Epic PvP need help on the build


Advice


Okay, so about a month ago after me my fellow friends finished our campaign we came up with an idea for a pvp battle before we start a new campaign. here are the stats for the charcters.

gold to be spent 1760000 or less
level 40
feats 20
ability score increases 10
1st ability scores(before picking race cannot go over 20)
For my build I was plannig on running a Tiefling (sniper rogue 20, shadowdancer 10, And assasin 10) I would like to use stealth but i have a felling they've planed for this already. and i don't know how to build my characters any other way.
As for my opponents I know they'll be
1. Magus/eldritch knight/stalwart defender
2. Inquisiter/Unkown
3. Barbarian/Fighter (three of these)
6. ninja/monk
7. Ranger/horizon walker/nature warden
8. the terain our GM made (no info total secret from him)

Sovereign Court

You should show up those Barbarian/Fighters by going:
10 RageChemist-Vivesectionst/10 Master Chymist/20 Barbarian Archetype of your choice.

Make sure you pick up Raging Vitality.

Go all the way through the Two Weapon Fighting Tree, Making sure to pick up Double Slice and Two-Weapon Feint so you can use your Sneak Attack Damage (also try and convince your GM that Bomb Thrower Class ability stacks with sneak attack so you can get a full 10d6 for each of your attacks)

Go all the way to Greater Eldritch Heritage and pick a Bloodline (I say Elemental so you can get either the Orc or Elemental Bloodline Powers (Orc gives your more Str and Damage, Elemental gives you better movement types like burrow if you find yourself in a bad situation).

Then take your standard array of other feats such as Power Attack, Weapon Focus, ect.

Make sure to get Boots of Haste and a Belt of Physical Perfection +6, a Head Band of Mental Superiority +6, Manuel of Bodily Health +5, Manuel of Gainful Exercise +5, Manuel of Quickness in Action.

You do all of this right and once you use your Rage and Mutegon, you will be looking at a Str and Con Score of +50 each, with about 14 attacks (if I did my math right) while hasted and using two simple light weapons. You also get some pretty cool extracts (like Twin Form, just drink that burrow into the ground and have the new you run around and cause havoc and when he dies pop up make another and then repeat).

It would also help if you are a Half-Orc or an Orc so that way you can go to Deathless Zealot and you can keep fighting (and taking Full Round Actions) while at negative hp. Another thing that would help is getting a weapon with a huge Crit range regardless of the damage that it does (you are looking for a static modifier from Str rather than a die roll for damage), then add Improved Critical or Keen and you will deal x2 or x3 your Str Mod on quite a few attacks since you will be getting about 14 in a full round action.

These are just my suggestions though, I know its not what you had asked for but you would be unstoppable!


What were the base stat rules? 25 pt buy or rolled?

The ninja capstone ability is 'can't see me', so I don't think a stealth build is the way to go.

Why not be the maxed out spellcaster?
Looking at the building rules, it seems you could go:
Cleric 10
Wizard 3
Mystic Theurge 10
Fighter 7
Arcane Archer 10.

I believe that comes out to:
+30 BAB
+21 Fort
+14 Reflex
+25 Will
Cleric caster level 20
Wizard caster level 20
and all the bonus special effects from Arcane Archer and Mystic Theurge.

Holy Boom Spell, Batman!!

edit: Nevermind, it's Limited Wish, not Wish.
Alternately, the genie bloodlines capstone for sorcerers is Wish once per day.
That's alot of "I wish I were (stronger, faster, tougher, smarter, wiser, or more likeable) for stat bumps.
Switching sorcerer for wiz would be Sorcerer 4/Fighter 6 instead of Wiz 3/Fighter 7.

What were the base stat rules? 25 pt buy or rolled?


Pala/Synthesist/Oracle (Lore)/whatever - something like that could be kind of overkill.


I wrote:

Alternately, the genie bloodlines capstone for sorcerers is Wish once per day.

That's alot of "I wish I were (stronger, faster, tougher, smarter, wiser, or more likeable) for stat bumps.
Switching sorcerer for wiz would be Sorcerer 4/Fighter 6 instead of Wiz 3/Fighter 7.

This is wrong. Capstone abilities come from 20th character level, not caster level. This mistake woke me up this morning.

Which is sad on its own.


Can I recommend Conflict PVP for Pathfinder for your GM?

www.conflictrpg.com

http://paizo.com/store/byCompany/c/conflictGames


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I think a caster could rock that show. While their saves is going to be through the roof, spells such as Time Stop will give you a great advantage.

Level 20 diviner wizard is a great way to go to get high initiative (although the horizon walker is going to be difficult to match if he is in his favored terrain).

Be a Dhampir and spend some of your gold to have a bunch of Clones prepared. You can ignore the negative levels, but will die when they equal HD, which basically mean that you have 10 additional lives.

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Cornielius wrote:

What were the base stat rules? 25 pt buy or rolled?

The ninja capstone ability is 'can't see me', so I don't think a stealth build is the way to go.

Why not be the maxed out spellcaster?
Looking at the building rules, it seems you could go:
Cleric 10
Wizard 3
Mystic Theurge 10
Fighter 7
Arcane Archer 10.

I believe that comes out to:
+30 BAB
+21 Fort
+14 Reflex
+25 Will
Cleric caster level 20
Wizard caster level 20
and all the bonus special effects from Arcane Archer and Mystic Theurge.

Holy Boom Spell, Batman!!

edit: Nevermind, it's Limited Wish, not Wish.
Alternately, the genie bloodlines capstone for sorcerers is Wish once per day.
That's alot of "I wish I were (stronger, faster, tougher, smarter, wiser, or more likeable) for stat bumps.
Switching sorcerer for wiz would be Sorcerer 4/Fighter 6 instead of Wiz 3/Fighter 7.

What were the base stat rules? 25 pt buy or rolled?

stats are buy 25 point theres only one rule for the buying before choosing your race no ability score can be greator than 20 or lower than 8

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speeking of horizon walker tell me what you think
Chameleon Rogue 20/ranger 10/Horizon Walker 10/
Race: Halfling
this would be considered a stealthing class for whatever terrain the gm throws. the smallest terrain bonus possible is if i'm calculating this right 12+ and terrains give bonuses to initiative and Perception, Stealth, and Survival which is great for overcoming the nasty effects of sniping (the -10 on stealth, Stealthy sniper rogue talent)

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let's talk gear. all gear from the core rule book to ultimate combat is allowed. I'm thinking of two weapon fighting with revovlers if possible.


Wasum wrote:
Pala/Synthesist/Oracle (Lore)/whatever - something like that could be kind of overkill.

I second that, and since you need only a few levels of paladin and oracle i suggest going for cavaliers levels for the rest (after the synthesist levels of course).

If evil alignment is allowed you can go with antipaladin/synthesist/oracle of lore/barbarian.


I strongly suggest a Synthesist/Kensai.

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45ur4 wrote:
I strongly suggest a Synthesist/Kensai.

what's knesai?

evil is allowed. hence the asassin levels from my previous plan.


Antipala/Synth/oracle(lore)/Barb - ragecycling overkill

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the battle's next thursday
here is my team mate's build (we've decided since theres 8 of us that a tempory alliance will work to our{my} advatage)

second GM says bonuses form manyuals and tomes stack
he had my orginal idea but better
race:tiefling with wings

abillity scores
str 14
dex 96
con 10
int 14
wis 10
cha 8
skills
Acrobatics +86,disable device +86, disguise +4, escape artist +90, fly +47, linguistics +7, perception +43, perform dance +4, ride +83, spellcraft +17, stealth +120, use magic device +20
AC
norm 59
touch 54
flat footed 15
cmb 72, cmd 84
saves
fort 14, reflex 65, wil 12
offense
Oathbow +74/69/64/59
dmg 1d8 +2 or 1d8+2d6+2
special +15d6(sneak atk)
gear
12 manuals of quicknees in action(+5), 100 arrows, ring of chameleon power, cloak of elven kind, belt of incredible dexterity +6, elixer of hiding, 4 dust of diappearance


are you serious?

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oh and bracers of armor +5

feats
stealthy,skill focus{stealth},martial weapon profiency longbow, combat reflexes, dodge, mobility,great fortitude, improved great fortitude,weapon focus longbow, point blank shot, precise shot, improved precise shot, pinpoint tageting, rapid shot, many shot,improved iniative,toughness, agile maneuvers,improved critical,critical focus
rogue talents
fast stealth, minor magic,major magic,resilency,surprise attack,snapshot,familiar {cat},deadly range, stealthy sniper,deadly range,sniper's eye,hunter's surprise,terrain mastery forrest
death abilities
master strike
detah attack
specials
see shadowdancer
base speed 30 fly speed 60ft.

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Wasum wrote:
are you serious?

YES


You could die against level 1 wizard/sorcerer with color spray, you know that...?


I don't want to build this all out, but heres my idea.
Pistoleer, gunslinger 20. For Sig deed and true grit take up close and deadly(extra 5d6 per bullet), twin shot knock down (if you hit twice they are prone), and bleeding wound(allows you to add dex twice to dmg per hit). Also make sure to go down the improved snap shot tree. This allows you to threaten 10 ft away with you gun (1d8+5d6+ dex x2)
Then as people said caster are killers so I would either do wiz10 and eld knight 10, which gives 9th lvl spells and equiv of 10 lvl fighter for opeing up those feats.
OR
7 wiz 3 clr and 10 mystic for 9th wizard spells and 7th cleric. Which nets you heal.
The twin shot knock down is key, if they have to spend a MA getting up that hurts them.


altair313 wrote:
45ur4 wrote:
I strongly suggest a Synthesist/Kensai.

what's knesai?

evil is allowed. hence the asassin levels from my previous plan.

A magus archetype.


Wasum wrote:
Antipala/Synth/oracle(lore)/Barb - ragecycling overkill

Antipaladin 2/Synthesist 20/oracle (lore) with lame curse/Alchemist 1/Barbarian 16

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Wasum wrote:
You could die against level 1 wizard/sorcerer with color spray, you know that...?

3 things

1. he'd only be stunned for 1 round.
2. he'd still be hidden with stealth the highest perception the others currently have is 65 plus the d20

3. farae fire would be way more dangerous to his build.
he'll be my ally till he's served his purpose. killing the inquisitor then i'll get rid of him somehow.

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okay i'm startinting to understand where your going with these builds but for me to fully undrestand, I need races in addition to your build ideas. curently i'm thinking of being a Drow noble for three reasons
1. deeper darkness at will allow me to seeand not be blind as well as allow my friend some sneak attacks.
2.faerie fire on him once he kills the inquisitor and bye bye sneak for him.
3.suggestion dc 40 (probably do not attack {insert my character name here} for duration of spell 40 hours) and that abilty usable once a day I can really cause some havoc.
and the 51 spell resistance isn't bad.


Per RAW Manuals of dex doesn't stack with eachother, since they grant the same bonus type. But if your GM rules it, that is something to go on. I would surely make save-or-die spells impossible to save against...

If I had the opportunity to build a lvl 40 rogue/ranger/horizon walker, I would throw as much into favored terrain as possible to get insane bonusses to to-hit and damage. Since you can take the rogue talent as many times as you got talents for, and you can get them extra times through feats, that is really all you need to be able to deal insane damage.

You'll want a wisdom of at least 16 to be able to cast instant enemy, if your most favored terrain doesn't include them. Pearls of power will grant you enough

If your gm allow it, I would build such a character with a rod of wonder, shaking it each morning, for being reduced two steps in size to become diminuitive (Only permanent drawback is changing color a lot).

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HaraldKlak wrote:

If I had the opportunity to build a lvl 40 rogue/ranger/horizon walker, I would throw as much into favored terrain as possible to get insane bonusses to to-hit and damage. Since you can take the rogue talent as many times as you got talents for, and you can get them extra times through feats, that is really all you need to be able to deal insane damage.

any build goes as long as gear does not cost more than 1760000 gold pieces.

if you wouldn't mind i'd actaully would love to see someone elses build here.
the only other build i have is a
20 rogue/1 wizard/10 arcane trickster/9 assassin (i am very fond of sneak dice if you've noticed.)
this build gives 20d6 on a sneak attack, as well as spells get sneak attack dammge added to them when possible.


Ok this is quick and based on the idea that the GM will allow arcane archer to work with guns, IMO no big deal.
20 Gunslinger (twin shot knock down, bleeding wound, up close and deadly)
1 Shadow dancer (for your hide in plane sight)
7 wizard
2 arcane archer
10 eld knight

So this nets you a couple things.
Using your stats..(dex mod 42)
BAB 35
77 base to hit, take -8 from deadly aim, -2 from rapid shot, -4 from firing both barrels of your double barrel gun each shot
63/63/58/53/48 all against touch ac
Damage per shot (since your firing 2 bullets each time) 2d8+84+5d6+16, this is per shot and you have 5.
Now for combat, I would start by casting time stop
use imbue bullet to shoot an anti magic field at the feat of the person.
Then next round cast wall of force directly around the antimagic field( not covering the top)
then cast fly
At this point just fly up and rain down death on your opponent. If they some how get our use hide to move around. I have a hard time believing anyone can live through a single round of that damage. Also every time you hit twice they are knocked prone, no save

Edit: opps that would be 2d8+168+5d6+32


Opps you would have to do wall of force and fly first wouldnt ya

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Cpt Jason wrote:

Ok this is quick and based on the idea that the GM will allow arcane archer to work with guns, IMO no big deal.

20 Gunslinger (twin shot knock down, bleeding wound, up close and deadly)
1 Shadow dancer (for your hide in plane sight)
7 wizard
2 arcane archer
10 eld knight

So this nets you a couple things.
Using your stats..(dex mod 42)
BAB 35
77 base to hit, take -8 from deadly aim, -2 from rapid shot, -4 from firing both barrels of your double barrel gun each shot
63/63/58/53/48 all against touch ac
Damage per shot (since your firing 2 bullets each time) 2d8+84+5d6+16, this is per shot and you have 5.
Now for combat, I would start by casting time stop
use imbue bullet to shoot an anti magic field at the feat of the person.
Then next round cast wall of force directly around the antimagic field( not covering the top)
then cast fly
At this point just fly up and rain down death on your opponent. If they some how get our use hide to move around. I have a hard time believing anyone can live through a single round of that damage. Also every time you hit twice they are knocked prone, no save

Edit: opps that would be 2d8+168+5d6+32

GM imbuing only works for arrows magic enhancments do not work on guns

i'm gonna use this build as a cohort it's genius i need to drop 2 classe levels though suggestions please

dex mod is 43 meaning 63/63/59/54/49 to hit still i wish i cold use this build as you wrote it.
as well for anyone who wants to know the pvp is tomorow I'll post who won and thier build here friday,and if how good/badly everyone did.


Cpt Jason wrote:

Well since this is a one time thing, I would leave it as written and just use the bow to shoot the antimagic. If not probably wizard or maybe 2 levels Alchemist to get dex from the mutagen.

If your dropping levels due to cohort I would probably drop the arcane archer and shadow dancer. To keep the 9th level spells


Lesser meta magic rod of quicken for dispells is key, for things like windwall. That was the idea of antimagic. 1 on 1 in that antimagic field he would still win since the books don't go away

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Cpt Jason wrote:
Lesser meta magic rod of quicken for dispells is key, for things like windwall. That was the idea of antimagic. 1 on 1 in that antimagic field he would still win since the books don't go away

thanks


Quote:

gear

12 manuals of quicknees in action(+5), 100 arrows, ring of chameleon power, cloak of elven kind, belt of incredible dexterity +6, elixer of hiding, 4 dust of diappearance

Manuals do not stack. This is a problem for your build. You could have one for each of the stats, but the highest Inherent Bonus is used for any Manual used on any specific stat.

Your Will Save is practically negative. This is bad. Your Fort save is also practically negative.

This character will die in the first round.


Even though the weird manual-stack-rules may cause characters so become just crazy - as I mentioned earlier this character would fail ANY save it had to make.

Just imagine him facing something ~CR10 with frightful presence:D


Just in a realm of hypotheticals...

Quote:

Wail of the Banshee

School necromancy [death, sonic]; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one living creature/level within a 40-ft.-radius spread

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.

No targeting required. Let's say the caster is playing...oh...I dunno...

Wizard 20 / Loremaster 10 / Fighter 1 / Eldritch Knight 9

So we have a caster level 38 character. The character has a Metamagic, Reach (Greater) Rod. We'll conservatively say that the character has an Int of 36.

Spell DC is 10 + 9 + 13 = 32 (not good, by any stretch).

Looks like instant death to me. :-)

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Serisan wrote:

Just in a realm of hypotheticals...

Quote:

Wail of the Banshee

School necromancy [death, sonic]; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one living creature/level within a 40-ft.-radius spread

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.

No targeting required. Let's say the caster is playing...oh...I dunno...

Wizard 20 / Loremaster 10 / Fighter 1 / Eldritch Knight 9

So we have a caster level 38 character. The character has a Metamagic, Reach (Greater) Rod. We'll conservatively say that the character has an Int of 36.

Spell DC is 10 + 9 + 13 = 32 (not good, by any stretch).

Looks like instant death to me. :-)

1.drow noble spell resistance 51

means 12 or better on roll
2.one targeted creature per level, if he's completely unaware of me he can't target me
3. the only dangerous caster was 20 magus/10 dragon disiple/10 sorcerer and he's currently on the astral plane dying, surprise round attacked then fell into my portable hole, on my roung i through the bag of holding in


So is it not over?

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Cpt Jason wrote:
So is it not over?

only one dead

2 missing an arm
lots of health left to waste


Cpt Jason wrote:
Also make sure to go down the improved snap shot tree. This allows you to threaten 10 ft away with you gun (1d8+5d6+ dex x2)

I keep seeing this and I think it may be wrong. Snapshot allows you to threaten 5' with a ranged weapon and improved snapshot reads "you threaten an additional 10' when using snapshot". Would that not mean that you threaten 15' then?? Is this an errata, am I interpreting it wrong or is everyone else reading it wrong? Either way it's a killer especially for a gunslinger. I'm just curious because I keep seeing it talked about as a total of 10' when RAW seems like it adds up to 15'.


If it is 15 feat then it helps me more then I thought..


Cpt Jason wrote:

If it is 15 feat then it helps me more then I thought..

Right! Read the two feats again but carefully. I think I may be right. Your not the only one I've seen state it like that though so it may be a typo or an unintended error. This just happens to be the first time I've decided to ask lol.

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altair313 wrote:
Cpt Jason wrote:
So is it not over?

only one dead

2 missing an arm
lots of health left to waste

called shots they plannecd on using the snatch arrow feats, no arm means no hand, which means no two weaponing or two handing weapons. Gm said I couldn't remove both of one players arms because then i'm "disarming" a fighter wielding his mastered weapon

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Tallkid wrote:
Cpt Jason wrote:
Also make sure to go down the improved snap shot tree. This allows you to threaten 10 ft away with you gun (1d8+5d6+ dex x2)
I keep seeing this and I think it may be wrong. Snapshot allows you to threaten 5' with a ranged weapon and improved snapshot reads "you threaten an additional 10' when using snapshot". Would that not mean that you threaten 15' then?? Is this an errata, am I interpreting it wrong or is everyone else reading it wrong? Either way it's a killer especially for a gunslinger. I'm just curious because I keep seeing it talked about as a total of 10' when RAW seems like it adds up to 15'.

if it says you threaton any additional 10 feat when using snap shot wouldn't that mean i can use snap shot 40 feet away right? please tell me i'm following correctly.

oh did i say anything about the map yet?


altair313 wrote:
Tallkid wrote:
Cpt Jason wrote:
Also make sure to go down the improved snap shot tree. This allows you to threaten 10 ft away with you gun (1d8+5d6+ dex x2)
I keep seeing this and I think it may be wrong. Snapshot allows you to threaten 5' with a ranged weapon and improved snapshot reads "you threaten an additional 10' when using snapshot". Would that not mean that you threaten 15' then?? Is this an errata, am I interpreting it wrong or is everyone else reading it wrong? Either way it's a killer especially for a gunslinger. I'm just curious because I keep seeing it talked about as a total of 10' when RAW seems like it adds up to 15'.

if it says you threaton any additional 10 feat when using snap shot wouldn't that mean i can use snap shot 40 feet away right? please tell me i'm following correctly.

oh did i say anything about the map yet?

No. Normally you don't threaten with a ranged weapon at all. Snapshot allows you to threaten 5'. Then Improved Snapshot allows you to threaten an additional 10' when using Snapshot for a total of 15'. Anymore than that(especially with a firearm) would just be ridiculous.

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The map is split into 16 rooms each player started in a random room. I got started in (this is literally the only way to describe it.) The Jigsaw Room. woke up chained to a post voice said you have 6 seconds to get out of the chain or perish. that room is now dust.
the rest of the map is a

graveyard
a courtyard
an iron molding room
a maze filled with ref based traps
a lake
a cave
a box, this is the death room 4 boxes long 2 wide one way in, brightly lit.
a tower room, trapped with the horrid wilting spell CL 19th
he did not reveal the rest of the map
though I know the lake is a portal to the rest of the map's 8 remaining sections
question I'm going to bring this up later if We get to it, but in the description whan a bag of holding is destroyed all of it's contents are destroyed the same with a portable hole so if your inside the protable hole when it is placed inside the bag of holding wpould you be destroyed?

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bye bye assassin buddy, he got taken out by the inquisitor's death ability, resilency is a Great rogue talent but not at this high of a level, 20 temporary hitpoints are useless.

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final winner:
If any one is still following I had a round of victory before the Gm's final trap went off
the the "building" came down on me
there was a man on the roof using magic to support the building and set off traps while we were inside. only to destroy all those that survived at the end. so out of all the PCs the
Gm won

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