| Byrdology |
I wanted to do a thread where everyone can build their ideal of the Quentessential race/ class combo for each PF race (ie: dwarven fighter, eleven wizard, halfling rogue, etc...). The base rules are:
-PFS standards for resources
-20 point buy
- level 5- 10 build (as needed)
- standard wealth/ lvl (if gear dependent)
- brief tactical analysis (as needed)
- if you like someone's entry, please "favorite" it so we can get an decent and accurate count to determine a winner. Please limit yourself to one vote/ race (unless you just can't help yourself!)
(Note: if there is already a page like this, please let me know as I haven't been able to find it.)
P33J
|
Half-Orc Invulnerable Rager 10
ABILITY BUY:
STR: 18 (16 +2racial); DEX: 13; CON: 15; INT; 7; WIS: 12; CHA: 12
ALT RACIAL TRAITS: Sacred Tattoos +1 Luck Bonus on All Saves (replaces Ferocity), Shaman's Apprentice (Gives Endurance, replaces Intimidating)
LEVEL 1: Diehard
LEVEL 2: RAGE POWER: Superstition
LEVEL 3: Power Attack
LEVEL 4: RAGE POWER: Lesser Beast Totem (+1 CON)
LEVEL 5: Raging Vitality (+2 TO RAGING CON)
LEVEL 6: RAGE POWER: Beast Totem
LEVEL 7: EXTRA RAGE POWER: Renewed Vigor
LEVEL 8: RAGE POWER: Ghost Rager (+1 DEX)
LEVEL 9: EXTRA RAGE POWER: Intimidating Glare
LEVEL 10: RAGE POWER: Greater Beast Totem
Skills: Perception and Intimidate, all the way.
Favored Class: HP All the way
GEAR:
+3 Furious Great Axe
Rhino Hide Armor
Belt of Physical Perfection +2
Ring of Protection: +3
Cloak of Resistance: +2
Ring of Feather Fall
Tiger Mask (+2 Intimidate)
Boots of Haste
Sash of the War Champion
Stats: Speed 40 feet, HP 125 (Raging: 145)
P33J
|
sorry had to run to a meeting and couldn't finish this up.
So you'll have a Base RAGING AC of 19 (so you're not an armored beast, but you're not going to constantly begging for healing, which feels like an Iconic Barbarian)
You're BAB when RAGING and power attacking will be 1d20+19 (for second attack +14) your weapon will count as Good, Lawful, Evil, Chaotic, Cold Iron, Adamantine, and Silver when Raging, it will also basically have Ghost Touch due to your Ghost Rager power, so you will bypass all DR, save DR/-
You'll Deal: 1d12+21 damage with each swing. You can pounce and your damage will be 1d12+21+2d6 (due to rhino hide) per hit.
You'll have DR5/- and Fire Resistance 3
If reduced to 0 Hit Points or Less, you don't fall unconscious, so your rage doesn't end, you take 1 HP damage for each standard action, which you can fix with Renewed Vigor (2d8+7 healing).
Plus, you can shake an enemy with a move action.
If that doesn't scream iconic barbarian, well I'm at a loss lol :D
| Byrdology |
The Dwarven Battle Rager (fighter/barbarian):
Traits- Clearheaded, Berserker of the Society
Str- 16
Dex- 13
Con- 16 (+2 Dwarf)
Int- 10
Wis- 14 (+2 Dwarf)
Cha- 8 (-2 Dwarf)
1) Barbarian (Invunerable Rager)- Power Attack
2) Fighter- Toughness
3) Fighter- Shield Bash, Dodge
4) Barbarian- (Rage Power: Superstition) / +1 dex
5) Fighter- Weapon Focus (Dwarven Waraxe)
6) Barbarian-
7) Fighter- Weapon Spec (Dwarven Waraxe), Endurance
8) Barbarian- (Rage Power: Auspicous Mark) / +1 Con
9) Fighter- (Weapon Training: Axes) Iron Will
10) Stalwart Defender
Gear- Dwarven Waraxe, Hvy Spiked Shield, and a Dwarven Boulder Helmet allow the Battle Rager to deliver slashing, piercing, and bludgeoning types of damage as needed. Add in the full plate he is wearing you can enchant as you see fit.
Notes- All ability increases will go into Con after 4th lvl. After completing the Stalwart Defender PrC, The Battle Rager will take his final lvl in the Fighter class.
| master_marshmallow |
Strongarm Paladin (Oath Against the Wyrm)
deity: Iomedae
Traits- Extremely Fashionable (choose Intimidate), Heirloom Weapon (choose Proficiency with Falcata)
build is designed to be the end-all for 2HW paladins, it doesnt require a lot of feats to be effective, and can get a lot done very early in levels, as well as have some open feats for whatever you need should you not go into crafting
Race: Versatile Human (Cosmopolitan Human)
20 point buy:
STR 15(17) +2 race
DEX 12
CON 14
INT 13
WIS 7
CHA 15(17) +2 race
if you want to drop DEX and CHA to 10 and 14 (respectively) you can get a 16 into STR and start out with more max DPR, but this way you net better stats overall
feat progression:
lvl 1- Power Attack
lvl 3- Toughness/ Extra Lay on Hands
lvl 5- Unsanctioned Knowledge
lvl 7- Craft Wonderous Item
lvl 9- Death From Above
lvl 11- Craft Magic Arms and Armor
oath against the wyrm gives you enlarge person, bear's endurance, fly, and stoneskin
you give up channeling for evasion against dragon breath attacks
i prefer it to oath of vengence for 2 reasons: 1, i care about being able to fly because im not an archer, and 2, i can get haste with Unsanctioned Knowledge, and i dont need blessing of ferver, not to mention that bear's endurance can act as an extra healing spell (and a good one)
you'll get 3 skill ranks/level (or 4 if you pick that for favored class)
the skills you want are Diplomacy, Intimidate, and Spellcraft. tho i can see someone giving up heirloom weapon for something that gives you perception as a class skill and putting ranks into that, tho detecting evil kind of nullifies the need for perception most of the time, sense motive is okay also, but we dumped WIS
best spells to grab from Unsanctioned Knowledge are:
1st: Wrath (Inquisitor, and you dont even need oath of vengence!!!!)
2nd: Blur (Bard)
3rd: Haste (Bard)
4th: Divine Power (Cleric/Oracle)
items you will want (and you can even craft them yourself yay!!!)
Belt of Physical Betterness
(either go for STR/CON, or if you pick cat's grace go for Perfection)
Headband of CHA
(or if you care more about skills choose fox's cunning, most importantly get something like FLY or perception go for CHA/INT)
Cloak of resistance/ Cloak of displacement (minor)
depends on taste really
if you craft a belt of perfection you can actually benefit from a mithral fullplate of speed, and if you can get away with it, celestial plate armor, and you already have both prereq spells for crafting them
you can improve your falcata as well if you have leftover gp
one could skip out on crafting and go for things like weapon focus, furious focus, critical focus, etc, but crafting is very powerful as it guarantees what gear you have access too, regardless of how it affects WBL
pick the weapon bond, make it keen every time, its like getting improved critical as a bonus feat by the time you're level 8 (assuming your weapon isnt +1 by then, otherwise you get it at lvl 5), dragonbane is also very good, and you will do insane amounts of damage as you got weapon proficiency with the falcata for free and you get improved critical with it also for free, and death from above makes flying around and charging the best kind of combat for you, since you get +5 to attack from it
| master_marshmallow |
specifically a versatile human build
{edit} I cant think of a MAD class that benefits more from versatile human than paladin, most other classes can really benefit from the extra feat and skill ranks, but this paladin doesnt need it since his combat prowess comes from class abilities that can replace a couple feats, and it isnt skill dependent like other classes would be{/edit}
| master_marshmallow |
i really wanna post more, i have some ideas for the perfect switch hitter rangers, the perfect dervish dancing magi and the best evoking wizards
Switch Hitter Urban Ranger
Urban Ranger
Diety: irrelevant
Traits: Gnoll Killer, Devotee of the Green (choose Nature)
get +1's to class skills, and dont lose knowledge nature like urban rangers normally do
Another Versatile Human
Stats:
STR 15 +2 race
DEX 15 +2 race
CON 13
INT 10
WIS 15
CHA 7
i always prefer to balance STR and DEX, and this build values DEX more than CON, since higher DEX means higher AC and higher init, as well as affecting the skills you care about, STR is important because we are switch-hitters, and only rangers can do this effectively since they are the only class that can choose NOT to take point blank shot and still get many shot with archery style, hence you pick archery style, and of course we dont care about point blank because we are switch hitters, and if we need to get in close we go melee on them
feats:
lvl 1) Power Attack
lvl 2) Rapid Shot (Combat Style)
lvl 3) Quick Draw
lvl 5) Deadly Aim
lvl 6) Many Shot (Combat Style)
lvl 7) Dodge
lvl 9) Mobility
lvl 10) Shot on the run
lvl 11) Spring Attack
this build is all about staying mobile, and doing everything combat related, except for taking the hits, you have the paladin above for that, and he antagonizes drawing all the attention to himself so you can maneuver around the battlefield. Lower CON means you need higher AC, hence dodge and mobility, spring attack just lets you do what you do better
skills you are about are: Disable Device, Knowledge(Nature), Perception, Spellcraft, Stealth, and Survival
being able to take crafting feats at some point is always useful, otherwise you can skip out on spellcraft for one of your other many skills, most likely another knowledge, dungeoneering expands your personal pokedex making it useful, as does knowlede(local) if you care about fighting humanoids
i've ignored the hunter's bond ability because thats a whole other discussion, but you get to do all of this stuff plus have an animal companion
always take favored enemy(gnoll) at first, instant enemy coupled with your gnoll killer trait nets you more damage than anything else you could try and pull, other good favored enemies are campaign dependent, but picking humanoids, dragons, or undead usually never hurts
get a composite longbow with at least a +4 STR allotment, and get you some celestial plate armor, or mithral breastplate if thats not legal
greatswords do a lotta damage, falchions crit more, take your pick
The Cryomancer
Spellbinder Wizard
Specialization: Evocation
Opposition: Enchantment, Illusion
Diety: Nethys? if you care
Traits: Reactionary (or something else that gives +2 init) Magical Lineage (fireball)
Fleet Footed Elf
STR 7
DEX 16 +2 race
CON 14 -2 race
INT 18 +2 race
WIS 7
CHA 7
one could debate the importance of WIS and CON, i find them less important in a well balanced party, as with the class members i've listed above
feats:
lvl 1) Improved Initiative, Scribe Scroll(Bonus Feat)
lvl 3) Spell Focus(Evocation)
lvl 5) Elemental Spell(Cold), Rime Spell(Bonus Feat)
lvl 7) Greater Spell Focus(Evocation)
lvl 9) Spell Penetration
lvl 10) Split Spell(Arcane Discovery)
lvl 11) Dazing Spell
if you dont wanna go spellbinder, get a compsognathus and start the game with a +16 initiative modifer, i like it because i like being able to cast more frozen, rimed fireballs
scribing is very important to evokers, and you may want to put more effort into crafting things, since craft rod will be beyond useful to you, anyway scribe a bunch of scrolls of frozen, rimed fireballs, it is your favorite thing to do ever
the build's function should be obvious, youre an evoker, so you do all kinds of crazy crap with fireball, if you're gonna go evoker you have to convince conjuerers that you arent worthless, so we add all kinds of effects to our fireball, hence taking elemental spell(cold) so we can cast frostball instead of fireball, and make it rime so we can entangle people, buying your team 3 free turns at the start of any encounter ideally
split spell gives us more fireballs
you want a metamagic rod of rime spell, period. if you can get it by level 5 (which you can if you go by WBL) then the build can start to shine as soon as level 5 when you get access to fireball
skills you care about:
Knowledge(Arcana), Spellcraft, Fly, Appraise(only if you GM lets you actually use it) and a bunch of other knowledges
you dumped WIS so perception wont be as good, but if you take a familiar, then you wont take a negative to it and perception is an obvious staple
next ill make a drawven cleric and a halfling/gnome bard
Steven_Evil
|
I thought about half elf magus, but I think I want to do a drow assassin instead. Is that ok or do you want core races?
EDIT: My magus was the same as Byrdology's, his backstory is what makes him. He's a strength based magus. I avoided dervish dance like the plague because I've seen it so often and didn't want to get bored with it.
| Byrdology |
Well here is my magus. He is my version of the quintessential switch hitter, and the half elfs divided ancestry. The duality of the half elf lends itself not only to the class choice of magus, which is a cross blend of a fighter and wizard; but also the switch hitting aspect of ranged and melee combat. Thanks to the arcane archer's imbue arrow ability this character will be able to effectively spell strike with range and melee weapons. Without further delay:
Half Elf with the magical knack and Wayang spell hunter traits.
Str: 12
Dex: 16
Con: 12
Int: 14 (+2 from half elf)
Wis: 9
Cha: 12
1) magus (kensai) - weapon focus (katana), weapon finesse, skill focus (half elf)
2) magus-
3) magus- quick draw
4) magus- +1 dex
5) magus- combat casting, point blank shot
6) magus
7) magus- precise shot
8) Fighter- +1 dex, weapon focus (composite longbow)
9) Arcane Archer (PrC)- extra arcana
10) Arcane Archer (PrC)
Gear: it's really up to you to chose as you will. You will want a decent bow at lvl 8 and some stat items focusing on int, dex, and str as a third runner up. Damage will not be anything to write home about, but the versatility will be amazing. You may want an agile weapon though.
| Rynjin |
The Quintessential Big Dumb Orc Savage ("Impossible to bring down" variant).
Traits
Orc Fighter 10
Initiative: +4
AC: 24 (+10 armor, +1 Natural Armor, +1 Deflection +2 Dex), Touch AC: 12
HP: 125 (10d10+70)
Traits: Reactionary (+2 Initiative), Eyes and Ears of the City
Languages: Common, Orc
Senses: Darkvision 60 feet, Perception +11 (10 ranks)
Stats:
Str: 24
Dex: 14
Con: 24
Int: 5
Wis: 5
Cha: 5
Melee: +3 Earthbreaker +22/+17 (2d6+17), Power Attack: +19/+14 (2d6+26)
Ranged: Big Rock +12/+7 (1d8+7) [Lol idk maybe]
Feats:
1.) Endurance
1.) Weapon Focus: Earthbreaker
2.) Power Attack
3.) Diehard
4.) Weapon Specialization: Earthbreaker
5.) Ironhide
6.) Combat Reflexes
7.) Deathless Initiate
8.) Greater Weapon Focus
9.) Deathless Master
10.) Furious Focus
Gear: +3 Earthbreaker, Belt of Physical Perfection +4, +1 Full Plate, Ring of Protection +1
Skills: Perception +11 (10 ranks)
Class Features: Bravery, Armor Training, Weapon Training (Hammers)
I think that's everything.
Tactics: Fights to the death with reckless abandon. Rawrgsmash the Mutilator has 125 HP (going from the average + his Con mod) and took the Orc Favored Class Bonus for Fighter at every level (+2 Con for the purpose of not dying below 0 HP). This effectively makes Rawrgsmash die at -44 HP, and due to his Feats he fights with no penalties (actually, he has a +2 to-hit and damage below 0 HP) until he dies. SO he's effectively got 169 HP, which if I'm not mistaken is pretty darn respectable for level 10.
Edit: Whoops, made a boo-boo on the belts, un segundo.
Edit 2: There I fixed it. Should be within WBL now (if barely).
I've always wanted to play this guy, no joke. Absolutely f#ing USELESS everywhere except in a fight, but he seems like he'd be hilarious to RP (5 in ALL mental stats hahaha) and a beast on the battlefield.
| master_marshmallow |
master_marshmallow wrote:Elemental Spell doesn't actually change the spell's descriptor, so I don't think it will work with Rime Spell. You want to be an Admixture Evoker to do this.
Cryomancer
** spoiler omitted **...
i think you have it backwards, because the admixture school i thought was spontaneous and thus one could not prepare a spell with rime on it
| Byrdology |
Azata-blooded Aasimar Bard (song striker/ dervish of dawn). Azata are naturally inclined towards music and sword play so this is a no-brainer! Favored class bonus goes to boost inspire courage which will be maxed by lvl 12 for a +8 to hit and dmg, crane style is added for the blade master dervish feel. After that all favored class bonuses go to HP. And 10d8 + cha mod x10 on ranged touch attacks with weird words give a pretty great ranged option that is ultra thematic.
Str: 13
Dex: 15 (+2)
Con: 14
Int: 12
Wis: 8
Cha: 14 (+2)
1) dodge
2)
3) power attack
4)
5) imp unarmed strike
6)
7) crane style
8)
9) crane wing
10)