Need concept / build advice for a new campaign! suggestions please!


Homebrew and House Rules


Hey guys,

So one of the people in my gaming group who is normally a player wants to run a game occasionally on the days when our regular GM cannot, or just to shake things up from time to time. I need help coming up with ideas/suggestions for a character for this new campaign for the following parameters:

The campaign is supposed to be entirely encompassed in "The test of the Starstone" -- the party will all be different characters which I suppose will be forced to cooperate, but I suspect they must also compete so that ultimately only one player gets to ascend to (Demi)godhood. If I'm going to play, I want to play to win, so I need advice on making a character that will not only be fun to play, but I expect it will have to be good in PvP... I'd like to be able to help the group, but helping the group is secondary to individual survivability -- I almost always play support characters and helper-types, so this is VERY unfamiliar territory for me. Please help!

GM says backstory is very important, and may have big impact on the game, so not only builds, but very cool character concepts, suggestions, motivations for a particular character or characters to be seeking the starstone are also appreciated.

SPECS:

Character is story-wise an epic level character, so that should have an impact on any backstory suggestions, but the CHARACTER ITSELF has to be 8th level -- the GM is basically saying all our characters are epic level badasses with their own reasons or motivations for seeking or feeling entitled to godhood, but the cathedral of the starstone will weaken all our Epic-levelness down to 8th level as part of the first session. (So suggestions for beyond 8th level is appreciated, but to start out I only need an 8th level character)

Character must be a 25 point buy.

Quick thinking is critical as the GM intends to punish/confuse players who do not declare what they are doing within a few SECONDS of their turn starting... so doing only a couple of things really well might help, limited options that still make the character viable might be a distinct advantage.

I'd prefer to be a fighter type over a spellcaster, but if being insanely powerful means having to be a spell caster, and you have ideas/suggestions that work (but won't necessarily give me millions of options which will cause me to run out of time before making decisions) I'll hear anything out!

Any alignment is welcome, and I can have 40k worth of equipment.

So any suggestions on classes, builds, backstory concepts, must-have items... I'D LOVE TO HEAR IT.

THANKS EVERYONE WHO READS/POSTS!!!


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Well, personally I like the hexcrafter magus. They can fight in melee, and still use spells, and they also get witches' hexes, which are often better than spells since their DC's scale with level. You also get curses added to your spell list. These can be helpful since you can use many of them with spell comnbat and/or spell strike, meaning you get an extra hit at full bab-2 that might give the enemy a -6 to a stat for example. Overall, they are good at debuffing, which can help both in team combat and backstabbing.

And since I love plugging this: The second build of this guide, the "defiler" is an excellent hexcrafter build. Basically, you take a dip into white haired witch (which works thematically with hexcrafter) to get a natural attack that does Intellect to damage (1.5 Int to damage if it is your only natural attack) and can start a grapple as a free action on a successful hit. This grapple is uses Int instead of strength and you do not get the grappled condition. The guide combines this trait with other tricks of spell combat and feats to add on a ton of conditions. For example: using traits, it lets use add a free metamagic onto a couple of low level ice spells (which each have their own status condtions without saves) to make the spell entangle the target. their low level means that you have them to spare. Cornugon smash is also used to demoralized foes. Besides these little gems, it also details key hexes that any witch or warlock would be proud to carry.

Even if you do not like the idea of using hair as your sole weapon, the guide still provides excellent advice to hexcrafters. It shows you how to add as many status conditions as possible on your normal full attack routine. This can also be helpful with your fast paced GM since it gives you an excellent option that can be readily turned to without needing much deliberation.


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You probably want to put survivability first, so that means
1 - saves
2 - HP
3 - AC
4 - other defenses
Characters who can fulfill those requirements are
- monks - really hard to beat to the ground if built correctly, plus they get spell resistance
- paladins
- unbreakable fighters
- inquisitors
- invulnerable ragers with superstition
- bards

The bards I add because if you invest into it and get the saving/... finale type of spells it will be hard to hammer you to the ground. Plus you can buff yourself, heal yourself and be underestimated by many. If you look at arcane duelist, for example, they can get *really* nasty. Just be sure to use more than just AC to get those other PCs off your back ;-)

If you go for the others, consider dipping into a level of another class to boost saves and open up alternative class features. For example, a two-level dip into rogue nets you evasion, so if you take that on your inquisitor you get stalwart+evasion+high saves -> you will pass almost anything. Same holds true for the unbreakable fighters.
Monks are just a pain in the a** to kill if they are built correctly. Main problem usually is their ability to hit, but if you go for a mix between flurry-able ranged attacks (e.g. shuriken with deadly aim) and close combat weaponry (+x weapons - new ruling states you can flurry with one weapon) you can manage there as well. Plus if you look at martial artist, DR won't be a problem for you, so the opposing barbarian/monster/armor master fither/... will be hurt more than he expects.

Paladins are also truly nasty to beat down.

Generally, look at feats that keep your touch AC high or allow you to deflect spells like that as well. For example, ray shield is cool for that. You do not want that disintegrate spell to hit you... :-P

Finally consider adding helpful features like through the eldritch heritage line of feats or some prestige classes like the shadow dancer. If you can't hurt enough directly, ensure they don't hit you (stealth, teleports, concealments, summoned critter meatshields, shield spells etc.).

Hope that gets you started :-)


Make an Alchemist.

Which kind is up to you but IMO Alchemists have just the right mix of magical and martial versatility you would probably need for something like this.

Character concept would depend on Bomber vs Melee Alchemist, with Bomber likely being a mad scientist who wants to achieve godhood for the simple reason that he wants to take the universe apart to see how it ticks, and the melee one wanting to become a god to perfect his physical form and power beyond mortal ken.

Too lazy to do a full build right now.


I'd second both magus and alchemist. Also, summoner with the eidolon being the main combatant and you playing 'support' for it. Summoning spells spontaneously if the eidolon goes down for some reason ups survial quite a bit as well.


Summons are easy to counter by PCs, so I would advise against that.


Well, since someone brought up alchemists: spontaneous healing and healing touch are a great combo of discoveries. Spontaneous healing lets you use a free action to do fast healing 5, letting you do this once per day per every 2 alchemist levels. Healing touch lets you share this with others, but my scheming heart only suggests this since it doubles your available fast healing. With both discoveries, you are basically playing with an extra 40 hp at level 8. That is useful for anyone.


Sangalor wrote:
Summons are easy to counter by PCs, so I would advise against that.

Everything has a 'counter' if you are even remotely intelligent about how your play. So to each their own.

I'm fairly sure in a 'duel' situation a well built summoner (and eidolon) will out class just about any other class that doesn't have a companion. Having both spells and a custom built intelligent combat monster makes for a very potent combination. Action economy means a great deal and being able to stack the deck in your favor (build the eidolon to cater to your spell selection/cover your weakness) helps in a PvP situation.

I guess the OP could follow your suggestion and roll an unbreakable fighter and sit relatively helpless when one of the casters in the group casts Fly... then summons a handful of lantern archons who proceed to zap the poor fighter with touch attacks from range or better yet Gestalt.
...

@OP a druid can be effective as well, mobility, wildshape utility with healing access and an animal companion. Flying + Call Lightning while focusing on not being hit (AC and concealment stacking) can wreck havoc.

If you are really worried about PvP, knowing what the other players will be playing would help us guide you in the 'right' direction. Limited to PFRPG only or 3PP is allowed?


Well, it also depends on the builds of the two characters and their equipment. Someone skilled with bows or with winged boots could prove a challenge depending on the terrain and spells used. Plus, a sword never runs out of spell slots. That might be the best bet in a competition. Lure opponents into healing you, want for them to run out of resources, then stab them in the back when they are not looking.

Hmmm...how useful would shadow dancer be? They can stealth even when someone is watching, they can have their summoned shadow as a scout and crippling force (especially on most casters, who do not have much con to lose), shadow jump, and use of shadow conjuration (that can copy many key spells). Well, a lot of its usefulness would depend on how long the campaign ran. Since this is based on a single, if epic, obstacle course, you might not get much use out of the higher leveled abilities.


These are some great ideas and today I will do a bunch of the homework researching a few. but to answer a couple of questions...

...I know I could design a better character for thwarting my rivals if I asked them, but I don't think it would be entirely fair to learn their builds then make a build that specifically thwarts them. At best it's somewhat unfair, at worst it will be looked at as cheating... don't want to go there.

I want to avoid summoning characters if I *CAN* because they have a tendency to bog down the game.

Rynjin -- You have great ideas for backstory/motivation but without something more substantive I can't go that way... I don't know much about alchemists, but if you have a good build or know where i can find one suitable for my purposes I'd be very grateful.

Skylancer -- I am limited to Pathfinder materials only... no 3rd party products. ): -- interested in why YOU think alchemist is a good idea.

Lemeres -- thank you for the hexcrafter idea, at this point it may be leading the pack after I do the research you provided.

Still a LOT of open decisions to make... I am still hoping to hear other class ideas if people are passionate about them... once I have race and class picked out I'll start asking for equipment advice for my 40k.

YOU GUYS ARE THE BEST!


Skylancer4 wrote:
Sangalor wrote:
Summons are easy to counter by PCs, so I would advise against that.

Everything has a 'counter' if you are even remotely intelligent about how your play. So to each their own.

I'm fairly sure in a 'duel' situation a well built summoner (and eidolon) will out class just about any other class that doesn't have a companion. Having both spells and a custom built intelligent combat monster makes for a very potent combination. Action economy means a great deal and being able to stack the deck in your favor (build the eidolon to cater to your spell selection/cover your weakness) helps in a PvP situation.

I guess the OP could follow your suggestion and roll an unbreakable fighter and sit relatively helpless when one of the casters in the group casts Fly... then summons a handful of lantern archons who proceed to zap the poor fighter with touch attacks from range or better yet Gestalt.
...

@OP a druid can be effective as well, mobility, wildshape utility with healing access and an animal companion. Flying + Call Lightning while focusing on not being hit (AC and concealment stacking) can wreck havoc.

If you are really worried about PvP, knowing what the other players will be playing would help us guide you in the 'right' direction. Limited to PFRPG only or 3PP is allowed?

I understand your reasoning and it's fine. I still think that summons are far too easily countered:

- Prebuffs with long enough duration like protection/magic circle against evil/law/... keep them completely away
- dispel magic removes a summon spell completely, thus removing several critters at once if you're lucky

Any character can have options to fly, either through class features, eldritch heritage or magic items or consumables. Finally there is also the bow or any other kind o ranged weaponry to take down airborne enemies, so that is no problem in itself. :-)


Vicon wrote:
Rynjin -- You have great ideas for backstory/motivation but without something more substantive I can't go that way... I don't know much about alchemists, but if you have a good build or know where i can find one suitable for my purposes I'd be very grateful.

I could try to whip something up. Just tell me whether you want a Bomber or Melee Alchemist.

As for the story, I kept that purposefully vague. It's your character, you should be able to think of the details.


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Just for the fun of it I built an unbreakable fighter for level 8 and level 13

L08:

Unbreakable Fighter 25pt L08
Half-Orc Fighter (Thunderstriker, Unbreakable) 8
N Medium Humanoid (orc)
Init +1; Senses darkvision; Perception +9
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Defense
--------------------
AC 25, touch 11, flat-footed 24 (+10 armor, +4 shield, +1 Dex)
hp 76 (8d10+24)
Fort +9 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +5
Defensive Abilities unflinching +2; DR 3/—
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Offense
--------------------
Speed 20 ft.
Melee Buckler Bash +12/+7 (1d3+4/x2) and
. . +2 Guisarme +14/+9 (2d4+8/x3)
Special Attacks heavenly fire (5/day)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 10, Wis 13, Cha 14
Base Atk +8; CMB +12; CMD 23
Feats Deadly Aim -3/+6, Diehard, Eldritch Heritage, Endurance, Furious Focus, Heroic Recovery (1/day), Improved Shield Bash, Iron Will, Power Attack -3/+6, Skill Focus (Heal), Vital Strike
Traits Armor Expert, Caretaker
Skills Acrobatics -3 (-7 jump), Climb +6, Escape Artist -3, Fly -3, Handle Animal +6, Heal +9, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (religion) +1, Perception +9, Ride +1, Stealth -3, Survival +5, Swim +6 (+10 to resist nonlethal damage from exhaustion)
Languages Common, Orc
SQ orc ferocity (1/day)
Other Gear +1 Adamantine Full plate, +3 Buckler, +2 Guisarme, 40000 GP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Diehard You are stable and can choose how to act when at negative Hp.
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.
Heavenly Fire (5/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Unflinching +2 (Ex) +2 Will save vs. mind-affecting effects
Vital Strike Standard action: x2 weapon damage dice.

5000 GP are left for general and magic gear.

L13:

Unbreakable Fighter 25pt L13
Half-Orc Fighter (Thunderstriker, Unbreakable) 13
N Medium Humanoid (orc)
Init +1; Senses darkvision; Perception +14
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Defense
--------------------
AC 25, touch 11, flat-footed 24 (+10 armor, +4 shield, +1 Dex)
hp 121 (13d10+39)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +7
Defensive Abilities stalwart, unflinching +3; DR 3/—; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft.
Melee Buckler Bash +20/+15/+10 (1d3+7/x2) and
. . +2 Guisarme +19/+14/+9 (2d4+8/x3)
Special Attacks hammer and anvil, heavenly fire (5/day)
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Statistics
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Str 18, Dex 13, Con 16, Int 10, Wis 13, Cha 15
Base Atk +13; CMB +17 (+19 Sundering); CMD 28 (30 vs. Sunder)
Feats Blind-Fight, Deadly Aim -4/+8, Deathless Initiate, Diehard, Eldritch Heritage, Endurance, Furious Focus, Heroic Defiance (2/day), Heroic Recovery (3/day), Improved Eldritch Heritage (Celestial Resistances), Improved Eldritch Heritage (Wings of Heaven [11 minutes/day]), Improved Shield Bash, Improved Sunder, Iron Will, Power Attack -4/+8, Skill Focus (Heal), Vital Strike
Traits Armor Expert, Caretaker
Skills Acrobatics +3 (-1 jump), Climb +6, Escape Artist -3, Fly -3, Handle Animal +6, Heal +10, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (religion) +1, Perception +14, Ride +1, Stealth -3, Survival +5, Swim +6 (+10 to resist nonlethal damage from exhaustion)
Languages Common, Orc
SQ orc ferocity (1/day), quick recovery, wings of heaven (11 minutes/day)
Other Gear +1 Adamantine Full plate, +3 Buckler, +2 Guisarme, Ring of evasion
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathless Initiate Not staggered while using Diehard; gain +2 on melee damage rolls
Diehard You are stable and can choose how to act when at negative Hp.
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.
Hammer and Anvil (Ex) Suffer half normal penalties for two-weapon fighting with a buckler as the off-hand weapon.
Heavenly Fire (5/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Heroic Defiance (2/day) Delay the onset of a harmful affliction or condition until the end of your next turn.
Heroic Recovery (3/day) Can attempt an extra Fort save against a harmful condition or affliction.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -4/+8 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.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Unflinching +3 (Ex) +3 Will save vs. mind-affecting effects
Vital Strike Standard action: x2 weapon damage dice.
Wings of Heaven (11 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability.

I added nothing but the ring of evasion here (25000 GP), so you still have quite a bit left to upgrade weapons etc.

The idea of this build is


  • You get to use the buckler even while wielding 2HW and can make shield bashes with it.
  • As a 2HW I suggest a weapon with reach, since the buckler helps you to threaten adjacent squares.
  • The buckler helps you to increase your AC further.
  • Eldritch heritage gives you a ranged touch AC with heavenly fire and wings and permanent resistances.
  • Vital strike chain keeps your damage output high when you move around.
  • Furious focus ensures your first power attack is at your best bonus.
  • Stalwart covers the most dangerous spells, ring of evasion adds evasion to that mix (if you wear light armor, here not included)
  • Orc Ferocity will let you hang on, your damage goes actually up with the deathless initiate feat
  • Deadly aim keeps ranged attacks worthwhile
  • Darkvision allows scouting and deal with lighting problems.

I suggest further shoring up will save with cloak of resistance or similar items. Later take improved iron will and you should be fine there, or some helpful trait.

This should be quite a viable character, adjustable to your liking. Consumable will keep you going until you get the respective abilities (flight etc.) or gear (celestial armor) yourself.


Conventional wisdom says high-level PVP is rocket tag. You’ll want a character that can reliably get in the first shot. A Diviner wizard or, if you can anticipate the terrain, a Ranger has significant advantages for initiative and surprise.


Another sample build: Dwarven Monk (Sohei 7)/Wizard 1

Sohei Monk 25pt
Dwarf Monk (Sohei) 7 Wizard 1
LN Medium Humanoid (dwarf)
Init +7; Senses darkvision; Perception +14
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 15 (+2 Dex, +1 deflection)
hp 66 (7d8+1d6+24)
Fort +8, Ref +7, Will +10; +2 vs. enchantment spells and effects., +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Bardiche +12 (1d10+9/19-20/x2) and
. . Unarmed strike +9 (1d6+4+2d6 vs. Evil/x2)
Ranged Shuriken +7 (1d2+4/x2)
Special Attacks flurry of blows +5/+5/+0, ki strike, magic, weapon trainings (pole arms +1)
Wizard Spells Prepared (CL 3):
1 (2/day) Shield, Mage Armor
0 (at will) Acid Splash, Mage Hand, Detect Magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 14, Wis 16, Cha 8
Base Atk +5; CMB +11 (+13 Bull Rushing, +13 Disarming, +13 Grappling); CMD 29 (31 vs. Bull Rush, 31 vs. Disarm, 31 vs. Grapple, 29 vs. Trip)
Feats Blind-Fight, Deadly Aim -2/+4, Defensive Combat Training, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Power Attack -2/+4, Scribe Scroll
Traits Magical Knack (Wizard), Reactionary
Skills Acrobatics +13 (+9 jump, +20 to jump), Appraise +2 (+4 to determine the price of nonmagic items with precious metals or gemstones), Climb +11, Escape Artist +6, Intimidate +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +14 (+16 to notice unusual stonework, such as traps and hidden doors in stone walls or floors.), Sense Motive +10, Stealth +13, Survival +5, Swim +8
Languages Common, Draconic, Dwarven, Giant
SQ devoted guardian +3, greed, hand of the apprentice (5/day), hardy, hatred, high jump, ki defense, ki pool, ki weapon +1, monastic mount (14 hp), slow and steady, specialized schools (universalist), stability, stonecunning +2, unarmed strike (1d6), wholeness of body
Combat Gear Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day); Other Gear +2 Bardiche, Shuriken (20), Belt of giant strength +2, Handy haversack (empty), Holy Amulet of mighty fists, Ring of protection +1, 1683 GP
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Devoted Guardian +3 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hand of the Apprentice (5/day) (Su) Throw the melee weapon you are holding 5/day.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Ki Strike, Cold Iron (Su) If you have ki remaining, unarmed strikes count as cold iron to overcome DR.
Ki Strike, Silver (Su) If you have ki remaining, unarmed strikes count as silver to overcome DR.
Ki Weapon +1 (Su) At 4th level, as a swift action, a sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing by +1 per four levels after 4th to a maximum
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Monastic Mount (14 HP) (Su) At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gai
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Wholeness of Body (7 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.

You would continue to advance as monk.

The wizard gives you a lot of varying 1st level spells. Particularly useful would be shield and mage armor, giving you a total of +8 to AC and saves you money on bracers.
With cheap pearls of power you can refresh your slots after fights easily.

You threaten and flurry 10ft away with polearms, adjacent squares with your unarmed strike - which according to the new rules overcomes magic, cold iron, silver and - with the amulet - evil DR.

You have high saves, and evasion will help you avoid some nasty HP damage spells.

You get half your monk levels as bonus on initiative, so you will end up with a pretty high one.

Get yourself gloves of dueling later to up your weapon training damage.

And remember you can flurry with shuriken. Optionally you can get bows as another weapon training group later for ranged attacks.

Just as an idea :-)


Fangalor... I cannot thank you enough for these options, truly above and beyond.

Still have to explore/weigh merits of Hexcrafter vs. Fighter -- and sadly I think I flashed my badge by telling my GM what my class was, which subsequently got out to the group I was thinking about a HC.

Two other people have Advocated Alchemist so if it can be argued that an alchemist at 8th is more than a match for Fangalor's concept -- I'd like to hear it... I think a melee alchemist (Hyde type) could really speak to me.

As far as backstory, I am thinking for a Fangalor fighter He's going to be a Warrior of hundreds of battles, who from the blightlands, to the edge of the worldwound, to the depths of the underdark has tried to keep evil and abberations at bay, and finally gives up -- realizing it is not in the power of mortals to stop what he sees as the inevitable destruction of the world, as such he must achieve godhood to truly stop these threats, and seeks the Starstone. His personality will be utterly savage on the spectrum of half-orcs, but his intentions are 100% noble. Being the product of an... unwelcome union resulting from an orcish incursion over the lastwall, he grew up with the philosophy that the only thing that destroys a monster is a bigger monster -- which is what he ever seeks to be.

For a Melee Alchemist I'd go with Rynjin's idea of a Scientist that seeks a perfect form that transcends mortality is a great idea. I have a romantic attraction to the idea of "the answer to monster is bigger monster" so I'll have that be a cornerstone of this character as well, but instead of orc savagery the alchemist would be seeking to transform into a danger so hideous the mind of a simple mortal could not encapsulate it's dark scope. His intentions may be less noble, but he is ultimately pro-civilization, and would feel the world was safer with him at the top of the food-chain, especially if his "diet" consisted mostly of apex-predators, evil tyrants, and greedy usurpers. I'll have to read up on how alchemist transformation works, but imagery-wise I'd convey that the more Hulky he became, the more he resembled a hybrid of humanoid and one of those grotesque giant Brazilian water-centipedes, a model for his persona would be the "Ur-Quan Khor-Ah" (if you'd ever heard such a thing or googled it). and would say stuff like this:

"This is my trophy bone-chain... upon it is a single fragment of skeleton of each of the aberrations I have personally extinguished. I fondle these bones, and recall the FINE cleansing. Perhaps YOUR bones will grace this chain for a time, if they are not accidentally... pulverized."

THANKS FOR THE GREAT IDEAS! With the way my GM is talking PC mortality rate is likely to be VERY high, even from the first session potentially - so having multiple concepts (because my character might die) makes a lot of sense. In any case -- I'm exceedingly grateful for the forum's help. I'm LOVING pathfinder, but in my experience I can literally burn DAYS of time that is probably better spent with my spouse reinventing the wheel which some experienced players can provide relatively easily. I'm humbled and grateful!

Grand Lodge

I have an idea for Alchemist. Take extra bombs or Iron Will as a 1st level feat, hvae high STR, CON, and INT. Sacrifice CHarisma, Alchemist's don't need it. If you're going to be a Half-Orc, take tattoes of Toothy as an alternate racial trait and get a Greataxe. From there, prepare Cure Extracts and explosive things. At 7th level, multiclass into Master Chymist. If at 9th level, take A barbarian level for Medium Armor Proficiency and rage (use in mutagenic form.)

Best of luck,
Kyros Deun


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Vicon wrote:

Fangalor... I cannot thank you enough for these options, truly above and beyond.

Still have to explore/weigh merits of Hexcrafter vs. Fighter -- and sadly I think I flashed my badge by telling my GM what my class was, which subsequently got out to the group I was thinking about a HC.

Two other people have Advocated Alchemist so if it can be argued that an alchemist at 8th is more than a match for Fangalor's concept -- I'd like to hear it... I think a melee alchemist (Hyde type) could really speak to me.

As far as backstory, I am thinking for a Fangalor fighter He's going to be a Warrior of hundreds of battles, who from the blightlands, to the edge of the worldwound, to the depths of the underdark has tried to keep evil and abberations at bay, and finally gives up -- realizing it is not in the power of mortals to stop what he sees as the inevitable destruction of the world, as such he must achieve godhood to truly stop these threats, and seeks the Starstone. His personality will be utterly savage on the spectrum of half-orcs, but his intentions are 100% noble. Being the product of an... unwelcome union resulting from an orcish incursion over the lastwall, he grew up with the philosophy that the only thing that destroys a monster is a bigger monster -- which is what he ever seeks to be.

For a Melee Alchemist I'd go with Rynjin's idea of a Scientist that seeks a perfect form that transcends mortality is a great idea. I have a romantic attraction to the idea of "the answer to monster is bigger monster" so I'll have that be a cornerstone of this character as well, but instead of orc savagery the alchemist would be seeking to transform into a danger so hideous the mind of a simple mortal could not encapsulate it's dark scope. His intentions may be less noble, but he is ultimately pro-civilization, and would feel the world was safer with him at the top of the food-chain, especially if his "diet" consisted mostly of apex-predators, evil tyrants, and greedy usurpers. I'll have to read up on how alchemist...

I assume with "Fangalor" you are referring to me ;-)

Glad that you like some of the ideas.

I also like your story ideas, they certainly offer you a lot of depth to develop your character further.

Just to say it, I believe that alchemist is a viable and flexible class, you most likely have a good chance with it. If you are going for a "Hyde"-like character, be sure to watch your initial and altered alignments - they could make your life and that of your group difficult.

There are lots of different character builds you can pursue to your goal, some more difficult than others. Since you start at level 8, quite a few character builds that often have difficulties surviving to a certain level before they come together are possible for you.

Since you seem to prefer a somewhat dark note to your background story, here are some more suggestions:

- Eldritch Knight, maybe with a darker (abyssal etc.) eldritch heritage included to reflect a somewhat sinister heritage that you decide to work against -> full arcane spells, high BAB, pretty powerful. Can be built melee or ranged focused
- Rage prophet: Mix barbarian with oracle, choose the lame curse to become immune to fatigue and exhaustion and thus rage cycle (enter and leave rage multiple times a round - costs you more rage rounds though). Barbarian get nifty powers like spell sunder where you literally smash spells to bits and pieces. Oracle gives you divine spell power in addition.
- Full sorcerer with a darker heritage
- Ranger, possibly with horizon walker levels with not-so-nice terrains for special abilities
- Fighter/Shadowdancer mix - extra abilities and good combat capability. Plus a (good) undead shadow that serves you
- Cavalier/Samurai with an order that focuses on itself, like cockatrice or ronin. Particularly ronin is pretty powerful.
- Paladin/Dragon disciple mix: Awesome in melee, be the realized draconic might of power and good.

Since I have them lying around I thought I might further complicate your choice by giving you more options ;-)

paladin 4 (oath of vengeance)/sorcerer 1/dragon disciple 6:

Palorius
Male Half-Orc Dragon Disciple 6 Paladin (Oath of Vengeance) 4 Sorcerer 1
LG Medium Humanoid (orc)
Init +6; Senses blindsense, darkvision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 107 (6d12+4d10+1d6+33)
Fort +15, Ref +8, Will +14
Immune fear, disease; Resist fire 5, dragon resistances
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Bane (undead), Holy Hooked lance +14/+9 (1d8+8+2d6 vs. undead+2d6 vs. Evil/x4) and
. . Bite (Razortusk) +8 (1d4+2/x2)
Ranged +1 Composite longbow (Str +4) +9/+4 (1d8+5/x3)
Special Attacks breath weapon (1/day) (dc 18), dragon bite, magic claws & fire bite (8 rounds/day), smite evil (3/day)
Spell-Like Abilities Detect Evil (At will)
Sorcerer Spells Known (CL 7):
2 (5/day) Resist Energy, Glitterdust, Mirror Image
1 (8/day) Protection from Evil, Shield, Mage Armor, Burning Hands (DC 16), Vanish
0 (at will) Touch of Fatigue (DC 15), Mage Hand, Prestidigitation (DC 15), Read Magic, Detect Magic, Disrupt Undead
Paladin (Oath of Vengeance) Spells Prepared (CL 1):
1 (2/day) Bless Weapon, Protection from Evil
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 16, Int 14, Wis 10, Cha 20
Base Atk +8; CMB +13 (+15 Bull Rushing, +15 Tripping); CMD 23 (25 vs. Bull Rush, 25 vs. Trip)
Feats Arcane Strike, Combat Expertise +/-3, Eschew Materials, Extra Lay on Hands, Improved Bull Rush, Improved Initiative, Improved Trip, Power Attack -3/+6, Razortusk
Traits Magical Knack (Sorcerer), Reactionary
Skills Appraise +6, Bluff +10, Diplomacy +10, Escape Artist +5, Fly +5, Handle Animal +9, Heal +5, Intimidate +12, Knowledge (arcana) +10, Knowledge (local) +7, Knowledge (planes) +10, Knowledge (religion) +10, Perception +8, Ride +5, Sense Motive +5, Spellcraft +7, Survival +1, Use Magic Device +13
Languages Common, Draconic, Goblin, Orc
SQ aura of courage, aura of good, bane (undead), bloodlines (draconicbrass dragon [fire]), channel wrath, lay on hands (2d6) (9/day), mercies (mercy [fatigued]), orc ferocity (1/day)
Other Gear +1 Bane (undead), Holy Hooked lance, +1 Composite longbow (Str +4), Amulet of natural armor +3, Belt of giant strength +2, Handy haversack (empty), Headband of alluring charisma +2, Ring of sustenance, Silver smite bracelet, 90 GP
--------------------
Special Abilities
--------------------
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.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bane (undead) +2 & +2d6 damage vs chosen type
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (1/day) (DC 18) (Su) 1/day, Breath Weapon deals 6d6 Fire damage, DC 18.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Draconic (Brass Dragon [Fire]) +1 damage per die for [Fire] spells.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Trip You don't provoke attacks of opportunity when tripping.
Lay on Hands (2d6) (9/day) (Su) You can heal 2d6 damage, 9/day
Magic Claws & Fire Bite (8 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage. Bite attack deals 1d6 damage.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Silver smite bracelet This heavy silver bracelet is etched with icons of purity, fidelity, chastity, and honor, and glows with a soft white light whenever its owner prays. The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.

Construction
Requirements Craft Wondrous Item, align weapon, creator must be a paladin; Cost 8,000 gp
Smite Evil (3/day) (Su) +5 to hit, +8 to damage, +5 deflection bonus to AC when used.


You can expend lay on hands to smite evil, and the silver smite bracelet lets you smite like a level 8 paladin - overcoming spell resistance. Spells will boost your armor significantly, and you got a lot of melee might as a dragon.

Fighter/Shadow Dancer:

Darius Shadowhand
Male Half-Elf Fighter 5 Shadowdancer 10
NG Medium Humanoid (elf, human)
Init +2; Senses darkvision, low-light vision; Perception +20
--------------------
Defense
--------------------
AC 30, touch 15, flat-footed 27 (+9 armor, +6 shield, +2 Dex, +2 deflection, +1 dodge)
hp 129 (5d10+10d8+45)
Fort +15, Ref +13, Will +12 (+1 vs. fear); +4 vs. effects that cause you to lose your grip on weapons., +2 vs. enchantments, +2 Luck bonus when in dim light.
Defensive Abilities bravery +1, defensive roll (1/day), evasion, improved evasion, improved uncanny dodge (lv >=14), shadow master; Immune sleep, poison; Resist acid 10, cold 10, elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Ghost touch Shortspear +17/+12/+7 (1d6+5/x2) and
. . +5 Ghost touch Adamantine Greatsword +24/+19/+14 (2d6+16/17-20/x2)
Ranged +1 Composite longbow (Str +3) +15/+10/+5 (1d8+4/x3)
Special Attacks heavenly fire (5/day), shadow master, weapon training abilities (heavy blades +3)
Spell-Like Abilities Shadow Conjuration, Greater (4/day), Shadow Conjuration, Greater, Shadow Conjuration, Greater, Shadow Conjuration, Greater, Shadow Evocation (2/day), Shadow Evocation, Silent Image (4/day), Silent Image, Silent Image, Silent Image
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 16, Int 14, Wis 10, Cha 15
Base Atk +12; CMB +16; CMD 31 (35 vs. Disarm, 35 vs. Sunder)
Feats Combat Reflexes (3 AoO/round), Dodge, Eldritch Heritage, Improved Critical (Greatsword), Improved Eldritch Heritage (Wings of Heaven [13 minutes/day]), Improved Iron Will (1/day), Improved Shield Bash, Iron Will, Mobility, Power Attack -4/+8, Skill Focus (Heal), Vital Strike, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Traits Classically Schooled, Indomitable Faith
Skills Acrobatics +20, Bluff +15, Climb +10, Diplomacy +7, Disable Device +1, Disguise +12, Escape Artist +6, Handle Animal +7, Heal +5, Intimidate +7, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Perception +20, Perform (dance) +7, Ride +7, Sleight of Hand +6, Spellcraft +10, Stealth +25, Survival +5, Swim +8, Use Magic Device +17
Languages Common, Elven, Gnome, Halfling
SQ custom abilities (combat trick, fast stealth, weapon training), elf blood, fortification (light), ghost touch, glamered, hide in plain sight, shadow jump (32 10-ft inc/day), slippery mind, summon shadow, wings of heaven (13 minutes/day)
Combat Gear Potion of Restoration, Lesser, Wand of Cure Light Wounds, Wand of Darkness, Wand of Inflict Light Wounds, Wand of Knock; Other Gear +3 Fortification (light), Glamered, Shadow Mithral, +5 Mithral Buckler, +1 Composite longbow (Str +3), +1 Ghost touch Shortspear, +5 Ghost touch Adamantine Greatsword, Arrows (40), Blunt arrows (20), Belt of physical perfection +2, Cloak of resistance +5, Gloves of dueling, Handy haversack (empty), Periapt of proof against poison, Ring of protection +2, 100 GP
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Celestial Summoned creatures gain DR 6/evil.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Ghost touch Full damage against incorporeal creatures.
Glamered Assumes appearance of normal clothes on command.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Heavenly Fire (5/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadow Jump (32 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Shadow Master (Su) In dim light, gain DR 10/–, +2 to saves, and critical hit blinds foe 1d6 rds.
Slippery Mind (Ex) If you fail a save vs an Enchantment spell/effect, can re-save next rd.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades
Wings of Heaven (13 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability.


Mobility, shadow jumps, hit and run tactics, stealthy, shadow buddy that he can heal with heavenly fire (since he has his own good alignment) or use against evil enemies...

Enjoy :-)


I'd go druid. At level 8, a melee druid can pretty much be in elemental or animal form most of the day.

Good will saves, and wild shape makes an awesome toolkit. (Read treantmonk's guide, and look up the damage the hippo can do with the vital strike chain.

If it's breakable, you can smash.
If it runs, you run faster.
If it flies, you fly better.
If its invis, you have tremorsense, scent, and blindsense.
Plus healing, plus a familiar, casting, and good saves. (I'd like to see a mage cast when its cornered by a giant squid.)


Sounds nice RedChigh... but Having difficulty coming up with a motivation for a druid seeking to become a god... any ideas? It just seems to me the archetype I think of with rangers and druids is they are deferent to nature, accepting their small part in it, and respecting it before their whims... seeking godhood kind of bucks that trend.


Ah, just noticed this was still up.

Melee Alchemist coming up some time here, I'll probably work on that while I'm helping my friend build his Wizard.


I had a Synthesist summoner that i recently played up till 8th level. He could fly, was immune to any damage type within one round, had an AC of 32 and backstory-wise made a deal with a Rakshasa demon in exchange to have a devil bound to his soul (his eidelon). Pretty awesome character, even though he basically just clawed things to death every turn. Though, personally, I give you three options (unless you want a copy of my synthesist).

Oracle of Nature 1/Divine Hunter x - Take the legalistic curse, it's perfect for a paladin. As for your mystery get the Nature Whispers, you replace Dexterity with Charisma to CMD and AC (instead of dex). Then you get Cha to Saves, AC, spellcasting, Lay on Hands, and Smite. Very powerful concept, use a bow as the range will help out a lot and nobody can say a paladin isn't useful to the group. As for backstory . . . you're not there to be a god as much as prevent the others from achieving godhood . . .

Zen Archer x - Yep, straight Zen Archer. Mechanically it's very solid and with all the stuff you can do with a bow, it's quite epic. Just be sure to stay on your toes. Strong saves, decent hitdie and you can take a feat for CMD. Focus on Wisdom, with Strength and Con as secondary scores (i'd keep dex up there too, jut personal taste).

Cleric 1/ Urban Guide 1/ Inquisitor X - Yea, this is going to be a pretty munchkin combo. Depending on the way you interpret Inquisitions and Domains, you could (theoretically) take Conversion and Heresy as a cleric and a domain as an inquisitor (if the DM interprets this otherwise, just take Conversion inquisition and whatever you preferred domains is). Inquisitions offer great one-time bonuses while domains offer better one time and scaling bonuses. Ranger was taken just to even out the BAB, but you could take a level of Zen Archer instead for more Wisdom stacking. Go half-orc, take favoured class bonus, trade out what you will and focus, again, on using a bow (almost a pattern here).

Optimize for survival. It's a cold math, but necessary in any comapaign where PvP is inevitable. Other then that, feel free to do whatever you want. Best of luck.


Magus with dimensional savant feat chain. OR

Bard with same feat chain (sandman archetype, gets sneak attack and spell thievery)

OR

Inquisitor with travel domain and dimensional savant feat chain.

However if you don't want spells?

Beastmaster Cavalier, focusing on a teamwork build.


Just because I didn't mention it specifically:
1. The paladin/DD above and the shadowdancer are built with 20pbs, so you can increase some stats further
2. The paladin overcomes DR, not spell resistance of cours :-)

Zen Archer is pretty nice. I am playing one in serpent skull, and it's really great. Remember to take quickdraw, though ;-)


By the way, can someone explain me why this was moved to the Homebrew section and is not in Advice anymore? If questions like the OPs aren't advice, which are?


[Sangalor
Why the Razor tusk you get bite with DD? Save the feat.

For Eldritch Heritage chain go ock blood line It will cost you 5 feat to get it all but worth it.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.


Tom S 820 wrote:

[Sangalor

Why the Razor tusk you get bite with DD? Save the feat.

For Eldritch Heritage chain go ock blood line It will cost you 5 feat to get it all but worth it.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Razortusk: It's permanent, not just a few rounds per day. Being able to bite that evil thing to death while smiting it is just a fitting thing for me to imagine.

Bloodline: As I stated I had these lying around. Orc bloodline is in a softcover splatbook, not in the standard hardcovers - so I and my groups never use it. Also, being able to heal your own shadow when you do not have a negative energy channeling cleric around is something useful. Plus it's a nice ranged touch attack, so I would stick with the celestial bloodline.

These builds aren't totally optimized, but they suit my taste: They provide options instead of just raw damage/power. It's only there to give the OP ideas, he can adapt it anyway he likes.


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Yeah I completely forgot about this. Anyway.

Quick outline of what I think a Melee/Hyde Alchemist would look like:

Stats:
Race: Half-Orc

Str: 16 - 10 points
Dex: 12 - 2 points
Con: 16 - 10 points
Int: 14 - 5 points
Wis: 12 - 2 points
Cha: 7 - -4 points

Please someone check my math there I've never done point buy before.

Feats, Traits and Discoveries:

Traits:

I say swap out Orc Ferocity for Sacred Tattoo because +1 to all saves is pretty nice. Also consider replacing Intimidating with Shaman's Apprentice for free Endurance since your Cha is so low anyway. Consider taking Legacy of Sand (+1 Will save) and Accelerated Drinker if possible as your selected traits.

Feats:

1: Toughness
3: Power Attack
5: Extra Discovery
7: Die For Your Master

If you take Endurance maybe going the Die Hard route and then Fast Healer would be good. Weapon Focus: Claws is also a good choice for next level or in place of Die For Your Master (though I'd suggest snapping that up at 9 in that case).

Discoveries:

2: Feral Mutagen
4: Spontaneous Healing
Bonus: Tumor Familiar
6: Wings
8: Either Extend Potion (for Eternal Potion later, and in conjunction with Alchemical Allocation) or Combine Extracts

Consider the Beastmorph archetype as well. Also consider taking the Master Chymist Prestige Class next level, it has some neat stuff.

Spells:

First Level:

Cure Light Wounds
Enlarge Person
Identify
Shield
Targeted Bomb Admixture
True Strike

Second Level:

Vomit Swarm
Bull's Strength
Alchemical Allocation

Third Level:

Haste
Rage

Feel free to dispute these, I'm not particularly familiar with spellcasting classes.

And that's a rough outline of how I'd build a Hyde. I had a bunch of side ideas as well but this seems like one that takes decent advantage of the close combat powers an Alchemist can have.


Rynjin wrote:

Yeah I completely forgot about this. Anyway.

Quick outline of what I think a Melee/Hyde Alchemist would look like:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

And that's a rough outline of how I'd build a Hyde. I had a bunch of side ideas as well but...

Your stats are correct, but you forgot to add the +2 floating racial bonus from half-orc and the level increments (4th, 8th). So they can be much higher when choosing some uneven stats.

What made you select the tumor familiar? Except for die for your master? I would rather select others.

Power attack is the standard feat for melees, I would consider using a two-handed weapon like the longspear and add furious focus to ensure best hit chances at the beginning.

I have not seen bomb discoveries, these I would recommend. You can of course get them later.

For comparison here one of my own alchemists (20pbs). It's someone who is a more mundane healing focused doctor, less melee oriented and more in the defensive and supportive department.
Being able to suddenly hold your breath and rarely breath at all makes you immune against airborne poisons/diseases/attacks, mummification and disease immunity increase those defenses further.

Thus it is probably less interesting than your alchemist to the OP, but it may give some ideas for development :-)

The doctor
Male Human Alchemist (Internal Alchemist) 12
NG Medium Humanoid (human)
Init +3; Senses Perception +16
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 75 (12d8+12)
Fort +9, Ref +11, Will +7
Defensive Abilities uncanny dodge; Immune cold, disease, non-lethal damage, paralysis, poison, sleep
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Offense
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Speed 20 ft.
Melee Dagger +12/+7 (1d4+1/19-20/x2) and
. . Javelin +8/+3 (1d6+1/x2) and
. . Longspear +10/+5 (1d8+1/x3)
Ranged Bomb +12/+7 (6d6+4 Fire/x2) and
. . Force Bomb +12/+7 (6d4+4 Force/x2)
Special Attacks bomb 6d6+4 (16/day) (dc 20), discoveries (breath weapon bomb, force bomb, healing touch, infusion, mummification, preserve organs 25%, spontaneous healing [60 hp/day])
Alchemist (Internal Alchemist) Spells Prepared (CL 12):
1 (6/day) Shield, Polypurpose Panacea
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Statistics
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Str 12, Dex 16, Con 12, Int 19, Wis 12, Cha 10
Base Atk +9; CMB +10; CMD 23
Feats Brew Potion, Extra Discovery, Improved Iron Will (1/day), Iron Will, Master Alchemist, Prodigy (Craft [alchemy], Profession [Doctor]), Self-sufficient, Weapon Finesse
Traits Hedge Magician, World Traveler (Sense Motive)
Skills Acrobatics +0 (-4 jump), Appraise +19, Bluff +2, Climb -2, Craft (alchemy) +25 (+37 to create alchemical items), Escape Artist +0, Fly +0, Heal +20, Knowledge (arcana) +12, Knowledge (geography) +5, Knowledge (local) +9, Knowledge (nature) +19, Knowledge (planes) +9, Knowledge (religion) +9, Perception +16, Profession (Doctor) +20, Ride +0, Sense Motive +6, Spellcraft +19, Stealth +0, Survival +20, Swim -2 Modifiers alchemy +12
Languages Common, Dwarven, Gnome, Halfling, Sylvan
SQ breath mastery, fast poisoning (move action), mutagen (dc 20), poison use
Combat Gear Acid, Alchemical grease (2), Alchemist's kindness (4), Sunrod; Other Gear Studded leather armor, Dagger (2), Javelin (3), Longspear, Alchemy crafting kit, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Candle (20), Cauldron, Chalk (10), Doctor's Tools (Salves, Bandages, Scalpell etc.), Earplugs, Fishhook (5), Flint and steel, Ink, black, Inkpen (2), Lamp, Mug/tankard (2), Oil, Paper (20), Powder (2), Sack (empty) (2), Sewing needle (2), Silk rope, Soap, String or twine, Torch (3), Trail rations (2), Travelling spellbook, Waterskin, 7 GP, 3 SP, 8 CP
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Special Abilities
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Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 6d6+4 (16/day) (DC 20) (Su) Thrown Splash Weapon deals 6d6+4 fire damage.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Hedge Magician Magic item gp costs -5%.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 120 min.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Prodigy (Craft [alchemy], Profession [Doctor]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Spontaneous Healing (60 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Tumor Familiar mostly for Die For Your Master, yes. Though it does have some neat bonuses.

And I slapped my head when I forgot about the other stat boosts.

But I stick by most of mine. If he doesn't want Tumor Familiar he could replace that with Force Bombs (or Preserve Organs to get Mummification later) and then get Weapon Focus: Claws instead of DFYM.


Sorry, missed your post...

Remember, druids can be any-neutral, butin the hands of a druid lawful neutral can be dangerous.. (Law of the jungle, kill or be killed, always wanting to test his strength and improve)

Either human or halforc (definately a str build.

I could see a druid nature god hell-bent on the destruction of civilisation. (Early on, rp something like an eco-terrorist. Wasteful humanoids are always encroaching and have slaughtered enough of our trees and animal companions! Its time for vengeance...)

Alternatively, there's always the "seeker of balance" true neutral druid.
The dieties' powers are balanced now, but who knows what will happen if 'Grogg the half-orc barbarian' becomes 'Grogg the raging half-orc demi-god'?
"No, this cannotbe allowed to happen, even if I must take the burden of demigod-hood upon myself."

He only fights when he must, but the starstone forces his hand. No one else can be allowed to win.

(If you like hiding in plain sight, a dire ape animal companion with heavy armor, mounted combat training and a lance can ride on your back in you're in wildshape.)

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