Build Thread 2: Electric Boogaloo


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Here's Lucky, the Champion of Fate

Spoiler:

Lucky
Male Human Fighter (Unbreakable) 20
NN Large Humanoid (human)
Init +8; Senses Perception +25
--------------------
Defense
--------------------
AC 20, touch 20, flat-footed 9 (+5 Dex, -1 size, +6 dodge)
hp 224 (20d10+100)
Fort +24 (+4 vs. suffocation or hot or cold environments), Ref +20, Will +19
Defensive Abilities Stalwart, Unflinching +5; Immune mind-affecting
--------------------
Offense
--------------------
Speed 30 ft.
Melee +4 Keen, Vorpal Longsword +24/+19/+14/+9 (2d6+38/17-20/x2)
Ranged +5 Speed Composite longbow (Str +10) +26/+26/+21/+16/+11 (1d8+28/x3)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22/30, Dex 16/20, Con 14/20, Int 13, Wis 10/16, Cha 8
Base Atk +20; CMB +33; CMD 52
Feats Blind-Fight, Combat Expertise +/-6, Deadly Accuracy, Deadly Aim -6/+12, Defiant Luck (1/day), Diehard, Elven Accuracy, Endurance, Furious Focus, Greater Blind-Fight, Greater Deadly Accuracy, Heroic Defiance (3/day), Heroic Recovery (4/day), Heroic Will (1/day), Improved Blind-Fight, Improved Iron Will (1/day), Improved Lightning Reflexes (1/day), Improved Second Chance, Inexplicable Luck (1/day), Iron Will, Lightning Reflexes, Power Attack -6/+12, Racial Heritage (Elf), Second Chance, Strong Comeback
Traits Indomitable Faith, Reactionary
Skills Acrobatics +27, Appraise +3, Bluff +1, Climb +16, Diplomacy +1, Disguise +1, Escape Artist +7, Fly +17, Heal +10, Intimidate +24, Perception +25, Ride +7, Sense Motive +5, Stealth +27, Survival +10, Swim +12 (+16 vs. exhaustion)
Languages Common, Elven
SQ Armor Mastery, Cloak of displacement, major, Miraculous Recovery, Monkey's paw (1/day), Quick Recovery, Ring of evasion, Stalker's mask (1/day), Unlimited Endurance, Vorpal, Winged boots (3/day)
Combat Gear +4 Keen, Vorpal Longsword, +5 Speed Composite longbow (Str +10); Other Gear Belt of physical perfection +6, Cloak of displacement, major, Gauntlets of skill at arms, Headband of inspired wisdom +6, Ioun stone (amber spindle) (5), Ioun stone (dusty rose prism, cracked), Ioun stone (pale green prism), Ioun stone (pale green prism, flawed), Manual of gainful exercise +4, Monkey's paw (1/day), Potion of enlarge person (10), Ring of evasion, Stalker's mask (1/day), Terra-cotta talisman, horse (1/day), Winged boots (3/day)
--------------------
TRACKED RESOURCES
--------------------
Defiant Luck (1/day) - 0/1
Displacement (15 rounds/day) - 0/15
Heroic Defiance (3/day) - 0/3
Heroic Recovery (4/day) - 0/4
Heroic Will (1/day) - 0/1
Improved Iron Will (1/day) - 0/1
Improved Lightning Reflexes (1/day) - 0/1
Inexplicable Luck (1/day) - 0/1
Ioun stone (amber spindle) - 0/5
Monkey's paw (1/day) - 0/1
Phantom Steed (1/day) - 0/1
Potion of enlarge person - 0/10
Stalker's mask (1/day) - 0/1
Terra-cotta talisman, horse (1/day) - 0/1
Winged boots (3/day) - 0/3
--------------------
Special Abilities
--------------------
Armor Mastery (Ex) DR 5/- while wearing armor
Blind-Fight Re-roll misses because of concealment, other benefits.
Cloak of displacement, major Attacks on you have 50% miss chance.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Deadly Accuracy Reroll a 1 on ranged weapon damage.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Elven Accuracy Reroll miss chance due to concealment.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Blind-Fight Melee attacks treat total concealment as 20%, and invisible ranged attackers you have pinpointed gain no benefits against you.
Greater Deadly Accuracy Reroll a 1 or 2 on ranged weapon damage.
Heroic Defiance (3/day) 1/day, delay the onset of a harmful affliction or condition until the end of your next turn.
Heroic Recovery (4/day) 1/day, attempt an extra Fort save against a harmful condition or affliction.
Heroic Will (1/day) Attempt a new saving throw against a harmful condition requiring a Will save.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Improved Blind-Fight Melee attacks ignore the miss chance for less than total concealment and can still reroll for total concealment. Invisible attackers within 30' you have pinpointed gain no advantages to hit you with ranged attacks.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Improved Lightning Reflexes (1/day) 1/day, re-roll a Ref save.
Improved Second Chance Take a -5 to the remaining attacks of a full attack to reroll the first.
Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 after the roll is made.
Miraculous Recovery When making save vs ongoing effect, may roll twice and choose better roll.
Monkey's paw (1/day) This tiny, shrunken, mummified monkey hand is worn around the neck on a leather strap. Once per day as a free action, the wearer of a monkey's paw may reroll one attack roll, skill check, or saving throw. The reroll must be made before the result of the initial die roll is known. The second die roll must be used even if the result is worse than the original roll. If the second die roll is worse than the original, the wearer suffers a sense of impending doom, causing him to be shaken for 1d4 rounds.

Construction
Requirements Craft Wondrous Item, doom, prayer; Cost 6,000 gp
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quick Recovery (Ex) At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. This ability replaces armor training 3.
Racial Heritage (Elf) You count as another race for the purpose of prerequisites.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Second Chance Forgo the remaining attacks of a full attack to reroll the first.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Strong Comeback Add a +2 bonus on all rerolls
Unflinching +5 (Ex) +5 Will save vs. mind-affecting effects
Unlimited Endurance (Ex) When exhausted, only suffer the effects of fatigued.
Vorpal Severs head on confirmed natural 20, which is fatal to many creatures.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.
--------------------
Lucky was born under a bad sign, or so he was told. He spent his life believing that bad things happened to him because of this. One day, a stranger told him that he could control that luck and turn it to his favor. He spent many months working on that until it finally happened.

Now, instead of relying on armor and skill, he relies mostly on chance. Sure, he still needs proficiency with weapons but he isn't worried about missing or getting hit. His lucky cloak and innate ability to turn bad luck into good allows him to survive more than many others.

Because he relies on luck, he often only gets one melee attack each round but when he needs to, he can make that one attack really count. With ranged attacks, he is a bit luckier so he prefers to open with a volley of arrows until he needs to close.

That being said, when his luck runs out, he is in grave danger. He relies too much on his luck sometimes and he has taken a beating for that.

He does need to have a healer around for those times when his luck runs out but that's what a party is for!


Bob_Loblaw wrote:

I only know of Bane from the movie and one animated episode. I think you did a pretty good job writing him up. The only other way I think you could have done it would have been to go with more levels of barbarian instead of alchemist and look toward the alcohol rage powers.

Does the martial artist bring anything necessary to the build or could you have just taken improved unarmed strike for the same effect?

Also, did you get the files I sent?

Originally, he was a Alch 1/Barb 5. But I wanted him to have at least 1 discovery.

The Monk level wasn't strictly necessary, actually, but it gave a few great things for the build: 2 extra feats (including IUS), higher unarmed damage and a great boost to saves (and Ragechemists can use any help they get with saves!)

Besides, Bane is known to be a great martial artist (which reminds me, I just picked this archetype because it's the only one that allows monks to ne non-lawful, which was necessary in order to have Barbarian levels. And NE seemed to me like the most appropriate allignment for Bane, although any Evil could do too, depending on writer.)


I didn't even think about the saves and that is a huge boon for Bane (I like the way that sounds...boon for bane).


@Bob

Sarching i the srd i find deadly acuaracy as a rage power not as a feat.


I sure hope Lucky is really lucky, because with that feat selection, he'll need it. (Especially considering that many rerolls will likely make the GM throw a book at you out of anger/frustration!)

It still pains me to see Endurance and Diehard in a character sheet (unless she got it for free). And Improved Iron Will/Lightning Reflexes are, by RAW, completely useless.
You have to reroll before knowing the result and must always take the 2nd roll, even if its worse. So that means that all this feat does is make you roll 2 dice, but effectivelly roll only one.
I suppose this could be useful if you roll a Nat 1, but it's hardly worth a feat.

That said, he does have Power Attack, Deadly Aim and Furious Focus, which makes him a viable (although limited) character.

I understand that you were going for a reroll build, but you could probably save lots of Blind-fight feats by getting Racial Heritage (Catfolk) and Catfolk Exemplar (Scent), and that even lets you take another reroll feat: Black Cat (Kinda funny, though, does your body get covered in black fur? Does it only affect you body hair?)


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Bob_Loblaw wrote:
I didn't even think about the saves and that is a huge boon for Bane (I like the way that sounds...boon for bane).

Hahaha... There should be an Inquisitor feat or spell named "Boon For Bane"... Just so this sentence becomes part of the official rules!


Lemmy wrote:


It still pains me to see Endurance and Diehard in a character sheet (unless she got it for free).

yep

Tough as Nails

An unbreakable gains Endurance and Diehard as bonus feats.

This ability replaces the fighter’s 1st-level bonus feat.


Nicos wrote:
Lemmy wrote:


It still pains me to see Endurance and Diehard in a character sheet (unless she got it for free).

yep

Tough as Nails

An unbreakable gains Endurance and Diehard as bonus feats.

This ability replaces the fighter’s 1st-level bonus feat.

And I still think it's a bad trade... -.-'


Nicos wrote:

@Bob

Sarching i the srd i find deadly acuaracy as a rage power not as a feat.

Sorry, sometimes I use 3pp stuff. That's a feat from [/i]Feats of Battle[/i] from Super Genius Games.


Lemmy wrote:

I sure hope Lucky is really lucky, because with that feat selection, he'll need it. (Especially considering that many rerolls will likely make the GM throw a book at you out of anger/frustration!)

It still pains me to see Endurance and Diehard in a character sheet (unless she got it for free). And Improved Iron Will/Lightning Reflexes are, by RAW, completely useless.
You have to reroll before knowing the result and must always take the 2nd roll, even if its worse. So that means that all this feat does is make you roll 2 dice, but effectivelly roll only one.
I suppose this could be useful if you roll a Nat 1, but it's hardly worth a feat.

That said, he does have Power Attack, Deadly Aim and Furious Focus, which makes him a viable (although limited) character.

I understand that you were going for a reroll build, but you could probably save lots of Blind-fight feats by getting Racial Heritage (Catfolk) and Catfolk Exemplar (Scent), and that even lets you take another reroll feat: Black Cat (Kinda funny, though, does your body get covered in black fur? Does it only affect you body hair?)

I took Racial Heritage (elf) for the Elven Accuracy but I had thought a bit about the Catfolk. I should have gone for Catfolk since Deadly Accuracy pretty much does what Elven Accuracy does for the build.

I think that if I took Black Cat, I would look like Robin Williams.

I had debated how much I wanted the Improved saving throw feats. With the +2 I get whenever I reroll plus the evasion and stalwart, I thought they may be worth it. I had considered not boosting his saves but only getting one reroll a day didn't seem like a good idea.

Did you notice that he doesn't wear armor? I just realized that I should have given him ranks in Profession (gambler)!


So here's a build that uses Death or Glory.

Spoiler:

Zero
Male Halfling Barbarian (Invulnerable Rager) 20
CN Tiny Humanoid (halfling)
Init +11; Senses Perception +31
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Defense
--------------------
AC 43, touch 28, flat-footed 29 (+9 armor, +6 shield, +8 Dex, +2 size, +5 deflection, +6 dodge)
hp 347 (20d12+200)
Fort +24, Ref +17, Will +15 (+4 vs. enchantments); +2 vs. fear
Defensive Abilities Guarded Life, Underfoot; DR 13/&#151;, 26/lethal; Resist fire 5, Extreme Endurance (Fire), Underfoot
--------------------
Offense
--------------------
Speed 40 ft.
Melee +5 Furious, Vicious Adamantine Falchion +30/+25/+20/+15 (1d4+61+2d6 (& 1d6 to wielder)/15-20/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 22/34, Dex 20/28, Con 14/30, Int 10/16, Wis 12/18, Cha 10
Base Atk +20; CMB +29; CMD 56
Feats Cautious Fighter, Combat Expertise +/-6, Death or Glory (+7), Greater Vital Strike, Improved Critical (Falchion), Improved Vital Strike, Power Attack -6/+12, Raging Vitality, Risky Strike -1/+12, Vital Strike
Traits Reactionary
Skills Acrobatics +32 (+36 jump), Appraise +5, Bluff +2, Diplomacy +22, Disguise +2, Escape Artist +29, Fly +33, Heal +6, Intimidate +25, Perception +31, Sense Motive +6, Stealth +37, Survival +6
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ Cloak of displacement, major, Deadly Accuracy, Fast Movement +10, Fearless, Fortification (heavy), Guarded Stance +4 (10 rds), Increase Damage Reduction, Increase Damage Reduction, Increase Damage Reduction, Indomitable Will, Powerful Blow +6 (1/rage), Rage (44 rounds/day), Sharpened Accuracy, Surprise Accuracy +12 (1/rage)
Combat Gear +5 Fortification (heavy) Buckler, +5 Furious, Vicious Adamantine Falchion, Celestial armor; Other Gear Belt of physical perfection +6, Cloak of displacement, major, Headband of mental prowess (Int & Wis +6) (Fly, Stealth), Ioun stone (pale green prism), Ioun stone (pale green prism, flawed), Manual of gainful exercise +5, Manual of quickness of action +4, Ring of protection +5
--------------------
TRACKED RESOURCES
--------------------
Displacement (15 rounds/day) - 0/15
Fly (1/day) - 0/1
Powerful Blow +6 (1/rage) (Ex) - 0/1
Rage (44 rounds/day) (Ex) - 0/44
Surprise Accuracy +12 (1/rage) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Cautious Fighter +2 AC when fighting defensively or using total defense.
Cloak of displacement, major Attacks on you have 50% miss chance.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (13/-) You have Damage Reduction against all attacks.
Damage Reduction (26/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Deadly Accuracy (Ex) Double surprise accuracy bonus to confirm criticals.
Death or Glory (+7) Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 racial bonus vs Fear saves.
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Guarded Life (40 HP) (Ex) If reduced below 0HP, convert some damage to non-lethal. Auto-stabilize below 0HP.
Guarded Stance +4 (10 rds) (Ex) Gain a +4 dodge bonus to AC vs. melee attacks while raging.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Powerful Blow +6 (1/rage) (Ex) One attack per rage deals +6 damage.
Rage (44 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Risky Strike -1/+12 Subtract from your AC to add to damage vs foes 2 sizes larger.
Sharpened Accuracy (Ex) When using her surprise accuracy rage power, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the surprise accurac
Surprise Accuracy +12 (1/rage) (Ex) One attack per rage gains +12 to hit.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Vital Strike Standard action: x2 weapon damage dice.

Here's some things to keep in mind, he is always fighting defensively, using combat expertise, risky striker, and power attack. He can use Death or Glory along with Greater Vital Strike, Powerful Blow, Surprise Accuracy, and Guarded Stance for +45 to hit (+52 on critical confirmation) 4d4+74+2d6 bringing his AC to 52 (53 against Small or larger opponents). With a Miss Chance of 50% (and he can ignore the miss chance) and DR 13/- (26/Lethal, and Guarded Life of 40 hit points).

That's a final attack that should do the trick. It's an average of 91 on a non-critical hit and 167 on a critical hit. It's definitely not something he can use all the time. In fact, that's a one time attack. However, he can use Death or Glory on every attack without much to worry about with all his defenses. It's not a big deal giving his opponent +7 to hit him. He would have an effective AC of 41, 50% miss chance, DR 13/-, and Guarded Life (40). With 347 hit points, he's not overly worried. He is a one trick pony though and he would get boring fast I would think.


Zero is an interesting build, and really, there is not much to say about his fighting prowess beyond what you already covered. It trully shines in physical combat, but he can do little more than that.

He does have some nice skills, though, +22 Diplomacy, +25 Intimidate and +37 Stealth... So he can have some fun out of combat, even if he'll not be the best at that.

Actually, now that I think about it, this is quite a bizarre case, as this Barbarian seems to be more fun when he's not fighting, since most (if not all) his feats and resources are focused on extra damage/high AC.

What I like about rage powers like Spell Sunder (besides the fact that it's very powerful!) is that it gives the Character something different to do. That's also the reason why I love Cornugon Smash and Dazzling Strike.

And why does he only have 1 trait? He could boost his saves or get a cool skill as class skill. Even slightly increase his damage output (not that it's necessary).

BTW, I'm not in my house right now, so I can't use HL, which means I won't be able to post more Batman-villain builds for a while. Hopefully, I'll be beack home before the weekend.


He only has one trait because I forgot to give him a second one. I don't usually give both traits at the same time.

I'm headed out so I'll post more later.


I was headed out for a walk with a friend who showed up early so I cut my post short. Anyway, Zero is the guy who walks through lava to get to the other side. He doesn't care about falling. He doesn't worry about swarms of kobolds. He just goes wading in to get the job done. I really do think he'd be fun to play once in a while but not long term. Some people would really enjoy him I'm sure.

It got me thinking, I wonder what I can do with a barbarian build for defenses.


wow that risky striker is a very crazy feat o.O


It's pretty awesome. It really doesn't have a downside.


I'm trying to build a mystic theurge but I can't really get the build going where I want at anything other than level 11 or higher. I'm trying to see if I can make it an effective blaster. I'm sure I can. I just need to see what tricks I can find.

Silver Crusade

Bob_Loblaw wrote:
I'm trying to build a mystic theurge but I can't really get the build going where I want at anything other than level 11 or higher. I'm trying to see if I can make it an effective blaster. I'm sure I can. I just need to see what tricks I can find.

Best build I ever had was back in 3.5. It was an epic game and these were the classes.

He was a human Warmage 5/Wizard 5/Ultimate Magus 15/Cleric 5/Mystic Theurge 10. He had 40 levels total and kicked ass all day long.


shallowsoul wrote:
Bob_Loblaw wrote:
I'm trying to build a mystic theurge but I can't really get the build going where I want at anything other than level 11 or higher. I'm trying to see if I can make it an effective blaster. I'm sure I can. I just need to see what tricks I can find.

Best build I ever had was back in 3.5. It was an epic game and these were the classes.

He was a human Warmage 5/Wizard 5/Ultimate Magus 15/Cleric 5/Mystic Theurge 10. He had 40 levels total and kicked ass all day long.

I can see that. I'm trying to go for a little lower level. I was thinking of an elementalist wizard and cleric.

Silver Crusade

Bob_Loblaw wrote:
shallowsoul wrote:
Bob_Loblaw wrote:
I'm trying to build a mystic theurge but I can't really get the build going where I want at anything other than level 11 or higher. I'm trying to see if I can make it an effective blaster. I'm sure I can. I just need to see what tricks I can find.

Best build I ever had was back in 3.5. It was an epic game and these were the classes.

He was a human Warmage 5/Wizard 5/Ultimate Magus 15/Cleric 5/Mystic Theurge 10. He had 40 levels total and kicked ass all day long.

I can see that. I'm trying to go for a little lower level. I was thinking of an elementalist wizard and cleric.

His BAB was horrible BTW.

What about going Sorcerer/Oracle/Mystic Thuerge? You could take the Elemental Bloodline for Sorcerer and the Stone or Nature Mystery for Oracle.

Sure it will take a little longer but it would be cool.


The problem with the spontaneous casters is that they lose out on the use of Combined Spells since that is only for prepared spells. I don't want to weaken it any more than it already will be.

Silver Crusade

Hmmm I just thought about a Magus/Cleric/Mystic Thuerge.


shallowsoul wrote:
Hmmm I just thought about a Magus/Cleric/Mystic Thuerge.

You should post it.

Silver Crusade

I think I will. I will make an Elven Magus 5 / Cleric 5 / Mystic Theurge 5.


Yay, got back to my own PC. I think I'll finish posting villain builds soon. IIRC, I already had Harley Quinn, Two-Face and Joker done. I'll try and find a way to build Mr.Freeze, Scarecrow and Ra's al Ghul, then post them in rapid succession.

I'm having lots of fun creating these guys. BTW, Bob, thanks for the character profiles you sent me, they were very useful.


I'm glad they helped. I figured that since they use the d20 system they may be of some use. If not, at least they can see some use in a MnM game if you run one.


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You need to give Lucky the last name 'Strikes.'


Half-Orc

Thug 3 / Armored hulk 4

Str 22
Dex 10
Con 14
int 8
Wis 12
Cha 10

======== Defense ===========================

AC: 20
Hps: 57 (78 while raging)

SAves
Fort +6 (+9 while raging)
ref +4
Will +4 (+5 while raging)

============ Offensive ========================

+13/+6 (+1 Shocking Earth braker) (1d12+1d6+16 20/x3)

or raging

+15/+8 (+1 Shocking Earth braker) (1d12+1d6+19 20/x3)

SA: +2d6

================== Traits ==================

+1 will, -1 Armor check penalty

======= Feats================================
1 - Power attack, Frightening , SA +1d6
2 - Strong Impression (intimidating prowess), evasion (wasted ability for this build)
3 - Furious focus, Brutal Beating, SA +1d6
4 - Indomitable Stance
5 - Raging vitality ,Intimidating glare,Armored Swiftness
6 - Resilience of Steel
7 - Toughness, Scent

========= Skills ========================

Intimidate: +21 (+23 while rage)
Swim: +8
Climb: +7
Perception: +10
Survival: +10
Kn nature: +5
Ride: +0
Diplomacy: +9
Sense motive: +7

============== GEAR ====================================

+1 Shocking Earth braker (8,3K), Full plate mail (1,5 K), belt of str +2 (4K), ring of ferocious action (3K),

Circle of persuation (4,5 K), Muleback cord (1K), ring of protection +1 (2K).

===== Others ==========================================

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

==== Tactics ==========================================

cornugon smash + intimidating glare + Frightening = frigtened enemies.


Aasimar (archon blood)

Spellbreaker 3/ Tower shield specialist 5

Initiative +5; Darkvision.

=======================================
Str 20
Con 18
Dex 12
Int 12
wis 18
Cha 7
============ Ofense ======================

+2 Lonsword: +15/+10 (1d8+9, 19-20/x2)

or

+2 Lonsword: +13/+8 (1d8+13, 19-20/x2)

(jugment of choise : Justice)

============ Defense====================

AC: 26
Touch AC: 12
FF AC: 25

Hps: 84

Resistance 5 [Fire;cold;electricity]
========== SAves ========================
Fort +11
Ref +3 (+4 against burst effect)
Will +9 (+10 against Enchanment, and roll twice and take the higher result)
======== Traits ===================
+1 Wil, -1 Armor check penalty

======= Feats ====================

1. Weapon focus (Long sword),
2. -
3. Power attack.
4. Step up.
5. Following step
6. Combat reflexes
7. Step up and strike
8. Weapon specialization (Long sword)

======== SKILLS==================

Intimidate +18
Perception +15
Sense Motive +17
Diplomacy +10
Survival +10
Swim +5
=========== Spells Known ===============

Bed of Iron, Compel hostility, Cure light wounds, Wrath

======= Spells Preapared ==================

Orisons:
Create water, detect magic, sifth, read magic, detect poison, daze

1th level spells:

Bed of Iron, Compel hostility, Cure light wounds, Wrath

========= SQ ====================
Domain, judgment 1/day, Strong-Willed , orisons, stern gaze, Cunning initiative, detect alignment, track,

Burst Barrier +1, Tower Shield Training, Tower Shield Specialist, Defense against Magic +1 (Enchanment).

Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

=========== Gear =================
Belt of phisycal might (Str, Con) (10K) , headband of wis (4K), +1 Darkwood towershield (1,5 K), +1 Mithral

Full plate (8 K), ring of protection +1 (2K), +2 Longsword (8K).

Silver Crusade

I'm also going to work on a Cleric/Gunslinger build.


Nicos, I didn't see your builds until today. What were your goals with them? Do you think you met those goals? It's hard to provide feedback or comment when I don't know what the intention was.

Shallowsoul, I look forward to it and you gave me an idea for a build. I'm still toying with it a bit but I like this concept. I was trying to build a wizard/gunslinger when I realized that it might be fun to use these archetypes and see what I could do. The biggest problem is that it takes too long to get going and probably wouldn't live to see level 10. However, if it does, I think (I'm not sure) that eldrich knight could be a fun prestige class to work into.

Spoiler:

GunBlaster
Human Eldritch Knight 1 Gunslinger (Gun Tank) 4 Wizard (Spellslinger) 5
LN Medium Humanoid (human)
Init +10; Senses Perception +13
--------------------
Defense
--------------------
AC 28, touch 12, flat-footed 26 (+12 armor, +4 shield, +2 Dex)
hp 67 (5d10+5d6+10)
Fort +7, Ref +7, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +10/+5 (1d4+3/x2)
Ranged +3 Pistol +11/+6 (1d8+7/x4)
Wizard (Spellslinger) Spells Prepared (CL 5, 10 melee touch, 7 ranged touch):
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +7; CMB +10; CMD 22
Feats Arcane Builder (Weapons), Arcane Strike, Craft Magic Arms & Armor, Deadly Aim -2/+4, Extra Grit, Gunsmithing, Improved Initiative, Still Spell, Weapon Focus (Pistol), Wizard Weapon Proficiencies
Traits Desperate Focus, Reactionary
Skills Acrobatics +13 (+9 jump), Climb +1, Concentration: Wizard +10, Escape Artist +0, Fly +8, Intimidate +12, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +13, Ride +0, Spellcraft +15, Stealth +0, Swim +1
Languages Common, Dwarven, Elven, Gnome
SQ Abjuration, Arcane Gun, Armor Training 1, Beneficial bandolier (empty), Bullet Defection (+7), Celestial shield, Deed: Deadeye, Deed: Gun Tank's Resolve (25%), Deed: Gunslinger Initiative, Deed: Pistol-Whip, Deed: Quick Clear, Deed: Utility Shot, Enchantment, Grit, Illusion, Mage Bullets, Necromancy
Combat Gear +3 Pistol, Celestial plate armor, Celestial shield; Other Gear Beneficial bandolier (empty)
--------------------
TRACKED RESOURCES
--------------------
Feather Fall (1/day) - 0/1
Grit (3/day) - 0/3
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Builder (Weapons) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Beneficial bandolier (empty) Teleport bullet/powder into gun as swift action.
Bullet Defection (+7) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Celestial shield If wearing celestial armor, use overland flight instead of flight once per day.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Still Spell You can cast a spell with no somatic components. +1 Level.


You know... I completely forgot about this thread...

I didn't even finish posting the batman villain builds... -.-'

And I even made Harley Quinn, Two-Face, Joker and Mr.Freeze... haha...

But anyway, this time I come not with a build, but with a request: A creative Cleric build.

Clerics are a class that I enjoy playing, but they seem rather boring to build.

I need a build mostly focused on combat, it must have no multi-classing (Prestige Classes are okay as long as they retain full casting progression). It must be non-evil.

I was trying to build a Cleric for a friend of mine, but I couldn't think about anything interesting... only the usual sword-and-board cleric (or in his case, mace-and-board).

So any chance you guys can help me to make an awesome Cleric build?


at waht level do you wnat the cleric lemmy? or do you just wnat the feat progression?


We are currently at 4th level in this campaign, but if possible, I'd like to see a 7th~9th level build, as that's what I consider the most a character can take to "complete" its build.

Feat progression up to these levels would be nice. My friend says he has no preference about race, although I think he's not a fan of elves.

We're using 25 point buy.


Lemmy wrote:

We are currently at 4th level in this campaign, but if possible, I'd like to see a 7th~9th level build, as that's what I consider the most a character can take to "complete" its build.

Feat progression up to these levels would be nice. My friend says he has no preference about race, although I think he's not a fan of elves.

We're using 25 point buy.

Alignment preference?


Hobgoblin battlish Cleric of Urgathoa

So Yon Cleric of battle here is just the essentials with a bit of necessary gear.

The build itself is pretty much done at 3rd but I dragged him out to show how he continues improving over time.

Ideally you will be running around with Greater Magic Weapon cast on your scythe (+2 enhancement there) and running about with Divine Power going (an extend rod is helpful, +3 Luck bonus)

This guy does not rely on full attacks as most combat builds do but rather on hitting very hard and dropping a handful of debuffs at once.

This first attack would look something like:

Attack: +5 Wisdom + 2 Enhancement + 3 Luck + 6 BAB = +16 Attack

Damage: +3 Strength + 2 Enhancement + 3 Luck + 6 Power Attack +4 Ferocious Strike + (5d6/2 + 4?) Channeled Smite (DC18 Will for half) + 3d8+13 Stored Inflict (DC18 for half) = AVG 52 Plus Sickened assuming failed saves.

Not terrible. You can actually do more interesting things by dropping a bestow curse or ghouls touch into your scythe.

Funnily enough with Death's Kiss you make a pretty good healer as well. :)

At 10th your channeling takes a nasty turn as you can drop a Contagion spell on a failed save.

This build was inspired by some of the Magus debates I have been reading regarding having Int over Str and vice versa.


Awesome Aasimar Cleric

If alignment and being a hobgoblin is an issue you can go for a slightly more battlefield controllish build. The numbers come out to about the same as the hobgoblin the exception here is rather than relying on spellstoring right away (definitely an option later) you use the gentle repose power and channel force to bash people around and absolutely murder their action economy making them easy fodder for your party's full bab classes. This combos works beautifully with casters who make use of slow allowing you to put people to sleep with a nasty swipe from your katana.

Unfortunately while you are much more effective in combat you aren't quite the healer (ironic) that the hobgoblin is.


Bob_Loblaw wrote:

Nicos, I didn't see your builds until today. What were your goals with them? Do you think you met those goals? It's hard to provide feedback or comment when I don't know what the intention was.

Well, with the Thug/Armored hulk i think a met the goal. I think he is a good warrior with a very nasty trick (to fighten enemies), at higher levels he would use dreadful carnage (dazzling display) + terrfying howl to frighten several enemies.

The Spellbreaker / Tower shield specialist was harder though. I want to like te tower shield specialist, i really want, but evey build i made ended to be weak in the ofensive side.


Thanks for the builds, Tark.

Both builds seem quite effective and, but they are not exaxtly what they I'm looking for.

I don't think my friend is willing to dump Int. He likes skill points and Clerics have too few of them as it is. They are also pretty straight foward, I'm trying to come up with a build that seems unique (at least for a non-veteran player).

Thanks anyway. I might actually use the Hobgoblin as an inspiration for one of my next characters!

Silver Crusade

Monk(Qing Gong) 6/Paladin 8/Ranger 1 (Aasimar) “Aston the Hunter”
Str: 18
Dex: 20
Con: 16
Int: 08
Wis: 23
Cha: 20

HP: 6d8 + 18
8d10 + 24
1d10 + 3

AC: 32 (35 with Barkskin) (39 with Monk's Dodge from Ki)

Touch: 32

Flat Footed: 26 (29 with Barkskin)

Fort: +25

Ref: + 23

Will: + 26

Spd: 50

Init: + 5

Traits: Quain Martial Artist,(Still deciding which trait to take)

Feats: Weapon Focus (Unarmed Strike), Weapon Finesse, Dodge, Mobility, Spring Attack, Power Attack, Dragon Style, Improved Natural Attack, Combat Reflexes, Cosmopolitan, Skill Focus (UMD)

Attack: +22/+22/+17/+12 2d8 + 8 (Unarmed Strike)
Attack: (Divine Bond + Favored Enemy + Bane + Smite + Power Attack + Divine Favor) +35/+35/+30/+25 2d8 + 25 + 2d6 vs (Damage increases to 2d8 + 33 + 2d6 vs Undead, Evil dragons, or evil outsiders)(Add an extra +2 to damage on the first attack when using Dragon Style)
With Divine Bond we can drop one of the enhancements to add flaming or defending, or drop both enhancements to add Holy, Flaming Burst, or Disruption.

Monk 6th: Flurry of Blows, Unarmed Strike, Stunning Fist: DC 19 8/day, Evasion, Fast Movement, Maneuver Training, Still Mind, Ki Pool (Magic), Ki Points 9, Ki Powers (Barkskin and True Strike)

Paladin 8th: Aura of Good, Detect Evil, Smite Evil 3/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Mercy, Channel Positive Energy, Divine Bond, Aura of Resolve, Spells 3 1st / 2 2nd.

Ranger 1: 1st Favored Enemy, Track, Wild Empathy.

Aasimar: Native Outsiders, Darkvision 60ft, Daylight 1/day, Celestial Resistance: Acid, Cold, and Elec 5, Skilled.

Skills: Acrobatics: +12, Perception: +18 (+20 vs Favored Enemy), Sense Motive: +8(+10 vs Favored Enemy) , Stealth: +15 , Survival: +16 (+17 using Track)(+19 Tracking Favored Enemy) , Bluff: +7 , Use Magic Device: +21.

Items: Belt of Physical Perfection + 4, Headband of Mental Prowess + 4, Amulet of Mighty Fists +3 (Bane Enchantment), Monk’s Robe, Ring of Protection + 4, Bracers of Armor + 4, Cloak of Resistance + 4, Boots of Elvenkind.

I’m not too happy with my skill totals but the important skills will hit the DC’s. I’m also not too sure about Skill Focus and Cosmopolitan. I took those two for UMD in which relies on being able to find items to use because I didn’t have enough gold left to buy a wand or two.
This is a specialty build that focuses on a special type of creature but overall I do like it. I may tweak it a bit more before I’m satisfied.

Edit: Made some changes.


Crt C + Crtl V

Impresives saves, normal AC, very good touch AC. Vervy very low normal attack, acceptable attack with all the tricks (still low if you tae into account how many resoruces you need to do it).

I do not see why to have weapon finesse, it is just +1 to attack, there should be other combat feats that help more.

might I also suggest to take the guide archetype?

Silver Crusade

11th level fletchling infiltrator Sorcerer “The Shadowman”

Str: 7
Dex: 20
Con: 12
Int: 12
Wis: 12
Cha: 24

HP: 11d6 + 11

AC: 17

Touch: 17

Flat: 12

Spd: 30ft

Init: + 5

Fort: + 8 (+13 vs Traps)
Ref: + 13 (+18 vs Traps)
Will: + 13 (+18 vs Traps)

Traits: Eyes and Ears of the City, Gold Finger

Feats: Light Armor Proficiency, Skill Focus (Stealth), Stealthy, Weapon Finesse (Touch Spells), Silent Spell, Skill Focus (Perception), Arcane Blast

Racial “Fletchling”: Native Outsider, Darkvision 120, Low-light vision, Skilled, Shadow Blending, Shadowy Resistance, Spell-like abilities.

Sorcerer “Shadow Bloodline”: Class Skill (Stealth), Bonus Spells “Ray of Enfeeblement, Darkvision, Deeper Darkness, Shadow Conjuration, Shadow Evocation”, Eschew Materials, Cantrips, Bloodline Arcana,

Bloodline Powers “Shadowstrike, Nighteye, Shadow Well”.

Headband of Alluring Charisma + 4, Belt of Incredible Dexterity + 4, Improved Shadow Silken Ceremonial Robe + 1, Ring of Spell Knowledge II (Silence), Gloves of Reconnaissance, Minor Burglar Boots, Cloak of Resistance + 4, Masterwork Tool (Padding added to boots to add +2 to Stealth), Masterwork Tool (Extra layered spectacle lenses grant +2 to Perception), Masterwork Tool (Rune Bracelet grants +2 to Use Magic Device), Masterwork Tool (Arcane Focus Earring grants +2 to Spellcraft), Masterwork Tool (Mystic Tuning Fork grants +2 to Knowledge Arcana), Masterwork Tool (Shiny coin grants + 2 to Bluff), Masterwork Thieves Tools, Eyes of the Eagle,

Skills: Stealth: + 41, Use Magic Device: + 17, Perception: + 29, Spellcraft: + 10, Knowledge(Arcana): + 10, Bluff: + 18, Disable Device: + 14, Acrobatics: +5, Knowledge (Planes): + 3

Spells Per Day: 6/8/8/7/5

Spells Known:
0 lvl: Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Disrupt Undead, Read Magic, Acid Splash, Touch of Fatigue, Open/Close.

1st level: Shield, Ray of Sickening, Vocal Alteration, Forced Quiet, Ray of Enfeeblement, Disguise Self,

2nd level: Rope Trick, Create Pit, Locate Object, Darkvision, Spectral Hand, Dust of Twilight

3rd level: Suggestion, Marionette Possession, Deeper Darkness, Gloomblind Bolts, Silence, Dispel Magic

4th level: Shadow Projection, Shadow Conjuration, Greater Invisibility, Charm Monster,

5th level: Shadow Evocation, Dominate Person, Undead Anatomy II

Shadowstrike: Melee touch attack for 1d4 + 5 Nonlethal damage + Dazzled for 1 minute. Dazzle doesn’t work against creatures with low-light or darkvision. 10/day.

Nighteye: 120 ft darkvision.

Shadow Well: Can use the Stealth skill even while being observed as long as he is 10ft away from a shadow. Once per day, can switch places with a willing ally that is within 60ft.

Shadow Blending: 50% miss chance as long as fletching is in dim light.

Shadow Resistance: Resist 5 to Cold and Electricity.

Disguise Self: 1/day.

Shadow Walk: 1/day.

This is my infiltrator build. I call him "The Shadowman". I may change a few things like spell list and feats. I'm not too sure about Arcane Blast but the reason I took it was to give him a little offense if needed because most of his spells aren't direct damage. I'll come back when I think of some more changes.


I will compete with this one in a tournament type game in a pbp here in paizo forum.

The only situation I fear are flying spellcasters.

Spoiler:

Human
Neutral
Gendarme 1/ spellbreaker 4/ /Armor master 6

Order of the Tome

Str 18(24)
Dex 15
Con 14
Int 12
Wis 14
Cha 7

=== Defense ===
Hp: 80

AC: 30 (10 + 9 armor+ 2 dex +7 shield +1 def +1 dodge)
FF AC: 28
Touch AC: 15

DR: 6/-

CMD: 32 (38 against grapple and trip)

=== Offense ===
Thf and power attacking

+5 adamantine heavy shield : +23/+15/+10 (1d4+23 20/x2)

CMB: +17 (+24 for shield slam)

=== Saves ===

Fort +16
Ref +9
Will +13 (+16 against charm and compulsion)

=== Traits ===
Birthmark, deft dodger

=== Skills ===
Perception +17
Acrobatics +9
Swim +11
Climb +11
Survival +13
Intimidate +23

=== Feats ===
1. Power attack, Iron will
2. Step up
3. Improved shield bash
4.
5. Twf, Improved bullrush
6. Shield slam
7. Lunge, Furious focus
8.
9. Intimidating prowess, Cornugon smash
10.
11. Shield master, dazing assault

=== SQ ===
Relentless Footing ,Challenge 1/day, mount, order,Strong-Willed, Defense against (enchanment), Magic,Foil Casting, Domain, judgment 2/day, orisons, stern gaze, Cunning initiative, detect alignment, track, spells
=== Spells ===

1th.
Wrath, CLW, Burst Bonds, expeditious retreat
2th
see invisibility

=== gear ===

+5 adamantine heavy shield (28 K), Adamantine full plate mail (16,5), cloak of protection +3 (9K), belt of giant str +4 (16K), Ioun torch, +1 ring of protection (2 K), cracked Pale Green Prism Ioun stone [saves] (4K), Wand of cure light wounds x 2(1,5 K), cracked Pale Green Prism Ioun stone [attack] (4K), tanglefoot bag x2, Armor spikes.

Scrolls:
see invisibility 150 gp
Portection from evil, chaos 50 gp
Invisibility x2 300 gp
expeditious retreat (caster level 3)x2 150
Delay poison 150 gp
Resist energy (fire) 150 gp
Remove fear 50 gp

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