was more important as he is a jack of all trades type filling the party role of a rogue but the extra points would do little to bolster his strengths.
If i was using him for pure power his feats would likely be Weapon Finess, Power Attack, and Combat Reflexes as when not using claws and fangs he stands beside the Naginata Wielding Paladin with a long spear for combat control. Of course Reflexes + Enlarge person is always fun too.
Kydeem de'Morcaine |
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There are a few general build concepts I really like. They all have many ways to make them.
1) Reach, trip, and disarm builds are just a blast. Whips and pole arms both work. You can use monks, barbarians, fighters, and bards. Disarm the casters Staff of the Magi. Then your invisible rogue buddy picks it up and runs away with it. The deadly anti-paladin is not so dangerous if he has to keep standing back up.
2) Grappling and bull rushing builds can also be great. One time there were a bunch of undead patrols in the area. Each was led by a 6 armed skeleton with all the feats and magic to dice us with 6 scimitars. My barbarian grappled and all he could do was 6 claws for d3+1. He could take that all day long. Another time and evil cleric (mostly caster) started flame stikeing use. Barbarian bull rushed him off the top of his own tower. Lots of fun.
3) Hates the gods. I haven't done this one yet in PF (used 3.5 Ur-Priest), but it seems like you could do this well with an oracle. Don't deny the gods exist, but the gods are to blame for all the ills of the world. Since the gods could cause the crops to grow, rains to fall, plague to end, etc... and they don't it's obviously their fault. Go around doing good (healing the sick, stopping evil, etc...) using the raw power of the human spirit inspite of the gods' indifference. Try to convert the people to a sort of agnosticism where they stop worshiping the gods and work to improve the general human condition. Depending upon your group and GM this can also be lots of fun.
HNNNNNNG |
Human, lvl 2 ranger/lvl 4 fighter
feats: Quickdraw, rapid shot, Throw anything, Point Blank shot, Precise shot, Distance thrower, Two-handed thrower, Weapon focus (greatsword)
that let's me rapid shot greatswords into melee at 20ft range (no penalty). +10/+10 2d6+6. and then there's the favored enemy bonus. Plus it only get's better, adding in dodge, close quarters thrower, and charging hurler.
Going off an 18 str/18 dex of course
hue hue hue hue hue hue hue
That is if all my math is right. I never played this character, but I did write out the build for it!
edit:
It may not the be best, but it's pretty funny to picture some guy running around throwing greatswords at people
Son of the Veterinarian |
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Human Oracle with the Wood mystery.
At first level take Martial Weapon Proficiency: Greatclub then Power Attack at third. Your Revelations for this build are Wood Bond and Wooden Weapon.
The point is to be at third level the guy who stands there looking unarmed, then in an instant has a greatclub in his hand that hits on a +7 (assuming a strength of 16+) and does 3d8+9 damage (+3str, Power Attack, Shillelagh spell) while using that ancient battlecry, "FORM! BLAZING! SHILLELAGH!"
EntrerisShadow |
I'm having a blast with my current build: a technical pacifist Chaotic Evil Enchantment Sorcerer.
Fey bloodline + SF(Enchantment) + GSF (Enchantment) + 20 CHA =DC 20 Will Save.
I've only done 1 point of direct nonlethal damage all game, while also providing the largest damage output overall. He's a Buffing/Controlling Machine who has the best defenses prepared for every situation. In Combat, Obscuring Mist and Blur to neutralize Rogues. Burning Disarm, Hypnotism, and Grease to overcome fighters. Touch of Idiocy (no save!) and Glitterdust for Casters. And if none of those work, he's got wands of Mage Armor and Enlarge person for the Monk and Greatsword wielding battle cleric, respectively.
Out of combat, he's a social nightmare. Insanely high Bluff, Disguise, and Diplomacy backed by spells means he can pretty much make an NPC do whatever he wants. It would be gamebreaking if I didn't specifically create the character for the sole purpose of making mischief and causing trouble for society. I'm almost loathe to share exactly what since I'm not sure if anyone from our game reads these boards and I'd hate to spoil it, but so far he's definitely ruined relations between two countries that had hitherto had an uneasy peace.
Magda Luckbringer |
There are no fancy prestige classes or other tricky stuff involved in this healer Cleric who doubles as artillery. This is a simple, direct build, rather like the technical pacifist Chaotic Evil Enchantment Sorcerer just above.
Cleric artillerist:
Lava Gnome Cleric of Sarenrae, domains Fire and Healing. Gifted Adept trait with Fireball is useless until level 5.
At 6th level the character will have good hit points and armor, standard cleric abilities, packs four 8d6 fireballs, and will be an excellent healer. It would be possible to make the fireballs 10d6 at 6th level with two feats, but at the cost of not enhancing core cleric abilities, so it's probably not worth it. Opinions?
Finlanderboy |
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The party hard make everyone drunk cleric
Human of a N or E god of ale/wine
Blast cha to 20+, Alt channel to cause everyone to get nauseated in 30 feet. Nauseated means they only get 1 move action on their turn.
If you want to be helpfull get selective channeling
Then get some triats and other feats to make you channeling more devestating. And share the wealth of alcohol to your enemies.
To kronin
Feats to raise castor level
Spell specialization +2
Mage tatto +1
Allied spell caster +1(need a teammate that does it too)
So if you are alone you could get is to 10d6(ave35 damage) at 5(spell spec+2 mage tatto +1, pyromaniac +1, gifted adpet +1)
For a 6th level I would dip dual blood sorcerer orc and red dragon then your 6th level fireball would do 10d6+20 average 55 damage) plus you get darkvision.
You could have your burning hands do decent damage at level 3 too since you can change spell spec. So a 3rd level 5d4 burning hands 6d4 with a rod of intensify.(unless you dip sorcerer early which I suggest)
Diminutive Titan |
I don't know if this thread is dead but this is an all-time interesting topic I think.
Hell, Imma post some anyway!
I once had an idea for an air-based sorcerer, which ended up being really cool. It's not mega-super optimal but it's got some nifty tricks which makes it nice and interesting to play.
Sylph sorcerer (Djinni Bloodline)
Take the 'Storm in the Blood' alternative racial trait. This will give you fast healing 2 for 1 round each time you are hit by electricity damage. You will get electricity resistance at level 3 from your Djinni Bloodline, so you can swap the Sylph's resistance for another racial trait ('Like the Wind' will grant you +10ft speed). The Djinni Bloodline will grant you the ability to turn the elemental damage of any spell into electricity damage, and at level 3 you will get electricity resistance 10 and you will get Shocking Grasp as a bonus spell. So here's what you do:
Choose the following spells:
lvl 0 - Ray of frost
(you can turn the cold damage into electricity, and call it "RAY OF ZAPPING!", you can actually cast this spell on yourself to heal yourself thanks to your racial ability. This means you can endlessly heal yourself out of combat)
lvl 1 - Color Spray, Windy Escape, Shock Shield, Shocking Grasp will be your bloodline spell,
level 3 Tactic:
Cast 'Shock Shield' on yourself, this will give you a small AC boost.
Stay at a safe distance and use RAY OF ZAPPING or your bloodline's Electricity Ray.
Once the enemy mob gets closer, cast 'Color Spray' to cause as much havoc as you can, and move to a place adjacent to as much enemies as possible. Taunt the remaining enemies and when your turn is over, let them attack you if they can.
Most of them will have some trouble hitting you because of the Shock Shield. (You should also have a reasonably high dex because you're a Sylph)
If one happens to hit you quite hard, use an immediate action to cast 'Windy Escape'. This will save you lots of damage in case it happens.
The next round, do a Shocking Grasp or some other nice attack.
You can use a free action to dismiss your shock shield and deal damage to each adjacent foe. In addition, you heal yourself 2 hp instead of damaging yourself, since you have your storm in the blood racial ability and your djinni bloodline resistances. Then you can use your move action to get out of the way.
As you gain levels, the Djinni bloodline will give you lots of great spells and abilities. In addition you will want to choose spells like Gust of Wind and Wind Wall, for their versatility, fun and flavour.
Once you get Summon Monster IV the fun really starts, because you can summon loads of air-elementals and mephits, while in the air, and by level 9 you can turn yourself into a cyclone.
Another cool thing is that you can take the Craft Wondrous Item feat to create your own flying carpets and other typically Djinn-styled items.
Diodotus |
Two of my favorites:
Melee Controller (Condition-dealing fighter build, wielding whip and shield-slam) At level 12, and full advancement from level 1 to 12
Deadlands character (Tiefling Gunslinger Arcane Trickster) At level 11, and full advancement from level 1 to 12
I am excited by the idea of the Spring-Attack Lunge build suggested by Mercurial.
karossii |
Human, lvl 2 ranger/lvl 4 fighter
feats: Quickdraw, rapid shot, Throw anything, Point Blank shot, Precise shot, Distance thrower, Two-handed thrower, Weapon focus (greatsword)that let's me rapid shot greatswords into melee at 20ft range (no penalty). +10/+10 2d6+6. and then there's the favored enemy bonus. Plus it only get's better, adding in dodge, close quarters thrower, and charging hurler.
Going off an 18 str/18 dex of course
hue hue hue hue hue hue hue
That is if all my math is right. I never played this character, but I did write out the build for it!
edit:
It may not the be best, but it's pretty funny to picture some guy running around throwing greatswords at people
Sounds greta, but... first, rapid shot only works with ranged weapons. While you can throw a greatsword with throw anything, it would at best be considered a thrown weapon, not a ranged weapon. And even then, it isn't a thrown weapon either, that would be a stretch... so in the end rapid shot won't do anything for you.
Second, why the 2 ranger levels? I don't see anything you wouldn't qualify for as far as your feat choices go... so the fighter bonus feat you give up would balance out the combat style feat you gain.
Dragontamer |
Human Tatooed Orc-Blooded Sorcerer with Snowball Spell (legal for PFS play):
20-Point Build: Str 7, Dex 16, Con 14, Int 12, Wis 10, Cha 17. If you don't care about skill points, you can drop the int and put the points into Cha.
Traits: Wayang Spellhunter (Snowball), Magical Adept (Snowball).
Feats: Mage's Tatoo (Conjuration), Point Blank Shot (1st), Precise Shot (1st), Empower Spell (3rd), Intensify Spell (5th)
Snowball (Conjuration): 1st Level. Ranged touch attack. 1d6 per level cold damage (Max 5d6) PLUS STAGGERED. Fort save negates the staggered but DOES NOT HALVE THE DAMAGE. NOT AFFECTED BY MR. Close range.
At first level, you hit for 3d6+3 (+1 for PB shot) plus a possible stagger. You are +3 (+1) to hit touch AC.
At third level, you hit for 5d6+5 (+1) plus a possible stagger.
At fourth level you can cast the spell empowered as a second level spell.
At fifth level, you cast the spell intensified as a first level spell.
At six level, you can cast the spell intensified and empowered as a third level spell. By now, you are +6 (+1) without magic items or buffs to hit touch AC, and so should seldom miss.
So this gives you a nice blast (and the stagger is icing on the cake if you get it) you can use when the party really needs to pour on the dps, needs solid ranged dps, or faces an enemy with high AC and MR. If you need to, you can cast it a zillion times given all the different spell levels you can cast it at using metamagic feats.
It also leaves you with plenty of other spell slots to work with to do what mages are supposed to do: control the battlefield, buff allies and debuff enemies. Since you are human (but you get Darkvision for being Orc-Blooded), you may pick up extra spells known as a favored class option.
You get a familiar and have a high cha for UMD. Or just improve it at 7th level and get a Faerie Dragon which doesn't need UMD to use sorcerer items.
In addition, you can use PB Shot and Precise Shot with other ranged touch spells. Spells like Enervate will become your go-to spells at high levels.
Weaknesses of the build are that you don't have the best spell DCs, concentration checks, or MR penetration (not an issue with Snowball)due to lackluster Cha. Snowball's range is only close. The usefulness of Snowball will fade at high level as it will stop scaling after reaching 10d6+10 Intensified.
blackbloodtroll |
Well, there is John Smith, and his totally awesome Horse., and the Breakdance Robot, which are quite fun thematically.
I am playing a variant of the Big Hit Build, and am thoroughly enjoying it.
Personal tastes are key to a build being fun.
What are some things you like to do in game, both in, and out, of combat?