Build Idea: Better good looking than good


Advice


After looking at the human luck feats, I was toying with the idea of a "better lucky than good" build, but as I was building it, a completely different concept appeared.

Basically, I want to make a charisma based jack of all trades, master of none. Fluff wise, it would probably be a guy that worships Desna and, because he has always had so much luck that he triumphs over any obstacle, he does not have the self discipline to stick to one area of expertise.

This is what I have so far. I have kept the "luck" part of the build since for some reason I see luck and CHA being related to each other

lvl 1: Wizard (spellslinger), Divination (prescience School). Take Human luck feats

lvl 2,3: Paladin (Divine Hunter or Holy gun, not sure). Get Rapid Shot at level 3

lvl 4: Gunslinger (misterious stranger)

lvl 5, 6: Ninja. Use Ki for extra attacks

lvl 7: Bard (Acheologist). Take Lingering performance

lvl 8: Oracle, battle mystery (war sight for double rolls on initiative)

How character would look at at level 8:

+4BAB (+6 if fractional is in place) vs touch AC = 3 attacks per turn with rapid shot and using Ki

+CHA to saves (and probably pretty decent saves all around. You can probably dump WIS)
3+INT roll twice, take best

Swift action options
Use wizard spells to give weapon flaming/shocking/etc
CHA to damage
CHA to hit, +2 to damage
Use Ki for extra attack

That's all I got so far. It's just a crazy idea, but I would appreciate any feedback on it!

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Disclaimer::
I had posted this in the GitPG forums, but did not get much feedback. Still, if anyone saw it there and it's seeing it again, I apologize.


Dot.


I could actually see this being fairly cool. It's obviously not optimized, but I think that is the point, and it would almost certainly be rather adaptable.

And if worst comes to worse, you can make the best skill monkey around (+3 to EVERYTHING)

Lantern Lodge

Way too many dips. If you favor spellcasting, then choose witch, bard, or oracle as a main class, choose the Magical Knack trait, and take a 2 level dip in martials.

As for martial classes, looks like you want to wield a gun. Perhaps lvl 1 pistolero followed by 2 level dip into Divine Hunter for saves and character flavor, then pistolero the rest.


EDITS, EDITS EVERYWHERE

a pistol with this build seems cool.

one thing i notice though is that you'll have a lot of bookkeeping to do--you have to manage spells from 4 classes, as well as grit and ki.

personally i'd say trim it down to just wizard (or myrmidarch magus, or better yet, sorcerer, so the build works off cha even more), paladin, and gunslinger, and once you get the necessary abilities from them, pick one and continue it (wizard or sorc i'd say).

maybe go:
gunslinger 1
wizard 1 (or sorcerer or magus)
paladin 3
more wizard (or etc.), then maybe Eldritch Knight.

for feats i'd say keep your regular feats and EK bonus feats for the standard gunner ranged combat ones since you'll be using them a lot. grab magic-related feats via the wizard bonus (or sorc bloodline) ones.

spellslinger wizard is REALLY going to leave you hurting though. i mean yeah it's 1/2 price to improve the gun, but that's hardly worth it when you can just grab craft magic arms and armor and do the same and you have FOUR opposed schools. if you want to use magic with your gun, go (myrmidarch) magus (this also allows you to skip the foray into EK, since you get it's capstone as a level 3 magus). if you want more cha-based casting, go sorc. if you want to be a wizard, then vanilla wizard may be the better option.


Darkwolf117 wrote:

I could actually see this being fairly cool. It's obviously not optimized, but I think that is the point, and it would almost certainly be rather adaptable.

And if worst comes to worse, you can make the best skill monkey around (+3 to EVERYTHING)

Thank you! I'm glad you find it interesting. The build should be at least a decent skill monkey, and probably you would also be a good party face since it is so CHA heavy

kaisc006 wrote:

Way too many dips. If you favor spellcasting, then choose witch, bard, or oracle as a main class, choose the Magical Knack trait, and take a 2 level dip in martials.

As for martial classes, looks like you want to wield a gun. Perhaps lvl 1 pistolero followed by 2 level dip into Divine Hunter for saves and character flavor, then pistolero the rest.

Ehhh... I guess the point of the build is to be dip heavy (representing a bit of ADD). A straight caster with a dip of martial is probably a much stronger build, but flavor wise is very different.

As to the martial side, it's not like a gun it's a MUST have, but I thought that targeting touch AC was the only way to keep up with the multiple hits to BAB.

That being said

Quote:


one thing i notice though is that you'll have a lot of bookkeeping to do--you have to manage spells from 4 classes, as well as grit and ki.

personally i'd say trim it down to just wizard (or myrmidarch magus, or better yet, sorcerer, so the build works off cha even more), paladin, and gunslinger, and once you get the necessary abilities from them, pick one and continue it (wizard or sorc i'd say).

I think you raise a fair point. Maybe I went overboard with the number of dips. I guess that, though thematically the Bard and the Oracle fit the build, what they bring in mechanically is more a hindrance than an enhancement

Quote:


maybe go:
gunslinger 1
wizard 1 (or sorcerer or magus)
paladin 3
more wizard (or etc.), then maybe Eldritch Knight.

for feats i'd say keep your regular feats and EK bonus feats for the standard gunner ranged combat ones since you'll be using them a lot. grab magic-related feats via the wizard bonus (or sorc bloodline) ones.

Going EK is a fantastic recommendation.

Quote:
spellslinger wizard is REALLY going to leave you hurting though. i mean yeah it's 1/2 price to improve the gun, but that's hardly worth it when you can just grab craft magic arms and armor and do the same and you have FOUR opposed schools. if you want to use magic with your gun, go (myrmidarch) magus (this also allows you to skip the foray into EK, since you get it's capstone as a level 3 magus). if you want more cha-based casting, go sorc. if you want to be a wizard, then vanilla wizard may be the better option.

The main reason I wanted the spellslinger was to get the the wizard ability to reroll. I was planning on just sacrificing the wizards spells to give the gun properties on the fly (this is actually a pretty cheap way of adding +1s to your weapon, since you can recover the spells with pearls of power)

I must admit that I avoided taking a magus into consideration since I play one in another game and didn't want the overlap, but you have convinced me that it is probably a superior choice.

Based on these recommendations, I can see the build going two ways

1) Just stick to the CHA classes and make a CHA heavy build with low/no magic

lvl 1: Gunslinger (mysterious stranger). Point Blank Shot, precise shot
lvl 2-5: Paladin (Oath of Vengeance). Rapid Shot, Deadly Aim
lvl 6-9: Ninja.

At level 9, you would would have BAB+8, be able to use Smite to add CHA to hit (and +4 to damage), mysterious Stranger for CHA to damage and get a decent number of times per day where you can get an extra attack out of using Ki.

For this build the only stat you would need would be CHA, with DEX being secondary and INT and WIS being possible dump stats. If you are in need of skill points, you can probably move the ninja level earlier in the build

2) Make a more INT focused build. Strangely enough, this one might be a better "luck" build

lvl 1: Wizard (spellslinger), Divination (prescience School). Take Human luck feats
lvl 2-9: Magus (myrmidarch)

This allows to really buff your weapon by combining the arcane pool extra properties with the spellslinger ability to sacrifice spells for properties

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I guess I have a question: Is there any way to get the power from the wizard divination school as a sorcerer? It just feels to me that a high CHA character would have a better chance to be lucky than a high INT one...

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