17 levels to play with


Advice


So a new GM is gonna run a module game and has told us that the mod is for a lvl 17 party. I wanted to make a brute up front melee damage hound and was thinking barbarian but well thats too simple is there something else im missing to ad to my said barbarian to make him optimized? We are using just strictly pathfinder classes and any prestige classes i choose i have to run by him first.


Tapkill wrote:
So a new GM is gonna run a module game and has told us that the mod is for a lvl 17 party. I wanted to make a brute up front melee damage hound and was thinking barbarian but well thats too simple is there something else im missing to ad to my said barbarian to make him optimized? We are using just strictly pathfinder classes and any prestige classes i choose i have to run by him first.

You have not really provided much information (point-buy, traits allowed, etc.), so some general advice for what you seem to be aiming:

I would look at the invulnerable rager type. Stack DR's, possibly through rage powers. Take HP as favored class bonus on every level, maybe even toughness. Get improved unarmed strike and a reach weapon.
Get a high dex, combat reflexes and a reach weapon.
Finally, either through item, potion or friendly party wizard, get enlarge person cast on you.
You'll threaten and easily kill pretty much everything.

Also, power attack and furious focus play well together here, keeping that first power attack bonus high.


What do you want to do besides damage?
What books are allowed?
What point do you have?
Do you know anything about the mod?


I dont know much about the mod besides it being lvl 17. The stat rolls are gonna be house ruled with dice rolling. traits arent used in our system and the books allowed are the core pathfinder and its own books ( no 3rd party). Its gonna be basically damage based ill put in the roleplaying flare when i create it with a backstory and such.


So are all pathfinder books open for use are only the hardcovers?


all are open as long as its pathfinder


I did not see Sangalor's post. He has good advice.
I will also add that taking the dragon style feat to make charging easier should also be done.


were do i find the invulnerable rager type? and why would a high dex help instead of a high str? Is furious focus a feat?


High Dex is useful for combat reflexes, but high str is still the priority.

Furious Focus is a feat in the APG.

The invulnerable rager is also in the APG.

The Exchange

I recommend taking the Invulnerable Rager archetype on a half-orc barbarian, with Raging Vitality, Power Attack, Ferocious Tenacity, Raging Brutality, and as high a Con as possible. Next comes Strength, and then Dex, and if you can get a decent dexterity pick up combat reflexes. You can pick up Endurance+Diehard, or take a single level of Unbreakable Fighter and Deathless initiate, Ironhide to qualify for the later feats Deathless feats, Deathless master, and possibly Deathless Zealot. Between them, you can keep yourself up for a long time, even at negative HP. Instead of gaining HP every level from favored class, go for rage rounds, which you need to fund some of these feats. You'll be nigh-unkillable, and with Superstition, your saves will be good as well.

Edit: I completely forgot about Furious Focus.


Tapkill wrote:
So a new GM is gonna run a module game and has told us that the mod is for a lvl 17 party. I wanted to make a brute up front melee damage hound and was thinking barbarian but well thats too simple is there something else im missing to ad to my said barbarian to make him optimized? We are using just strictly pathfinder classes and any prestige classes i choose i have to run by him first.

My favorite character (25 point build) up to 17th level:

Human Paladin (Oathsworn - Oath of Vengeance)

Attributes:
STR - 16 (+2 racial bonus, +1 at 4th, +1 at 8th, +2 at 11th, +2 at 15th, +2 at 17th)
INT - 10
WIS - 8
DEX - 12
CON - 14
CHA - 16 (+1 at 12th, +1 at 16th)

Feats:
1st Power Attack
1st Furious Focus
3rd Extra Lay on Hands
5th Extra Lay on Hands
7th Skill Focus: Survival
9th Eldritch Heritage (Orcish Bloodline)
[Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (character level -2) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.]
11th Improved Eldritch Heritage (Orcish Bloodline)
[Strength of the Beast (Ex): At 11th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 15th level and to +6 at 17th level.]
13th Quicken Spell-Like Ability: Touch of Rage (or Corugan Smash if Quicken SLA is disallowed)
15th Dreadful Carnage
17th Greater Eldritch Heritage (Orcish Bloodline)
[Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.]

Skills:
Intimidate & Survival +1 every level
Knowledge: Religion & Diplomacy +1 alternating levels

Traits:
Bully (+1 Intimidate, Intimidate is a class Skill)
Optimistic Gambler (Effects that grant you morale bonuses persist 1d4 rounds longer than normal)
If Optimistic Gambler is disallowed: Poverty Stricken (+1 Survival, Survival is a class Skill)

The character carries a Greatsword as well as a Longsword and Shield so that he can either tank or really bring the lumber. He deals tremendous front-line damage even against non-evil foes, has all the Smites and swift self-heals he could want and killer saves to go with it. At that level all of his aura's against Will-save type effects are hugely useful to his fellows.

Select equipment as desired, but remember that the Weapon Bond class feature won't allow a weapon to exceed +10 in bonuses or abilities. Pearls of Power are great choices and as long as we're talking about spells, seriously consider Hero's Defiance, Divine Favor and Grace at 1st level, Litany of Righteousness at 2nd, Blessing of Fervor at 3rd and Shield fo the Dawnflower at 4th.

At 17th level, Touch of Rage grants +8 attack and +8 damage for 2-5 rounds with Optimistic Gambler, and if your DM rules that Quicken SLA can be applied to it (a topic under debate at the moment), then you can use it as a swift action. You can self-heal 8d6 hit points up to 16 times a day as a swift action or convert some of those heals into additional devastating Smites (+4 attack, +17 damage, +4 AC vs. Evil creatures). Economy of action can not be over-estimated, especially at those levels.


Tapkill wrote:
So a new GM is gonna run a module game and has told us that the mod is for a lvl 17 party. I wanted to make a brute up front melee damage hound and was thinking barbarian but well thats too simple is there something else im missing to ad to my said barbarian to make him optimized? We are using just strictly pathfinder classes and any prestige classes i choose i have to run by him first.

depending on how seasoned u are. i though i was well enough seasoned.....till i made a lv 17 Bladebound/Kensi (magus). never played magus before.....so i am totally lost on what i can do with him.....besides slice apart mean things. i wish i would have gone for a class i was more accustomed to or a much more simple class. hope that helps

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