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Much of the optimization around here is focused on campaign paths that lead easily into the teens. This is relatively normal. However, what about Bart the Blacksmith who decides to take up adventuring and retires at lvl 10? What about the little guys? I'd like to see your off-the-wall interesting builds for the low levels. Those builds who shirk the "required or you'll suck later" builds because you, well, won't need them. There is no later!
Challenge Issued.

doctor_wu |

Can we have more requirements? This takes off at level two with three attacks.Toothy half orc Natural weapon style ranger and you can just have high strength and use a greataxe or greatsword. And get like 18 strength. Still get lots of skills which perception is really useful. Low will save is glass jaw.

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Really I'm just curious what the many varied and creative minds around here can come up with for fun, unusual low level characters and tactics. Everyone always builds to lvl 20 and gears the low levels to support the higher. I have rarely seen a mention of a build focused on a campaign or adventure path that ends before lvl 10.
So really, any character up to lvl 10, preferably with some of the uncommon feats like Under and Over. Really this is less about pure optimization and more about what can be done at low levels, but is rarely seen because the higher levels require X and Y.
Example: Halfling Rougue. High Dex and AC focus, Combat reflexes, Imp. Steal, Agile Maneuvers, Under and over.
Run around combat and steal crap (bragging about it all the way). If the baddies try to hit you, they miss. Attempt, grapple, they fail and fall prone, ready to be swarmed by your party.
Also fun for starting chase scenes against your town savvy party. Give an NPC this and watch as they try to apprehend the little pest. :)

Beebs |

Here are some low-level one-trick ponies that seem interesting... if you're into that sort of thing!
Trogdor the Burninghandsinator
Human Sorcerer 1
Archetypes: Cross-blooded, Tattooed Sorcerer
Bloodlines: Draconic (red), Orc
Feats:
1: Spell Focus: Evocation, Spell Specialization: Burning Hands (human bonus), Varisian Tattoo (archetype bonus)
Burning Hands for 4d4 + 8 (avg. 22). Not too shabby for level 1!
--------------------------------------------------------------------
Gnome Oracle 4
Mystery: Heavens
Revelation: Awesome Display
Trait:
Magical Lineage: Color Spray
Feats:
1 - Persistent Spell
3 - Spontaneous Metafocus: Colorspray
Awesome Display (Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier)
+
Persistent Color Spray as a 2nd level spell with Magical Lineage.
Enemies have to save twice or most likely be unconscious, blinded and stunned. Brutal!
(Spontaneous Metafocus is so that you can move into position then cast your metamgicked spell as a standard action, as otherwise the short range would give you serious trouble).
Heighten Spell and Piercing Spell can keep this trick going as long as your Charisma bonus is high enough to drop enemies hit die down into the range affected by Color Spray.

Sylvanite |

Fighter (Weapon Master) 4/Rogue 3 is one of my favorite "lowbie" builds. I just use as many tricks as possible to jack up a single attack, and then try and use the fact that I make one really good attack per round plus move to get into flank and drop science on baddies.
Feats would be something like: Power Attack, Weapon Focus, Weapon Spec, Furious Focus, Vital Strike, Dodge, Mobility, Spring Attack to get something like 6d6+25 for your one attack if you can swing a flank with something like a +18 or so to attack.
You could finish that off with 3 levels of basically anything you want, too, just to pick up whatever tricks you think are cool. I would lean towards Barbarian or Alchemist (Vivisectionist), probably. You could also go with Fighter 5/Rogue 3, and take Two Handed Fighter instead of Weapon Master. That'd get you 2 or 3 more damage on your Vital Strike.
Edit: Here's the overall build: Fighter [Two Handed] 5/Rogue 3/Barbarian 2
The main thing about lowbie builds is that, since you know the capstone is out, you're much more free to get funky with multiclassing, in my opinion. I like this ability as it lets you mix and match some of the low level abilities of different classes without feeling like you're screwing yourself over in the late game.
Edit: @Beebs - 4d4+8 does not average out to 22. It actually averages out to 18. Still decent for level 1, but limited in number of uses per day as well as reliant on a save.

Beebs |

Whoops! Was calculating those as d6s in my head, when they are obviously d4s. Regardless, 18 damage on a failed save and 9 damage on a successful one, potentially to multiple opponents is gonna rock any level one appropriate bad guy's world.
Perhaps low levels is an opportunity for a grappler to shine? Everyone always talks about how monsters get too big and too strong at high levels for grappling to be effective, so it seems low level is a solid place to be for...
Boden the Biter
Human Barbarian (Brutal Pugilist) 4
Feats:
1 - Imp. Unarmed Strike, Imp. Grapple
3 - Raging Vitality
Rage powers:
2 - Strength Surge
4 - Animal Fury

Sangalor |

It's no more difficult to build strong characters for low levels than for high level. Most of the time I do sample builds for level 12, so it's not so different here.
Generally you will see martially-focused characters to shine more and to be a real danger to spellcasters. Mixed classes such as bards can be particularly amazing at those levels. And, finally, even spellcasters can be played as martial characters because their BAB does not yet differ much and proficiencies can be covered with the right masterwork equipment.
Feats such as spell focus, extra performance/ki/..., dodge become more important as well.
Here is a sample build for level 10 of an alchemist/bard combination I did for another threads. I have not selected extracts or gear, so you can freely customize it.
ALCHEMIST/BARD 62000 CR 9
Male Half-Elf Alchemist (Vivisectionist) 4 Bard (Archaeologist) 6
NN Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +18
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 73 (10d8+20)
Fort +8, Ref +13, Will +6
Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge; Immune sleep; Resist Elven Immunities, Poison Resistance +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +11/+6 (1d3/20/x2)
Special Attacks Bleeding Attack +2, Sneak Attack +2d6
Bard (Archaeologist) Spells Known (CL 8, +11 melee touch, +11 ranged touch):
2 (4/day) Alter Self (DC 14), Silence (DC 14), Glitterdust (DC 14), Mirror Image (DC 14)
1 (5/day) Cure Light Wounds (DC 13), Grease (DC 13), Feather Fall (DC 13), Solid Note
0 (at will) Mage Hand, Open/Close (DC 12), Read Magic (DC 12), Light, Detect Magic, Know Direction (DC 12)
Alchemist (Vivisectionist) Spells Known (CL 4, 7 melee touch, 11 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +7; CMD 21
Feats Bard Weapon Proficiencies, Brew Potion, Combat Expertise +/-2, Gang Up, Improved Whip Mastery, Skill Focus: Use Magic Device (Adaptability), Throw Anything, Weapon Finesse, Weapon Focus: Whip, Whip Mastery
Traits Magical Knack: Bard (Archaeologist), Vagabond Child (urban): Disable Device
Skills Acrobatics +9, Bluff +10, Craft (Alchemy) +7, Disable Device +19, Disguise +9, Escape Artist +8, Heal +10, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +10, Knowledge (Nobility) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Perception +18, Perform (Oratory) +10, Perform (Percussion Instruments) +10, Spellcraft +15, Use Magic Device +21 Modifiers Alchemy +4
Languages Common, Draconic, Elven, Gnome
SQ Archaeologist's Luck +2 (12 rounds/day) (Ex), Bardic Knowledge +3 (Ex), Clever Explorer +3 (take 10 & magic traps) (Ex), Cognatogen (DC 14) (Su), Elf Blood, Fast Poisoning (Move Action) (Ex), Lore Master (1/day) (Ex), Mutagen (DC 14) (Su), Poison Use, Swift Alchemy (Ex)
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Archaeologist's Luck +2 (12 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage per round.
Clever Explorer +3 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Cognatogen (DC 14) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Gang Up You are considered to be flanking your target if another ally is also adjacent to that target
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Bard (Archaeologist) +2 CL for a specific class, to a max of your HD.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Whip Mastery Using a whip does not provoke attacks of opportunity
62000 GP gear left, extracts remain to be chosen
So you can do a lot of cool stuff there :-)

SmiloDan RPG Superstar 2012 Top 32 |

I think the Shot on the Run feat-tree would be very effective for 3/4 BAB archers, since they're unlikely to spend much time with iterative attacks. "Move from full cover-shoot-move back to full cover" seems like it would be quite effective. Too bad FAQ said that you can't Vital Strike while Spring Attacking/Shooting on the Run. :-(
Unless that's changed? Or you're lucky enough for it to be houseruled?

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Sangalor: very nice build. I especially like the gang up feat, you don't see that too often.
And to all the contributors in general, thanks. I'm seeing some awesome stuff so far!
Does anyone have a low level combat maneuver build for the whip? It has all those traits and yet I only see bards use them as backup just in case melée catches up with them.

Take Boat |

Whips, you say?
Whips are kind of problematic because they cost so many feats to use properly. On the other hand, you can live without the feats since if your trip/disarm fails you can just drop it and drop another 3gp whip. They also have the whole non-lethal damage thing that can be irritating if you ever have to kill anything with it.
The scorpion whip is a little better. It deals lethal damage and it's a light weapon so you can use it in your off-hand and that's hilarious.
NOW, there are two relevant Magus archetypes and neither get armor to start with. You probably need a Wand of Mage Armor for a couple levels.
Spire Defender Magus gets free proficiency, Combat Expertise and Dodge, but you lose armor proficiency. I suppose you can pretend you're a clothie and stay in the back and exploit your whip's range. They're supposed to be Elves, so let's build it with high Dex and Int and take (1)Weapon Finesse (3)Weapon Focus(Scorpion Whip)(5)Improved Trip.
Kensai gets free proficiency, Weapon Focus and INT to AC, but loses armor forever and has fewer spell slots and no spell recall. Build him again with high DEX and INT but as a human and take (1)Weapon Finesse (B) Combat Expertise (3) Improved Trip
A Magus can use True Strike to make his trip attempt a sure thing with spell combat. Taking an enemy down while the fighter is standing over him with a greatsword is probably a better deal then a measly Shocking Grasp.
Now since you can TFW with scorpion whips the ranger springs to mind. High STR Human:
(1)Exotic Weapon Proficiency (Whip) (B)Two-Weapon Fighting (Style)Quick Draw (3)Power Attack
You can trip and disarm for others to exploit or you can pull out your knives if you're forced into melee.

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Making the combat maneuver is in place of your attack, right? So why wield two whips? Can you disarm and trip at the same time? Would it make more sence to wield a whip and another weapon?
If that does make sence, could you start with 3 lvls of phalanx fighter to get the ability to wield a polearm with one hand, then a whip in the other with TWF? You'd almost have to be human because that sounds crazy feat intensive.
Am I crazy here or have I stumbled onto something? I'll play with it and post what I come up with unless someone immediately shoots this down as lunacy.

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I made a plan for a whip fighter that seems pretty sweet.
Half-elf, Ancestral Arms trait (whip)
Fighter (Lore Warden)
Stats (20 point buy):
Str 19 (including +2 bonus) (boost at 4th -> 20)
Dex 14
Con 14
Int 13
Wis 8
Cha 7
Weapons: Flail, Scorpion Whip, Switchblade
Light Armor, Buckler
Traits:
Prehensile Whip (whip can be used as grappling hook)
Elven Reflexes (+2 on initiative) (note: requires parent be a member of a wild elven tribe)
Feats:
1 - Weapon Focus (whip)
1 - Power Attack
2 - Whip Mastery (min 2 bab)
2 (Lorewarden) - Combat Expertise
3 - Improved Trip
4 - Combat Reflexes
5 - Improved Whip Mastery (min 5 bab)
6 - Greater Trip (min 6 bab)
7 - Felling Smash (min 6 bab)
8 - Dodge/Mobility
9 - Combat Patrol
10- Weapon Specialization
11- Iron Will
12- Weapon Specialization, Greater
13- Iron Will, Greater
At level 7, given a +2 whip, you get 7 (BAB) + 5 (Strength) + 4 (improved/greater trip) + 4 (Loremaster) + 1 (Weapon Focus) +2 (whip's enhancement bonus) + 1 (Weapon training, as a fighter) = +24 to trip. And if they're on the ground, all your subsequent attacks get +4 since they're prone.

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But! A Titan Mauler Barbarian can use Polearms in one hand at level 2 with a -2 penalty.
You're my hero! And rage would compensate for that -2 nicely. But this is still stupidly feat intensive. Would a 1 lvl dip into staff magus for quarter staff mastery then continue in fighter be viable?

Take Boat |

Not sure what you want Quarterstaff Mastery for, they don't have reach and would be no better than a club.
2 levels of Barbarian and then Lore Warden could work. Tweak the feat path Reynard posted to get TWF.
I like his build, but I'd modify it by taking TWF at 2, Improved Whip at 4 and Combat Reflexes at 7, just giving up Felling Smash.
There's also the Shoanti trait Bred for War that gives +1 CMB/Intimidate.

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I was thinking the feat that allows use of a quarter staff 1 handed. May have named it wrong. But you have a point about the reach. I'm really liking this too.
Is there a reach weapon that you can use with weapon finesse? My current compaign has me limited to goblins for race. Finesse would also make him sound like Indiana jones and Conan had a baby, and I could test this build soon. Without finesse I'm going to have issues in the str department.

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So for Finese it's best to go dual whip, but then you can drop the barbarian awesomeness. I think I like the higher strength barbarian better just for the RP potential of a flashing whip and a massive ax or hammer. As I'm restricted to goblin I may test the technique with two finese whips and agile maneuvers/ pure fighter build just to get a feel for the tactics of it.

Oterisk |

One of my favorite E6 builds is an Mindchemist 4, Master of Many Styles 2 with Kirin Strike. I call it the Firey Assassin. Somewhat because it takes three rounds to set up the big damage. Except there is no save. Shown here with a 20 pt buy:
Str 10
Dex 14
Con 12
Int 17 +1level +4 Alch +4 enchant= 26 or +8
Wis 10
Cha 8
Fox's Cunning +Mutagen +Targeted Bomb Admixture+ Kirin Strike
Bomb Damage= 2d6+34

joeyfixit |

Getting back to the original thrust of the thread...
Amazing Spider Ninja
Human Ninja 10
Str 10
Dex 20
Con 14
Int 10
Wis 10
Cha 14
Trait: The one that boosts will saves
Feats/tricks:
1 Weapon Finesse, Quick Draw
2 Wall Climber
3 Death from Above
4 Rogue Talent: Ledge Walker
5 Dodge
6 Vanishing
7 Mobility
8 Combat Trick: Spring Attack
9 Stealthy
10 Fast Stealth
Gear: Climber's Kit
Slippers of Spider Climb and Speed (16.8k)
Agile Wakizashi+3 (32k)
So basically she can click her heels as a free action to haste, as a swift action she disappears (invisible), and has a climb speed of 50. To which she applies her +42 Stealth. Then she climbs up above the drops down and makes a sneak attack against the (presumably) unsuspecting target at a +22 vs Flatfooted AC, for 6d6+8 damage, then springs away to a safe place.
Knock some bonus off the weapon for some AC items, maybe.
How's that for "off-the-wall"?

Mercurial |

Challenge Issued.
Human Two-Handed Fighter:
Human - Power Attack
1st - Cleave
1st - Dodge
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack
[Retrain Cleave to Whirlwind Attack]
5th - Weapon Focus: Greatsword (or whatever)
6th - Lunge
He has Whirlwind Attack at 4th level with a Two-Handed Weapon - and a Lunging Whirlwind Attack at 6th. If you take into account his mid-action 5' step, he can pretty much hit everyone on the battlefield at full BAB while the other melee types are scraping together their first iterative attack. And don't discount the little positioning tricks you can pull off with Spring Attack and Lunge.
Figure a Greatsword, 20 Strength by 4th level, you're looking at 2d6+14-16 damage per attack. Nothing to sneeze at for a lowbie.
Zen Archers are pretty impressive at level 6 as well. I just can't consider a 10th level character a 'lowbie'.

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Barbarian: Power Attack, Pushing Assault (half-orc w/glaive or bardiche).
Rogue: halfling who caters to his racial stat-bonuses; Quick Draw, Finesse Rogue, Two Weapon Fighting
Fighter: dwarf with tower-shield and waraxe. Meat & potatoes.
Sorcerer: gnome pyromaniac.
Cleric: high-wis elf.
Mounted combat (medium-sized): human samurai.
Unarmed combat: dwarf Monk of the Four Winds.

Mark Hoover |

Can someone come up with something cool using a sling? Maybe is there a way to combine alchemy with sling bullets/glue pots whatever to make an interesting and effective build?
I got sucked into this thread because my players are going to be assaulting some goblins and I'm so sick of just rehashing the old "tight tunnels/tons of traps" motif. I was going to put some interesting goblin builds out there and the whip mastery thing is really cool. Then I started thinking: goblins use slings right?

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Goblins use just about everything as far as I know, but their flavor tends to favor the insane. Like launching themselves at the party using an old catapult. Just something to keep in mind.
Joeyfixit: I love it! This would work especially well for goblins with their crazy stealth bonuses (Mark Hoover take note) while being just a bit slower on the feats.
Mercurial: very nasty. :)

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Just for a bit of clarity, I said max 10th just to give the builds some "wiggle room". If your character does something at 3rd lvl that you think is awesome cool, but won't really be effective at 6th lvl, then that's sweet. I want to see it. I'm just trying to pull out all the awesome packed away in some of the least used archetypes and feats that are rarely or never used because they suck at higher lvls.
This doesn't necessarily have to be restricted to PC's either. If you have an awesome low lvl bad guy build (LBEG: little bad evil guy?), post away!

Mercurial |

Just for a bit of clarity, I said max 10th just to give the builds some "wiggle room". If your character does something at 3rd lvl that you think is awesome cool, but won't really be effective at 6th lvl, then that's sweet. I want to see it. I'm just trying to pull out all the awesome packed away in some of the least used archetypes and feats that are rarely or never used because they suck at higher lvls.
This doesn't necessarily have to be restricted to PC's either. If you have an awesome low lvl bad guy build (LBEG: little bad evil guy?), post away!
I actually started a thread discussing optimizing 6th level characters here and my party's plans for some extended low-level adventuring. I'd reccomend all four characters listed as amongst the most potent at their levels...
Individually they're all pretty solid, but as a group they really rock.
Round 1:
Halfing Master Summoner summons 2-4 small augmented Earth Elementals in the midst of our foes, all of whom get an attack. His Eidolon attempts to use Wand of Magic Missiles.
Zen Archer uses a ki point to makes four ranged attacks against the nearest threat.
Bad guys do what they're going to do.
Paladin selects BBEG to Smite and charges if possible.
Greatsword Fighter charges 2nd nearest foe.
Round 2:
Halfing Master Summoner casts Haste. His Eidolon attempts to use Wand of Magic Missles. Earth Elementals 5' step into flanking positions and make full Hasted attacks.
Zen Archer makes four ranged attacks (Hasted) against the nearest/biggest threat.
Bad guys do what they're going to do.
Paladin swift heals via Lay on Hands if necessary then makes full attack (Hasted, Smiting) against BBEG.
Greatsword Fighter uses Lunging Whirlwind Attack - including 5' step - to make a full BAB attack against as many foes as possible.

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Is the idea to build optimized characters below level 10?
Not so much optimized as wacky, odd, cool, off-the-wall, and imaginative PC's and NPC's. If they happen to kick-butt and take names while doing it, all the better.
My original post proposed a combat theif. Optimized? No. But a cool concept to play for a few sessions and definately a pain if you tack it onto a NPC. Then there was the two most recent posts. Mr. Mercurial's build was very damage optimized for <10th lvl using a archetype I haven't seen much of around here, and Mr. Joeyfixit's was a good example of a more concept centric build that was literally "off the wall". You don't even have to go to 10. Stop at 3 if you want, or 7 for that matter.
I'm just encouraging a discussion to see what can be done if you don't worry about higher lvls and what you "need" to be effective up there. Think of this as the isle of misfit toys. A place for all those cool character concept builds that get left behind because they don't have what are commonly thought of as "required" feats due to min/max tendencies.
I hope to get a good discussion of PC's and NPC's that break the mold (preferably into a million little shards), thereby opening up what can happen in any of our encounters and improving life for all our heroic/dastardly/conceited/deluded heroes and proving that you don't have to follow the min/max mold when making those heroes.

Mercurial |

wraithstrike wrote:Is the idea to build optimized characters below level 10?My original post proposed a combat theif. Optimized? No. But a cool concept to play for a few sessions and definately a pain if you tack it onto a NPC. Then there was the two most recent posts. Mr. Mercurial's build was very damage optimized for <10th lvl using a archetype I haven't seen much of around here, and Mr. Joeyfixit's was a good example of a more concept centric build that was literally "off the wall". You don't even have to go to 10. Stop at 3 if you want, or 7 for that matter.
I'm just encouraging a discussion to see what can be done if you don't worry about higher lvls and what you "need" to be effective up there. Think of this as the isle of misfit toys. A place for all those cool character concept builds that get left behind because they don't have what are commonly thought of as "required" feats due to min/max tendencies.
I hope to get a good discussion of PC's and NPC's that break the mold (preferably into a million little shards), thereby opening up what can happen in any of our encounters and improving life for all our heroic/dastardly/conceited/deluded heroes and proving that you don't have to follow the min/max mold when making those heroes.
Eeeps... I think I misunderstood the assignment.

Mercurial |

It's ok, mercurial. :) I don't think I was very clear the first time. Besides, your builds are very good. Very effective. Does your DM regularly buff the baddies? I think he would have to.
I'll take a look at your thread. Thanks!
Thank you. We do regularly face challenges that I feel a lot of other groups would struggle with. Good builds and we play well together - but we're really role-players first, which is what makes it fun.
In line with what it seems your intent was, the Zen Monk does use Snake Style combined with Skill Focus: Sense Motive to great effect. At 6th level, against one atack per round he can make his AC 18+1d20, and that counts as his touch AC as well... at range that's very potent.

RedPorcupine |

Recently i have been building low level agents and troops for our Kingmaker Campaign.
Team Gralton:
Point: Ranger Guide 4/ Rogue 1 (Smuggler)
Fav. terrain: urban
C. style: W&S: Shield Slam
Shield Focus, power attack, opening volley
Scout: Urban Ranger 3/ Rogue 1 Burglar/Roofrunner
Fav. enemy human ( also for bluff/sense motive
Fav. community: Gralton
Combat Style Crossbow: Precise Shot
Deadly Aim, opening volley, dodge
L. Crossbow, Chakram, Sap
Mistress: Rogue 2/ Cleric 2 ( Calistria)
Weapon Finesse, TWF
Whip, handcrossbow
Still working on them.

Mercurial |

There any kind of opposed check for that? It doesn't say so, but even at the (small) cost of an immediate action it's awesome.
Nope, its your AC - basically you're anticipating the attack based on subtle clues and insight. That it applies to your touch AC is huge, and if you think of how few attacks a ranged character is usually exposed to in a given round, it can be a great survival tool.

Shifty |

I like this thread.
Most games are over by around 10, so really you need something fun to play from L1, that is 'playable' consistently throught the duration.
I see a lot of builds put up that would be HORRIBLE to have actually used through the mid levels - you'd have spend a ton of sessions 'waiting to become good'.

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This guy is an NPC in my current campaign, but I'd actually play him if I were to join a group as a fifth wheel.
Wrunt - Dwarf Commoner 8 NG
HP 56-72 AC 10 Fort +5 Ref +2 Will +1 Init +0 Perception -1
STR 20 DEX 10 CON 16 INT 6 WIS 8 CHA 8
BAB +4 CMB +8 CMD 18 Attack +9 Unarmed Strike (1d3+5)
Skills: Climb 13 Profession (Porter 13) Swim 13
Languages: Dwarf
Feats: Athletic, Natural Heavyweight*, Skill Focus Profession (porter,) Endurance
*Natural Heavyweight is a feat from the Planar Handbook that doubles your carry capacity.
Wrunt carries things. He will carry things across rivers, up mountains or next door. It does not matter. Wrunt carries things. That is his job.
All he needs is a set of Muleback Cords.

Beebs |

I keep coming up with more build ideas.
Then I realized that they are all based on the same combo:
Magical Lineage + low level spell:
Hideous Laughter (2nd level, 1st level as a Bard), Blindness/Deafness (2nd Level Wizard), or Hold Person (2nd level Cleric) + Bouncing Spell
Glitterdust or Create Pit + Persistent Spell
Etc. Etc.

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Here's a character I recently made for Pathfinder Society. She's an Elvish enchantress, specializing in enchantment spells as well as archery.
The Fey bloodline gives her a +2 on the save DCs of her enchantment spells, and she also has the Dreamspeaker Elven alternate racial ability, which adds +1 to the DC of her sleep effects (the Slumber hex and the Sleep spell). She will usually try to charm her way out of a fight, but if combat breaks out, she will Slumber the bad guys and mop up with her longbow. If she knows combat is coming up, she will cast Gravity Bow to make her longbow deal 2d6 damage instead.
Even though she has the Slumber hex, she keeps a Sleep spell prepared for dealing with groups of low-HD opponents (such as goblins). In a few levels, she will likely stop using that spell, as there will be very little opportunity for it to be effective.
Also, the Tongues hex will allow her to charm even creatures that don't share a common language with her.
O'KAIMA CR 2
Female Elf Sorcerer 1 Witch 2
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +4
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DEFENSE
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AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 14 (3d6)
Fort +0, Ref +3, Will +4
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OFFENSE
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Spd 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2)
Ranged +1 Longbow, Composite (Str +1) +5 (1d8+2/20/x3)
Special Attacks Slumber (DC 16)
Sorcerer Spells Known (CL 1, +2 melee touch, +4 ranged touch):
1 (4/day) Mage Armor (DC 12), Gravity Bow (DC 12)
0 (at will) Prestidigitation (DC 11), Mage Hand, Dancing Lights, Disrupt Undead
Witch Spells Known (CL 2, 2 melee touch, 4 ranged touch):
1 (3/day) Fumbletongue (DC 17), Sleep (DC 18), Charm Person (DC 15)
0 (at will) Mending, Stabilize, Daze (DC 16), Detect Magic, Guidance (DC 15), Message
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STATISTICS
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Str 12, Dex 16, Con 10, Int 18, Wis 9, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Elven Weapon Proficiencies, Eschew Materials, Point Blank Shot, Precise Shot
Traits Charming, Sacred Touch
Skills Heal +5, Knowledge (Arcana) +10, Knowledge (Nature) +9, Knowledge (Religion) +7, Perception +4, Profession (Herbalist) +5, Spellcraft +10
Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan; Tongues (2 minutes/day)
SQ +3 bonus on Diplomacy, Dreamspeaker, Elven Magic, Empathic Link with Familiar (Su), Fey, Laughing Touch (4/day) (Su), Share Spells with Familiar
Combat Gear +1 Longbow, Composite (Str +1), Arrows (40), Dagger; Other Gear Holy symbol, wooden: Desna, Pathfinder's Kit, Potion of Cure Light Wounds
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SPECIAL ABILITIES
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+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Dream (Dreamspeaker) (1/day) (Sp) With Charisma 15+, cast Dream once per day.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (4/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slumber (2 rounds) (DC 16) (Su) Target falls asleep.
Tongues (Comprehend Languages) (2 minutes/day) (Su) Understand any language.
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