Help making a broken character


Advice

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I'm kind of bad at making characters, and I have the worst character in the party. I need help making a broken character to get on the same level as the broken summoner in my party. I want to know good builds (preferably not spellcasters), but also advice on making characters in the future.


What kind of character do you want? You can pretty much make anything broken, or at least surprisingly stronger than people would expect.


OK, well... many things can seem "broken" when compared to sub-optimal builds. Please tone down the talk about "broken".

What do you have now?
What is the party makeup?
What levels?
What is your WBL guideline?


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Pfft... You can't be broken without being a spell caster. TOTALLY common knowledge around here.


KaptainKrunch wrote:
Pfft... You can't be broken without being a spell caster. TOTALLY common knowledge around here.

Oh come on! There's another thread I just posted in where a MONK was being accused of being broken because they had the Crane Style feats!

Broken is a relative term. You can have a 'broken' melee class, for example, by dint of them doing stuff that the DM cannot easily counter.


Dabbler wrote:
KaptainKrunch wrote:
Pfft... You can't be broken without being a spell caster. TOTALLY common knowledge around here.

Oh come on! There's another thread I just posted in where a MONK was being accused of being broken because they had the Crane Style feats!

Broken is a relative term. You can have a 'broken' melee class, for example, by dint of them doing stuff that the DM cannot easily counter.

Heh, I was being sarcastic.

Crane feats being broken... Heh. I love that mentality. That's like saying the only attacks in the game are... well, attacks. Crane style sucks if there's an archer or a Baleful Polymorph Wizard on the opposing team.

Anyway, that Summoner in your party may SEEM broken, but watch what happens when the DM focus fires the Summoner instead of trying to attack the Eidolon. Instant squish, and the Eidolon is sent back to the plane he came from.

It's all about the DM knowing how to deal with various threats. There was a recent thread on here about some guy who specialized in insane AC. So what? AC is super easy to deal with.


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KaptainKrunch wrote:

Heh, I was being sarcastic.

Crane feats being broken... Heh. I love that mentality. That's like saying the only attacks in the game are... well, attacks. Crane style sucks if there's an archer or a Baleful Polymorph Wizard on the opposing team.

Anyway, that Summoner in your party may SEEM broken, but watch what happens when the DM focus fires the Summoner instead of trying to attack the Eidolon. Instant squish, and the Eidolon is sent back to the plane he came from.

It's all about the DM knowing how to deal with various threats. There was a recent thread on here about some guy who specialized in insane AC. So what? AC is super easy to deal with.

I'd say its all about the FOES knowing how to deal with various threats. If an Eidolon attacks a BBEG while his Summoner sits the battle out, invisible and stationary, the DM shouldn't go out of his way to meta-game against him. Create challenging encounters sure, unique problems that can't be solved by ATTACK!, but targeting players without reason is the wrong way to DM imho.


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No, it's about the DM realising that the enemies the party face should know how to deal with the various threats. :p


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*insert-name-here* wrote:
I'm kind of bad at making characters, and I have the worst character in the party. I need help making a broken character to get on the same level as the broken summoner in my party. I want to know good builds (preferably not spellcasters), but also advice on making characters in the future.

I've put together 3 great non-spellcasting melee characters that I'd be happy to share with you... the question is do you want 'cool' broken, 'straight-up' broken or 'ridiculously absurd' broken?

For the record, the best characters I've found have been primarily martial characters who have some spell-casting ability. They are a little late-blooming but are certainly the most powerful and versatile. The Eldritch Archer (Fighter 1/Transmuter 5/Arcane archer 4/Eldritch Knight 10) and the Draconic Tank-Mage (Paladin 2/Sorcerer (Draconic) 10/Dragon Disciple (8) come to mind. Both are VERY potent spell-casters, but both deal primarily martial damage.

Shadow Lodge

I humbly submit my own build, the Crit Fiend. He's a fighter, easy to play, and while he might not be broken he's probably a step up from what you have now.

Also, there are a multitude of guides to be found here.

What level are you? That's a pretty big factor.


Mercurial wrote:


I'd say its all about the FOES knowing how to deal with various threats. If an Eidolon attacks a BBEG while his Summoner sits the battle out, invisible and stationary, the DM shouldn't go out of his way to meta-game against him. Create challenging encounters sure, unique problems that can't be solved by ATTACK!, but targeting players without reason is the wrong way to DM imho.

I disagree. If the BBEG is any sort of intelligent thing it's going to realize that killing the eidolon is as easy as one shotting the summoner. Going after the summoner is what your players would do every time if they figured it out, heck it's what the summoner himself would do. Against intelligent opponents the summoner should be in play. He's not a familiar, he shouldn't ever get a sympathy pass like a familiar does. The class already is the most powerful in the game, I feel no need to pull punches with it.


To answer your question on how to make an effective character... Well it all depends on the party dynamics, hence why people have been asking for more details.

Instead of trying to compete with the Summoner (And his Eidolon) try to compliment him.

I'm personally attracted to Casters because they have ample opportunity to help the party without trying to replace other players. My favorite class, the Wizard, is all about dropping Battlefield Control and organizing the situation into your favor.

I'm currently working on a Bard that effectively doubles the party's damage through Inspire Courage, Good Hope, Haste, and Tactical Acumen.

If you really don't like casters, make a Cavalier and be a good flanking buddy with the Eidolon, sharing your Teamwork feats. Play a Paladin and focus on defending the Summoner from the DM being a jerk and focus firing him. Be a switch-hitter Ranger and give long range support and have your pet be the flanking buddy.

There are lots of things you can do.


Mercurial wrote:
KaptainKrunch wrote:

Heh, I was being sarcastic.

Crane feats being broken... Heh. I love that mentality. That's like saying the only attacks in the game are... well, attacks. Crane style sucks if there's an archer or a Baleful Polymorph Wizard on the opposing team.

Anyway, that Summoner in your party may SEEM broken, but watch what happens when the DM focus fires the Summoner instead of trying to attack the Eidolon. Instant squish, and the Eidolon is sent back to the plane he came from.

It's all about the DM knowing how to deal with various threats. There was a recent thread on here about some guy who specialized in insane AC. So what? AC is super easy to deal with.

I'd say its all about the FOES knowing how to deal with various threats. If an Eidolon attacks a BBEG while his Summoner sits the battle out, invisible and stationary, the DM shouldn't go out of his way to meta-game against him. Create challenging encounters sure, unique problems that can't be solved by ATTACK!, but targeting players without reason is the wrong way to DM imho.

I definitely understand that. I was merely pointing out that the Summoner DOES have a weakness.

How does the DM deal with this situation? Well a dynamic and intelligent villain might have the knowledge skill to know what an Eidolon is and that somewhere is the key to his existence - which happens to the the Eidolon's weakness.

Simple, and realistic.


Mercurial wrote:
If an Eidolon attacks a BBEG while his Summoner sits the battle out, invisible and stationary, the DM shouldn't go out of his way to meta-game against him.

That's exactly what the summoner does, except he also uses support spells like Enlarge Person.


Mercurial wrote:
*insert-name-here* wrote:
I'm kind of bad at making characters, and I have the worst character in the party. I need help making a broken character to get on the same level as the broken summoner in my party. I want to know good builds (preferably not spellcasters), but also advice on making characters in the future.
I've put together 3 great non-spellcasting melee characters that I'd be happy to share with you... the question is do you want 'cool' broken, 'straight-up' broken or 'ridiculously absurd' broken?

THE LAST ONE =D


KaptainKrunch wrote:
I'm currently working on a Bard that effectively doubles the party's damage through Inspire Courage, Good Hope, Haste, and Tactical Acumen.

I build most of the characters for our party and we just had a fifth member join up - a girl - and I made for her a Bard (Geisha) patterned after Inara Serra from Firefly... she's a pure support character who focuses on skills, buffs, healing and enchantments which was ideal considering that the current four were more optimized damage dealers, and her influence has been VERY significant without her ever making a single attack.


*insert-name-here* wrote:
Mercurial wrote:
*insert-name-here* wrote:
I'm kind of bad at making characters, and I have the worst character in the party. I need help making a broken character to get on the same level as the broken summoner in my party. I want to know good builds (preferably not spellcasters), but also advice on making characters in the future.
I've put together 3 great non-spellcasting melee characters that I'd be happy to share with you... the question is do you want 'cool' broken, 'straight-up' broken or 'ridiculously absurd' broken?
THE LAST ONE =D

What level do you want to introduce the character in at, and are you dead set against his ability to cast spells or do you just not want that to be what he's all about?


Mercurial wrote:
KaptainKrunch wrote:
I'm currently working on a Bard that effectively doubles the party's damage through Inspire Courage, Good Hope, Haste, and Tactical Acumen.
I build most of the characters for our party and we just had a fifth member join up - a girl - and I made for her a Bard (Geisha) patterned after Inara Serra from Firefly... she's a pure support character who focuses on skills, buffs, healing and enchantments which was ideal considering that the current four were more optimized damage dealers, and her influence has been VERY significant without her ever making a single attack.

Bards are simply the best [buff] support class in the game, period. They have SO MUCH they can lay down.

Their only weakness is their longevity. While I can double the party's damage for any given combat, I'm not likely going to be able to do that more than a couple of encounters a day. That's why Treantmonk recommends giving them something else to do, even if what you choose is not as optimal as other classes.

I've finally settled on giving him a Greatsword for which he has a 75% chance of hitting and deals 2d6+15 damage on the first attack (at level 8.) The point of having him on the front line though is to give that +2 to-hit to the BSF through Flanking.


Mercurial wrote:
*insert-name-here* wrote:
Mercurial wrote:
*insert-name-here* wrote:
I'm kind of bad at making characters, and I have the worst character in the party. I need help making a broken character to get on the same level as the broken summoner in my party. I want to know good builds (preferably not spellcasters), but also advice on making characters in the future.
I've put together 3 great non-spellcasting melee characters that I'd be happy to share with you... the question is do you want 'cool' broken, 'straight-up' broken or 'ridiculously absurd' broken?
THE LAST ONE =D
What level do you want to introduce the character in at, and are you dead set against his ability to cast spells or do you just not want that to be what he's all about?

At level 7, and i want to focus on either damage or ability to hit on most attacks.


*insert-name-here* wrote:
Mercurial wrote:
*insert-name-here* wrote:
Mercurial wrote:
*insert-name-here* wrote:
I'm kind of bad at making characters, and I have the worst character in the party. I need help making a broken character to get on the same level as the broken summoner in my party. I want to know good builds (preferably not spellcasters), but also advice on making characters in the future.
I've put together 3 great non-spellcasting melee characters that I'd be happy to share with you... the question is do you want 'cool' broken, 'straight-up' broken or 'ridiculously absurd' broken?
THE LAST ONE =D
What level do you want to introduce the character in at, and are you dead set against his ability to cast spells or do you just not want that to be what he's all about?
At level 7, and i want to focus on either damage or ability to hit on most attacks.

I'll put something up here for you tonight, or maybe in mail. How high a level do you expect the characters to get up to?


KaptainKrunch wrote:
Mercurial wrote:
KaptainKrunch wrote:
I'm currently working on a Bard that effectively doubles the party's damage through Inspire Courage, Good Hope, Haste, and Tactical Acumen.
I build most of the characters for our party and we just had a fifth member join up - a girl - and I made for her a Bard (Geisha) patterned after Inara Serra from Firefly... she's a pure support character who focuses on skills, buffs, healing and enchantments which was ideal considering that the current four were more optimized damage dealers, and her influence has been VERY significant without her ever making a single attack.

Bards are simply the best support class in the game, period. They have SO MUCH they can lay down.

Their only weakness is their longevity. While I can double the party's damage for any given combat, I'm not likely going to be able to do that more than a couple of encounters a day. That's why Treantmonk recommends giving them something else to do, even if what you choose is not as optimal as other classes.

I've finally settled on giving him a Greatsword for which he has a 75% chance of hitting with dealing 2d6+15 damage on the first attack at level 8. The point of having him on the front line though is to give that +2 to hit to the BSF through Flanking.

NO. SUPPORT. I HATE PLAYING SUPPORT CLASSES.

Shadow Lodge

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Put it up here, for the general public viewing please!


Mercurial wrote:
*insert-name-here* wrote:
Mercurial wrote:
*insert-name-here* wrote:
Mercurial wrote:
*insert-name-here* wrote:
I'm kind of bad at making characters, and I have the worst character in the party. I need help making a broken character to get on the same level as the broken summoner in my party. I want to know good builds (preferably not spellcasters), but also advice on making characters in the future.
I've put together 3 great non-spellcasting melee characters that I'd be happy to share with you... the question is do you want 'cool' broken, 'straight-up' broken or 'ridiculously absurd' broken?
THE LAST ONE =D
What level do you want to introduce the character in at, and are you dead set against his ability to cast spells or do you just not want that to be what he's all about?
At level 7, and i want to focus on either damage or ability to hit on most attacks.
I'll put something up here for you tonight, or maybe in mail. How high a level do you expect the characters to get up to?

we'll be leveling up kind of slow, but our campaign is very long. probably

level 9-12.


Be a summoner... Eidolon = total broken


KaptainKrunch wrote:

Bards are simply the best support class in the game, period. They have SO MUCH they can lay down.

Their only weakness is their longevity. While I can double the party's damage for any given combat, I'm not likely going to be able to do that more than a couple of encounters a day. That's why Treantmonk recommends giving them something else to do, even if what you choose is not as optimal as other classes.

I've finally settled on giving him a Greatsword for which he has a 75% chance of hitting and deals 2d6+15 damage on the first attack (at level 8.) The point of having him on the front line though is to give that +2 to-hit to the BSF through Flanking.

She stays back at range. Lingering Performance and Discordant Voice gives her tons of buffing even without spells. She focuses on very powerful nigh-irresistible enchantments to lock down whatever the party's smackdown can't immediately deal with and then heals if and when necessary. While economy of action is important, the party is good about sometimes just doing nothing other than positioning well and conserving resources if that's all that's needed... but she's not above whipping out a wand of Scorching Ray or Magic Missiles if needed. Half the time, with our DM, its good to have a rear guard or look-out because we rarely fight 1 room at a time.


Tryn wrote:
Be a summoner... Eidolon = total broken

I like my Master Summoner >:)


Tryn wrote:
Be a summoner... Eidolon = total broken

That's what my friend already does. sorry, but do not want.


Mercurial wrote:
Tryn wrote:
Be a summoner... Eidolon = total broken
I like my Master Summoner >:)

First summoner i met was a D-bag. Once again, sorry, but do no want.


*insert-name-here* wrote:
KaptainKrunch wrote:
Mercurial wrote:
KaptainKrunch wrote:
I'm currently working on a Bard that effectively doubles the party's damage through Inspire Courage, Good Hope, Haste, and Tactical Acumen.
I build most of the characters for our party and we just had a fifth member join up - a girl - and I made for her a Bard (Geisha) patterned after Inara Serra from Firefly... she's a pure support character who focuses on skills, buffs, healing and enchantments which was ideal considering that the current four were more optimized damage dealers, and her influence has been VERY significant without her ever making a single attack.

Bards are simply the best support class in the game, period. They have SO MUCH they can lay down.

Their only weakness is their longevity. While I can double the party's damage for any given combat, I'm not likely going to be able to do that more than a couple of encounters a day. That's why Treantmonk recommends giving them something else to do, even if what you choose is not as optimal as other classes.

I've finally settled on giving him a Greatsword for which he has a 75% chance of hitting with dealing 2d6+15 damage on the first attack at level 8. The point of having him on the front line though is to give that +2 to hit to the BSF through Flanking.

NO. SUPPORT. I HATE PLAYING SUPPORT CLASSES.

*ahem*

My dear sir, I was merely responding to Mercurial.

Anyway, I'm a bad person for damage builds. Even when I consider playing melee builds I'm all about combat maneuvers or other control options.


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Broken Zenith wrote:
Put it up here, for the general public viewing please!

I'm either going to post:

An optimized Two-Handed Weapon Master Fighter who gets Whirlwind Attack at 4th level, Lunging Whirlwind Attack at 6th and Dazing Lunging Whirlwind Attack at 11th... and then becomes a crit machine locking down even the toughest of foes with the Staggered, Dazed or Stunned conditions.

or

A Half-Orc Rogue with a couple of levels of Barbarian who focuses on dealing truly massive non-lethal damage with an earth-breaker and benefits from the Eldritch Heritage feats and Orcish Bloodline to put up huge strength bonuses.

or

A Dragon Disciple capable of tanking most foes while either blasting away with fire spells or dealing tremendous damage with a two-handed sword.

All are optimized and stay strong 1st - 20th, though they really 'bloom' at different levels.


*insert-name-here* wrote:
At level 7, and i want to focus on either damage or ability to hit on most attacks.

Either a fighter or a paladin, then.

Sword & board fighter using TWF with a shield is pretty busted, or if you REALLY want to throw the DM and the whole party for a loop, a pole fighter with a tripping reach weapon like a halberd can be pure mayhem. A free hand fighter can be awesome at general maneuvers if you want to go that route.

Paladins just rock. A high-crit weapon and smite evil are just a recipe for a calculator for the damage, it really is. With a high charisma you will get a great bonus to hit on top of all your other awesomeness. The more feat-intensive builds are not so easy to do, but otherwise you can follow any formula the fighter uses, but with Smite Evil.


Definitely take oath of vengeance if you go Paladin though. You don't want to be stuck without any smite evils left. Take all you can get.


KaptainKrunch wrote:
*insert-name-here* wrote:
KaptainKrunch wrote:
Mercurial wrote:
KaptainKrunch wrote:
I'm currently working on a Bard that effectively doubles the party's damage through Inspire Courage, Good Hope, Haste, and Tactical Acumen.
I build most of the characters for our party and we just had a fifth member join up - a girl - and I made for her a Bard (Geisha) patterned after Inara Serra from Firefly... she's a pure support character who focuses on skills, buffs, healing and enchantments which was ideal considering that the current four were more optimized damage dealers, and her influence has been VERY significant without her ever making a single attack.

Bards are simply the best support class in the game, period. They have SO MUCH they can lay down.

Their only weakness is their longevity. While I can double the party's damage for any given combat, I'm not likely going to be able to do that more than a couple of encounters a day. That's why Treantmonk recommends giving them something else to do, even if what you choose is not as optimal as other classes.

I've finally settled on giving him a Greatsword for which he has a 75% chance of hitting with dealing 2d6+15 damage on the first attack at level 8. The point of having him on the front line though is to give that +2 to hit to the BSF through Flanking.

NO. SUPPORT. I HATE PLAYING SUPPORT CLASSES.

*ahem*

My dear sir, I was merely responding to Mercurial.

Anyway, I'm a bad person for damage builds. Even when I consider playing melee builds I'm all about combat maneuvers or other control options.

sorry...


Dabbler wrote:
*insert-name-here* wrote:
At level 7, and i want to focus on either damage or ability to hit on most attacks.

Either a fighter or a paladin, then.

Sword & board fighter using TWF with a shield is pretty busted, or if you REALLY want to throw the DM and the whole party for a loop, a pole fighter with a tripping reach weapon like a halberd can be pure mayhem. A free hand fighter can be awesome at general maneuvers if you want to go that route.

Paladins just rock. A high-crit weapon and smite evil are just a recipe for a calculator for the damage, it really is. With a high charisma you will get a great bonus to hit on top of all your other awesomeness. The more feat-intensive builds are not so easy to do, but otherwise you can follow any formula the fighter uses, but with Smite Evil.

Actually, i've grown quite attatched to the monk class (gotta love +6 misc AC), it would be really helpful if someone knew a broken monk build.

Shadow Lodge

Post all three :P?


*insert-name-here* wrote:


Actually, i've grown quite attatched to the monk class (gotta love +6 misc AC), it would be really helpful if someone knew a broken monk build.

The monk is quite nerfed

What is your point buy, anyway? or do you use another system like dice rolls?

Liberty's Edge

Broken Monk...hmmm. I have a pretty nifty monk in Kingmaker using the Master of Many Styles archetype. It doesn't do tremendous amounts of damage, per se, but using Snapping Turtle Style, combined with Panther Parry, he can smack opponents pretty frequently...especially if they have Combat Reflexes. Nothing like attacking an opponent because they THOUGHT about making an attack of opportunity against you.


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Fighter build:

Human Fighter (Weapon Master)

Attributes:
STR - 16 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th)
DEX - 13
CON - 16
INT - 13
WIS - 13 (+1 at 20th)
CHA - 7

Feats:
Defender of the Society
Freed Slave

Feats:
Human - Power Attack
1st - Cleave
1st - Dodge
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack
[Retrain Cleave to Whirlwind Attack]
5th - Furious Focus
6th - Lunge
7th - Weapon Focus: Falchion
8th - Greater Weapon Focus: Falchion
9th - Improved Critical: Falchion
10th - Critical Focus
11th - Dazing Assault
12th - Sickening Critical
13th - Staggering Critical
14th - Critical Mastery
15th - Weapon Specialization: Falchion
16th - Greater Weapon Specialization: Falchion
17th - Stunning Critical
18th - Blind-Fight
19th - Toughness
20th - Improved Initiative

I've played around a lot with the final three feat selections and there are a lot of directions you could go - the Step-Up line for one.

This character gets Whirlwind Attack at 4th level, allowing him to attack every adjacent foe before anyone else gets a second attack. At 6th level he can Lunge, allowing him to attack every for within 10'... and at 11th level he can use Dazing Assault as well to lay down some nice crowd control. In the later levels he combines the benefits of Weaponmaster with to lay on multiple conditions through critical hits.

Of the three options I mentioned, this is the least complicated and blossoms the earliest, staying consistently strong and potent throughout the build.


*insert-name-here* wrote:
Actually, i've grown quite attatched to the monk class (gotta love +6 misc AC), it would be really helpful if someone knew a broken monk build.

If you can live with an sub-par chance to actually hit things, go for a monk with Crane Style, Crane Wing and Crane Riposte. Together they let you fight defensively for +4 AC, at only a -1 to hit and able to automatically deflect any one attack per round, then make an immediate AoO on whoever made the attack you deflected.

You can get a superb AC with that as well, so you'd be all but unhittable. Downside? Well, you won't hit much back - not to say you won't hit at all - and your damage will be sub-par compared to other combat characters. But you will be pretty awesome in defence, with great saves and the like. Want me to build you a character? If so, what point buy and WBL?


Pathfinder Roleplaying Game Superscriber

"Feats:
Human - Power Attack
1st - Cleave
1st - Dodge
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack
[Retrain Cleave to Whirlwind Attack]"

Does PF even have retraining rules? I thought that was a 3.5 thing.


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Smash build:
(Can't really call this a 'Rogue' build after all...)

Half-Orc Barbarian 2 (Invulnerable Rager) / Rogue (Thug & Scout) 18
The Barbarian levels are taken first

Attributes:
STR - 16 (+2 racial bonus, +2 at 11th, 15th and 17th, +1 at 16th and 20th)
DEX - 14
CON - 14
INT - 10
WIS - 10
CHA - 14 (+1 at 4t, 8th and 12th)

Traits:
Berserker of the Society
Opportunistic Gambler
Toothy (racial alternative trait)

Feats and Class abilities:
1st - Power Attack
2nd - Intimidating Glare (Rage Power)
3rd - Bludgeoner
4th - Furious Focus
5th - Sap Adept
6th - Offensive Defense
7th - Sap Master
8th - Strong Impression
9th - Skill Focus: Survival
10th - Eldritch Heritage: Orc Bloodline (Touch of Rage)
11th - Improved Eldritch Heritage: Orc Bloodline (Strength of the Beast)
12th - Unwitting Ally
13th - Combat Reflexes
14th - Opportunist
15th - Dreadful Carnage
16th - Bleeding Strike
17th - Greater Eldritch Heritage: Orc Bloodline (Power of Giants)
18th - Vital Strike
19th - Improved Vital Strike
20th - Greater Vital Strike

Even level abilities are Rogue talents or feats granted by them unless otherwise noted. At 2nd level and thereafter you'll have 9 rounds of rage available to you.

This build takes advantage of Sap Mastery and the Scout's ability to deal more frequent sneak attack damage. The character is also very good at stacking the Shaken and Sickened conditions upon foes which amounts to a -4 attack penalty and -4 saves.

Case in point:
At 7th level if you charge or move than 10' between attacks, you'll deal 2d6 (Earthbreaker damage) +6 (Strength) +6 (Power Attack) +6d6 (sneak attack) + 6d6 (Sap Master) +12 (Sap Adept) in non-lethal damage - assuming a non-magical weapon and no critical hits. That's 14d6+24 damage and, depending on your DM's interpretation, get you +3 or +6 AC or your troubles. That also doesn't count Rage or the eventual Touch of Rage ability you'll get through Eldritch Heritage feats and Opportunistic Gambler.

In the teens damage begins to go through the roof. The Earth-breaker is a great weapon because when you get Power of Giants it becomes a 3d6 base damage weapon and you gain reach with it. Also don't forget your bite attack.

Now this build takes advantage of non-lethal damage to great effect, but its important to remember that there are a lot of foes that are immune to non-lethal damage (like Undead and Constructs). A foe reduced to 0 hit points using non-lethal damage falls unconscious, which is almost as good as being dead, and in some cases better. He also deals plenty of lethal damage as well should he need to.

This character is far from perfect - I'd love to work in the feats Enforcer and Lunge - but he was inspired by a great background story and became a recurring NPC for my group. He can be a lot of fun to play and is very, very good at what he does. When considering this character, make sure you familiarize yourself with the Scout and Thug archetypes as well as the various feats and abilities. They can be tricky at times to reconcile but absolutely worth it when you do.


JAF0 wrote:

"Feats:

Human - Power Attack
1st - Cleave
1st - Dodge
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack
[Retrain Cleave to Whirlwind Attack]"

Does PF even have retraining rules? I thought that was a 3.5 thing.

From Pathfinder:

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.


Mercurial wrote:
In the teens damage begins to go through the roof. The Earth-breaker is a great weapon because when you get Power of Giants it becomes a 3d6 base damage weapon and you gain reach with it. Also don't forget your bite attack.

Its not letting me edit the post for some reason.

At 20th level, with Greater Vital Strike and Large-sized from Power of Giants, the Earth-breaker deals 12d6 base damage.

Since you don't get a capstone ability, you might choose to grab a few more levels of Barbarian instead of Rogue, or alternately you might decide to go straight Rogue from the get-go. I chose to splash Barbarian for flavor, to get Fast Movement to compliment the scout Archetype, to get profeciency for the Earth-breaker and early qualification for Power Attack... the Rage was nice too.

This guy is the ultimate brute and plays like one.


Pathfinder Roleplaying Game Superscriber
Quote:

From Pathfinder:

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Thank you, having never played a PF straight fighter, I wasn't aware of this rule... very cool.

Shadow Lodge

Mercurial, thanks much for these posts! They are awesome!

Dark Archive

I vote for bomb-throwing alchemist, but it's kind of a spellcaster. Bombs target touch AC, which means enemies that the summoner has problems with you'll likely be able to destroy.

Level 7 is just a single level shy of the Fast Bombs discovery, so I would recommend starting off with Point-Blank Shot, Precise Shot, Rapid Shot; the grenadier archetype would let you use a bow most of the time, saving your bombs for the really tough opponents. Going half-orc for extra damage will make you really scary, and you can pick up a few bomb discoveries to not have to worry about fire-immune enemies. Force bombs are awesome.


Broken Zenith wrote:

I humbly submit my own build, the Crit Fiend. He's a fighter, easy to play, and while he might not be broken he's probably a step up from what you have now.

Also, there are a multitude of guides to be found here.

What level are you? That's a pretty big factor.

I'd rather use Kukris, wakizashi is only an average of 1 damage more than a kukri, and that feat can be used for something more useful. Also, your build lists weapon spec at level 3, which is impossible.


Mergy wrote:

I vote for bomb-throwing alchemist, but it's kind of a spellcaster. Bombs target touch AC, which means enemies that the summoner has problems with you'll likely be able to destroy.

Level 7 is just a single level shy of the Fast Bombs discovery, so I would recommend starting off with Point-Blank Shot, Precise Shot, Rapid Shot; the grenadier archetype would let you use a bow most of the time, saving your bombs for the really tough opponents. Going half-orc for extra damage will make you really scary, and you can pick up a few bomb discoveries to not have to worry about fire-immune enemies. Force bombs are awesome.

I know the gunslingers and alchemists are popular, but to me, in my games of high fantasy, they're just so anachronistic as to seem 'unreal'... I could see a gnome alchemist or gunslinger as comic relief and even that's a stretch.

I realize that these opinions are my own, and they're likely in the minority, but I never even consider them when it comes to suggestions because they would never appear in our games - unless we're playing Rifts or something.

Silver Crusade

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Making a broken character in two easy steps:

1. Make a character.

2. Step into the ring with Ivan Drago.


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Mercurial wrote:
This guy is the ultimate brute and plays like one.

Heh - I was just playing around with some numbers for the Half-Orc, and at 20th level, assuming generic equipment, he would deal 31d6+72 non-lethal damage with a single attack - assuming no crits - after which he would gain +9 dodge bonus to AC

12d6 (Large-sized Earthbreaker with Greater Vital Strike)
+1d6 (Flaming Weapon)
+5 (Weapon enhancement)
+9d6 (Sneak Attack)
+9d6 (Sap Master)
+18 (Sap Adept)
+15 (Power Attack)
+10 (Touch of Rage)
+16 (Strength)
+5 (Belt)
+3 (Rage)

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