Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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yeah but even rage cycling is ridiculous for superstition.

I delay to right before clerics turn. I turn rage off.

I delay. Cleric heals me and buffs me etc.

I rage right after cleric gets done. I didn't lose my turn and had virtually no weakness.

Its absolutely ridiculous and removes the entire point of the weakness of superstition. I can receive all the buffs and healing I want at no cost because my DR is double for nonlethal and I can only take up to 1d6 nonlethal.


It does at least require delayed action and a bit of character resource investment to to get to that point. You're either taking a multiclass dip, or spending gold and a magic item slot to bypass the issue.

Still, Superstition is a lot easier to deal with than SR. One could point out that it won't help spells with no saves, but then there are SR: No spells out there too.


Here's a new build:

Korak Fists of Fury - The Barbarian turned Monk turned Barbarian.

WARNING: Your GM might not like you juggling alignment around in the way necessary for this build to work. Nonetheless... It's a fun build, IMO. One that I'd love to play someday!

Besides... Alignment sucks anyway.

Korak Fists of Fury - 1st Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 1
N Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (1d12+1)
Fort +3, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +3 (1d4+4/19-20/x2) and
. . Cestus +3 (1d4+4/19-20/x2)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Double Slice, Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +2, Climb -1, Escape Artist -2, Fly -2, Knowledge (nature) +4, Knowledge (religion) +1, Perception +5, Ride -2, Sense Motive +2, Stealth -2, Swim -1
Languages Common
SQ fast movement +10
Other Gear Four-mirror armor, Cestus, Cestus, 50 GP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

RAGING Korak Fists of Fury - 1st Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 1
N Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 14 (+6 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +5 (1d4+6/19-20/x2) and
. . Cestus +5 (1d4+6/19-20/x2)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 16, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +7; CMD 17
Feats Double Slice, Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +2, Climb +1, Escape Artist -2, Fly -2, Knowledge (nature) +4, Knowledge (religion) +1, Perception +5, Ride -2, Sense Motive +2, Stealth -2, Swim +1
Languages Common
SQ fast movement +10
Other Gear Four-mirror armor, Cestus, Cestus, 50 GP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

So far, nothing too weird... Korak is a bit strange in the fact that he chooses to fight with 2 weapons rather than 2-handed, his Dex is unusually high and he invests in Sense Motive and Knowledge(Religion).

The real catch, though, is that somehow, he becomes Lawful before leveling up. Which means he can't use Rage anymore! That hurts... OTOH, it allows him to...

----------------------------

Korak Fists of Fury - 3rd Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 1 Monk (Master of Many Styles) 2
N Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+7 armor, +1 shield, +3 Dex)
hp 24 (1d12+2d8+3)
Fort +6, Ref +6, Will +5; +2 bonus vs. sleep, paralysis, and stunning
--------------------
Offense
--------------------
Speed 30 ft.
Melee Silversheen Longsword +7 (1d8+4/19-20/x2) and
. . Unarmed strike +6 (1d6+5/x2)
Ranged Masterwork Composite longbow (Str +4) +6 (1d8+4/x3)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +6; CMD 19
Feats Double Slice, Dragon Style, Improved Unarmed Strike, Snake Fang, Snake Style, Stunning Fist (2/day) (DC 12), Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +5, Climb +0, Escape Artist -1, Fly -1, Knowledge (nature) +6, Knowledge (religion) +6, Perception +7, Ride -1, Sense Motive +9, Stealth -1, Swim +0
Languages Common
SQ fast movement +10, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear +1 Breastplate, Buckler, Masterwork Composite longbow (Str +4), Silversheen Longsword, 80 GP
--------------------
Special Abilities
--------------------
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (2/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

RAGING Korak Fists of Fury - 3rd Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 1 Monk (Master of Many Styles) 2
N Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 16 (+7 armor, +1 shield, +3 Dex)
hp 30 (1d12+2d8+9)
Fort +8, Ref +6, Will +7; +2 bonus vs. sleep, paralysis, and stunning
--------------------
Offense
--------------------
Speed 30 ft.
Melee Silversheen Longsword +9 (1d8+6/19-20/x2) and
. . Unarmed strike +8 (1d6+7/x2)
Ranged Masterwork Composite longbow (Str +4) +6 (1d8+4/x3)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 16, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +8; CMD 19
Feats Double Slice, Dragon Style, Improved Unarmed Strike, Snake Fang, Snake Style, Stunning Fist (2/day) (DC 12), Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +5, Climb +2, Escape Artist -1, Fly -1, Knowledge (nature) +6, Knowledge (religion) +6, Perception +7, Ride -1, Sense Motive +9, Stealth -1, Swim +2
Languages Common
SQ fast movement +10, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear +1 Breastplate, Buckler, Masterwork Composite longbow (Str +4), Silversheen Longsword, 80 GP
--------------------
Special Abilities
--------------------
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (2/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes..

...Dip MoMS Monk! Awesome!

And, just to make your GM even angrier, as soon as Korak reaches 3rd level, he reverts back to being neutral. Thus gaining access to his Rage once again! He can't take anymore levels in Monk, though, but he wasn't planning on doing so anyway, so who cares?

Well, your GM can at least find some consolation in the fact that Korak doesn't intend to change alignments again. No more Chaos/Order juggling here, no sir.

----------------------------

Korak Fists of Fury - 6th Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 4 Monk (Master of Many Styles) 2
N Medium Humanoid (human)
Init +3; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+5 armor, +1 shield, +3 Dex, +1 deflection)
hp 46 (4d12+2d8+6)
Fort +9, Ref +8, Will +7; +2 bonus vs. sleep, paralysis, and stunning, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion; DR 2/—, 4/lethal; Resist extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed strike +12 (1d6+10/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +9 (1d8+6/x3)
Special Attacks rage (11 rounds/day), rage powers (beast totem, lesser, superstition +4)
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 12, Int 10, Wis 12, Cha 7
Base Atk +5; CMB +10 (+12 Grappling); CMD 24
Feats Double Slice, Dragon Ferocity +2, 1d4+5 rds, Dragon Style, Improved Unarmed Strike, Snake Fang, Snake Style, Stunning Fist (3/day) (DC 14), Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +10 (+14 jump), Climb +3, Escape Artist +1, Fly +1, Knowledge (nature) +9, Knowledge (religion) +9, Perception +10, Ride +1, Sense Motive +12, Stealth +1, Swim +3
Languages Common
SQ brawling, fast movement +10, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear +1 Brawling Chain shirt, Buckler, +1 Adaptive Composite longbow (Str +4), Belt of giant strength +2, Cloak of resistance +1, Ring of protection +1, 945 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Brawling Unarmed strikes count as magic for bypassing DR.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Dragon Ferocity +2, 1d4+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (3/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

RAGING Korak Fists of Fury - 6th Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 4 Monk (Master of Many Styles) 2
N Medium Humanoid (human)
Init +3; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 15 (+5 armor, +1 shield, +3 Dex, +1 deflection)
hp 58 (4d12+2d8+18)
Fort +11, Ref +8, Will +9; +2 bonus vs. sleep, paralysis, and stunning, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities evasion; DR 2/—, 4/lethal; Resist extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee Claw x2 (Beast Totem, Lesser) +12 x2 (1d6+7/x2) and
. . Unarmed strike +14 (1d6+13/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +9 (1d8+8/x3)
Special Attacks rage (11 rounds/day), rage powers (beast totem, lesser, superstition +4)
--------------------
Statistics
--------------------
Str 25, Dex 16, Con 16, Int 10, Wis 12, Cha 7
Base Atk +5; CMB +12 (+14 Grappling); CMD 24
Feats Double Slice, Dragon Ferocity +3, 1d4+7 rds, Dragon Style, Improved Unarmed Strike, Snake Fang, Snake Style, Stunning Fist (3/day) (DC 14), Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +10 (+14 jump), Climb +5, Escape Artist +1, Fly +1, Knowledge (nature) +9, Knowledge (religion) +9, Perception +10, Ride +1, Sense Motive +12, Stealth +1, Swim +5
Languages Common
SQ brawling, fast movement +10, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear +1 Brawling Chain shirt, Buckler, +1 Adaptive Composite longbow (Str +4), Belt of giant strength +2, Cloak of resistance +1, Ring of protection +1, 945 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Brawling Unarmed strikes count as magic for bypassing DR.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Dragon Ferocity +3, 1d4+7 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (3/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

The build is now "complete". All the essentials for a "Feral Style Kung-Fu" are present:

TWF Unarmed Strike + Claws + Fast Movement + Good Saves + DR + Dragon Style + Snake Style is awesome!

But if that's not enough... Don't worry! Things only get better and better!

----------------------------

Korak Fists of Fury - 10th Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 8 Monk (Master of Many Styles) 2
N Medium Humanoid (human)
Init +4; Senses Perception +15
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 20 (+8 armor, +2 shield, +4 Dex)
hp 86 (8d12+2d8+20)
Fort +15, Ref +13, Will +12; +2 bonus vs. sleep, paralysis, and stunning, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion; DR 4/—, 8/lethal; Resist fire 1, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed strike +19/+14 (1d6+13/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +15/+10 (1d8+7/x3)
Special Attacks rage (20 rounds/day), rage powers (beast totem +3 ac, beast totem, lesser, ghost rager, superstition +6)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 14, Int 10, Wis 14, Cha 7
Base Atk +9; CMB +17 (+19 Grappling); CMD 29
Feats Combat Reflexes (5 AoO/round), Double Slice, Dragon Ferocity +3, 1d4+6 rds, Dragon Style, Improved Two-weapon Fighting, Improved Unarmed Strike, Snake Fang, Snake Style, Stunning Fist (4/day) (DC 17), Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +16 (+20 jump), Climb +5, Escape Artist +3, Fly +3, Knowledge (nature) +13, Knowledge (religion) +13, Perception +15, Ride +3, Sense Motive +17, Stealth +3, Survival +2 (+4 to avoid becoming lost), Swim +5
Languages Common
SQ brawling, fast movement +10, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear +2 Brawling Mithral Breastplate, +1 Buckler, +1 Adaptive Composite longbow (Str +4), Amulet of mighty fists +1, Belt of physical perfection +2, Cloak of resistance +3, Feather step slippers, Headband of inspired wisdom +2, Ioun stone (pale green prism (cracked, Attack), Ioun stone (pale green prism (cracked, saves), Wayfinder (1 @ 0 lbs), 345 GP
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Brawling Unarmed strikes count as magic for bypassing DR.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superst
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (20 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (4/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Superstition +6 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

RAGING Korak Fists of Fury - 10th Level:
Korak Fists of Fury
Human Barbarian (Invulnerable Rager) 8 Monk (Master of Many Styles) 2
N Medium Humanoid (human)
Init +4; Senses Perception +15
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 21 (+8 armor, +2 shield, +4 Dex, +3 natural)
hp 106 (8d12+2d8+40)
Fort +17, Ref +13, Will +14; +2 bonus vs. sleep, paralysis, and stunning, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities evasion; DR 4/—, 8/lethal; Resist fire 1, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Melee Claw x2 (Beast Totem, Lesser) +19 x2 (1d6+9/x2) and
. . Unarmed strike +21/+16 (1d6+16/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +15/+10 (1d8+9/x3)
Special Attacks rage (20 rounds/day), rage powers (beast totem +3 ac, beast totem, lesser, ghost rager, superstition +6)
--------------------
Statistics
--------------------
Str 26, Dex 18, Con 18, Int 10, Wis 14, Cha 7
Base Atk +9; CMB +19 (+21 Grappling); CMD 29
Feats Combat Reflexes (5 AoO/round), Double Slice, Dragon Ferocity +4, 1d4+8 rds, Dragon Style, Improved Two-weapon Fighting, Improved Unarmed Strike, Snake Fang, Snake Style, Stunning Fist (4/day) (DC 17), Two-weapon Fighting
Traits Auspicious Tattoo (Shoanti), Quain Martial Artist
Skills Acrobatics +16 (+20 jump), Climb +7, Escape Artist +3, Fly +3, Knowledge (nature) +13, Knowledge (religion) +13, Perception +15, Ride +3, Sense Motive +17, Stealth +3, Survival +2 (+4 to avoid becoming lost), Swim +7
Languages Common
SQ brawling, fast movement +10, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear +2 Brawling Mithral Breastplate, +1 Buckler, +1 Adaptive Composite longbow (Str +4), Amulet of mighty fists +1, Belt of physical perfection +2, Cloak of resistance +3, Feather step slippers, Headband of inspired wisdom +2, Ioun stone (pale green prism (cracked, Attack), Ioun stone (pale green prism (cracked, saves), Wayfinder (1 @ 0 lbs), 345 GP
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Brawling Unarmed strikes count as magic for bypassing DR.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Damage Reduction (8/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Dragon Ferocity +4, 1d4+8 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superst
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (20 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (4/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Superstition +6 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

For 20rounds per day, Korak's attack routine goes something like this:

Unarmed Strike: +19/+19/+14/+14 (1d6+16/x2)
plus
Claws: +14/+14 (1d6+5)

That's 6 attacks and a lot of damage.

And his defenses are not bad either:

AC 24, DR 4 and Snake Fang makes a solid Tank. Not to mention that even without Superstition, his lowest save is a +13. During Rage, his AC rises to 25, his touch AC raises to 19 and his lowest save against magic and supernatural effects is a +19. That's pretty good! Oh and he gets Fire Resistance 1. Not that it really matters, but whatever...

Enemies with DR might be a problem... He doesn't have enough Monk levels to bypass Silver/Cold Iron DR... Luckily, Korak deals a lot of damage with his unarmed strike, so his enemies still don't get to ignore him. Eventually, he'll get a +3 AoMF and DR won't be a problem anymore.

Next level, Korak gets either Improved Critical (Unarmed Strikes) or Extra Rage Power (Witch Hunter) to increase his damage even more. Greater TWF would be nice, but it requires 19 Dex, so it can wait 'til you get a better belt, IMHO. 7 attacks per round is probably enough to kill whatever you want to kill, anyway.

At 12th level, you get Pounce! That's a game changer right there! Especially when you make 7 attacks per round! Awesome! Oh and you lowest save will be +15 or +16 before Superstition. Your save against magic and supernatural effects is something like a +22 or +23.

This seems like a really cool build, IMHO, and a a great character to role play: a fist-fighting a Barbarian whose combat style is an amalgam of discipline and savagery, a warrior who uses fists and claws to destroy his enemies!

This is the closest I could get to a playable Jon Talbain. Just buy a pair of Nunchucks and convince your GM to let you fluff Rage as lycanthropy...


Now that I think about it, the greatest thing about Korak is that he makes AoMF look cheap! lol!

Well, Almost... Thank the Gods for Brawling armor!


Lemmy, If you are using unarmed strikes does not the claw becomes secondary natural attacks ergo they recieve a -5 penalty to hit?


Nicos wrote:
Lemmy, If you are using unarmed strikes does not the claw becomes secondary natural attacks ergo they recieve a -5 penalty to hit?

Yup, unfortunately, HeroLab doesn't take that in consideration when displaying the stat block... And I forgot to edit that.

Anyway, as I said at the end of the post, the attack routine of Korak by 10th level is composed of 6 attacks:

4 Unarmed Strikes:
+19/+19/+14/+14 (1d6+16/x2)

and 2 Claws:
+14/+14 (1d6+5/x2)


Other than that, what do you think of this build?

I know Invulnerable Rager + Superstition + Beast Totem is very uninspired, but OTOH, Korak uses Unarmed Strikes and does not have Power Attack (!).

Besides he has max ranks in Acrobatics and 2 Knowledge Skills... That has to count for something in the creativity department! And Beast Totem is just too perfect for his "Way of the Beast" kung-fu! Not only that, Korak actually makes good use of his claws, unlike most Barbarians out there!


Mmm, his Ac is a little low and his DPR is hard to figure. his saves are good without superstition and fabulantastic with superstition as always. Ihave not checked it but with all those attacks maybe boar style would be better than snake`s.


Nicos wrote:
Mmm, his Ac is a little low and his DPR is hard to figure. his saves are good without superstition and fabulantastic with superstition as always. I have not checked it but with all those attacks maybe boar style would be better than snake`s.

His AC becomes pretty decent by 10th level, but before that, it's a bit on the low side, indeed. With some luck, someone will cast Barkskin or the like on him :P

The nice thing about Snake Style is that not only it helps to compensate for his lowish AC, but also that Korak gets to make an AoO against any opponent who misses him:

'PFSRD' wrote:

Snake Fang

Prerequisite: Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.

Benefit: While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

And since he gets 5 AoO per round...

His DPR at 6th level, against AC 19 is:
17.82 (without Rage) or 35.81 (while Raging)

His DPR at 10th level, against AC 24 is:
41.75 (without Rage) or 68.2 (while Raging)

Not amazing, but not bad, either...

And that's not even considering damage from AoO granted by Snake Fang.

He could grab a level of Fighter instead somewhere and trade 2 rounds of Rage for a combat feat... That can raise his DPR to mid/high 70's, but I'd rather not delay Pounce anymore than he already has, so let's save that for next level.

Grabbing 3 levels of Brawler Fighter after 12th level would be pretty awesome. And by then, Korak will have more Rage rounds per day than he's likely to need anyway, but that would mean he never gets to Rage Cycle without items... :(


NeverMind about the AC, i was seeing the non raging version of the build. Now that I see the raging version the build seems much more interesting. Can you calculate the DPR of the build


Lemmy you inspired me to make some heavily multiclased build

Asura-Spawn

Unarmed fighter 5 - Guide 2 - Vivisecsionist 1 - Master of many styles 2

Spoiler:

LAwful evil.

=== Stats ===
Str 18 (20),Dex 16,con 14,Int 10,Wis 14, Cha 7
=== Defense ===
AC: 22* (+6 armor +3 natural armor + 3 dex +1 luck +1 insight +1 def -3 Power attack)
Hp: 82

*26 with shield
=== Saves ===
Fort +18
Ref +17 (plus evasion)
Will +13
=== Attacks ===
unarmed strike: +19/+19/+14 (1d6+19 20/x2)
and
Claws: +11/+11 (1d4+12 20/x2)
and
bite: +11 (1d6+12 20/x2)

Sneak attack: +1d6

=== Traits===
Indomitable faith, Deft dodger

=== Feats and talents===
Tiger style,Tiger Pounce, armor of the pits, Improved unarmed strike, Stuning fist,Power attack, Dragon style,Dragon ferocity
Wepon focus (unarmed), double slice, TWF, Iron will, Aspect of the beast (Claws of the Beast).

=== Skills ===
UMD + 11, Sense motive +10, Perception +12, Swim +10, Climb +10, Acrobatics +11, Survival +7, Knowledge (nature) +6 , Stealth +10

=== Special ===
Weapon training 1 (unarmed, natural), Track, Ranger focus +2 (1/day), Evasion.

=== Gear ===
Belt of str +2
Gloves of dueling
+1 Amulet of mighty fist
Pale green Ioun stone (attack)
Pale green Ioun stone (Saves)
+2 mitral brawling chainshirt
+3 cloack of resistance
+1 Ring of protection
+1 amulet of natural armor
Dusty rose Ioun stone
Jingasa of the fortunate soldier
Eyes of the eagle
Wand of shield


===========================

This is not exactly tank ( Tough he could be a tankwith the wand of shield, the mutagen and not using his tiger style for AC 31), i just wanted to see if a build with that many attacks is viable. lookin gthe result I am not sure.

normal attack routine:

unarmed strike: +19/+19/+14 (1d6+19 20/x2)
and
Claws: +11/+11 (1d4+12 20/x2)
and
bite: +11 (1d6+12 20/x2)

maximun attack routine (ranger focus + mutagen + sneak attack:

unarmed strike: +23/+23/+18 (2d6+24 20/x2)
and
Claws: +15/+15 (1d4+1d6+16 20/x2)
and
bite: +15 (2d6+16 20/x2)

(NOTE: I am asuming that double slice let add the entire str mod to the secondary natural attack, does it?)


Nicos wrote:
(NOTE: I am asuming that double slice let add the entire str mod to the secondary natural attack, does it?)

I'm not sure... If it does, then Korak's DPR increases quite a bit... to 73,04 while Raging (at 10th level against AC 24).


If double slice do not work then the attack routine would be

normal DPR:

unarmed strike: +19/+19/+14 (1d6+19 20/x2)
and
Claws: +11/+11 (1d4+9 20/x2)
and
bite: +11 (1d6+9 20/x2)

sneak attak:

unarmed strike: +19/+19/+14 (1d6+19 20/x2)
and
Claws: +11/+11 (1d4+9 20/x2)
and
bite: +11 (1d6+9 20/x2)

sneak attack + mutagen+ ranger focus:

unarmed strike: +23/+23/+18 (2d6+24 20/x2)
and
Claws: +15/+15 (1d4+1d6+12 20/x2)
and
bite: +15 (2d6+12 20/x2)

So, lemmy, can you calculate those 3 DPR? I would do it but you know, this is your thread :P


Oh, sorry. I didn't notice your post, Nicos.

Let me see your DPR...

Normal attack:
73.67
Sneak Attack only on the 1st attack:
76.47
Sneak Attack on all attacks:
85.40

Mutagen + Ranger Focus:
109,.53
Sneak Attack only on the 1st attack:
112.86
Sneak Attack on all attacks:
125.11

Those a great numbers, Nicos, even if they take 2 buffs.

The only problem I see is that you wouldn't be able to use both your AoMF and your Amulet of Natural Armor at the same time.


That is true, so 1 point less in AC. Still that is more damage that I was expected.

by the way lemmy afther almost 500 post we should compile all the builds


Nicos wrote:
That is true, so 1 point less in AC. Still that is more damage that I was expected.

Yeah... 7 attacks per round + Weapon Training + Gloves of Dueling will do that. Sneak Attack doesn't add as much as I thought it would, but it's a good bonus anyway.

Nicos wrote:
by the way lemmy afther almost 500 post we should compile all the builds

Yeah, but that's a lot of work... And I'm really lazy... lol.

Right now I'm tweaking a shield-bashing Ranger... With Barkskin, his AC goes up to 29 so far... I can up it to 32 agains his main FE, but I'm not sure it's a worthy investment. Combat Reflex or Furious Focus are probably more useful, and I'm not a big fan of Uber AC builds.

A 2nd project is a Stonelord Paladin. That archetype is really cool. I wonder how good it is...

AS it has been the case with most of my builds lately, none of them is Human (the Stonelord Paladin has to be a Dwarf, actually), mostly because people seem to think Humans are more powerful and/or easier to build.

(I had to make Korak human, though... TWF takes way too many feats!)


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This is Bashing Buzz, my shield-bashing Ranger. He 2-handles his shield to smash your face while deflecting your attacks!

Bashing Buzz - 1st Level:
Bashing Buzz
Male Half-Elf Ranger 1
NG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+6/x2) and
. . Heavy Shield Bash +5 (1d4+4/x2)
Ranger Spells Prepared (CL 1):
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Improved Shield Bash
Traits Indomitable Faith, Magical Knack (Ranger)
Skills Acrobatics +2 (-2 jump), Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Perception +7, Stealth +6, Survival +1 (+2 to track), Swim +8; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, track, wild empathy
Other Gear Four-mirror armor, Heavy wooden shield, Heavy wooden shield, 116 GP
--------------------
Special Abilities
--------------------
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.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

As usual, there nothing mind-boggling here... 1st level is pretty much the same for every character. The only difference here is that Buzz has no weapons other than his shields (he carries two of them, just in case), and since shields are considerably cheaper than weapons, he still has over 100gp left to spend however he wants.

His Skills, AC and saves are pretty good for a 1st level character.

----------------------------

Bashing Buzz - 3rd Level:
Bashing Buzz
Male Half-Elf Ranger 3
NG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 Dex)
hp 30 (3d10+9)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +8 (1d4+6/x2) and
. . Heavy Shield Bash +8 (1d4+4/x2)
Special Attacks favored enemy (undead +2)
Ranger Spells Prepared (CL 2):
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 19
Feats Endurance, Improved Shield Bash, Shield Slam, Weapon Focus (Shield, Heavy)
Traits Indomitable Faith, Magical Knack (Ranger)
Skills Acrobatics +2 (-2 jump), Bluff -1 (+1 vs. undead), Climb +8, Intimidate +5, Knowledge (dungeoneering) +6 (+8 vs. undead), Knowledge (nature) +6 (+8 vs. undead), Perception +9 (+11 vs. undead, +11 while in underground terrain), Sense Motive +1 (+3 vs. undead), Stealth +8 (+10 while in underground terrain), Survival +5 (+7 vs. undead, +7 while in underground terrain, +6 to track), Swim +8 (+12 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven
SQ combat styles (weapon and shield), elf blood, favored terrain (underground +2), track, wild empathy
Other Gear +1 Breastplate, +1 Heavy steel shield, Masterwork Heavy steel shield, 310 GP
--------------------
Special Abilities
--------------------
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.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Buzz got Endurance as a bonus feat. That means he can sleep in medium armor! And he gets a bunch of situational bonuses against fatigue... Not that I expect any of them to come into play, and even if they do, it's such a rare event that I'd probably forget to add them anyway.

Buzz still has great AC and saves. The lack of a masterwork weapon hurts a bit, but needing a 7 instead of a 6 to hit your opponent is not that much of a problem. Especially when your attack also gives you a free Bull Rush attempt! :D

Still... Buzz should consider buying a magic weapon, though, and keeping it as his main offensive tool at least for a couple levels... 4th and 5th level can be deadly without a masterwork/magic weapon.

Luckily, we're skipping those levels! :D

----------------------------

Bashing Buzz - 6th Level:
Bashing Buzz
Male Half-Elf Ranger 6
NG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+7 armor, +4 shield, +2 Dex, +1 deflection)
hp 55 (6d10+18)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +7; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +14/+9 (1d6+9/x2) and
. . Heavy Shield Bash +14/+9 (1d4+7/x2)
Ranged +1 Composite longbow (Str +3) +9/+4 (1d8+4/x3)
Special Attacks favored enemies (evil outsiders +2, undead +4)
Ranger Spells Prepared (CL 5):
1 (2/day) Lead Blades, Longstrider
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +11; CMD 24
Feats Endurance, Improved Shield Bash, Power Attack -2/+4, Shield Master, Shield Slam, Weapon Focus (Shield, Heavy)
Traits Indomitable Faith, Magical Knack (Ranger)
Skills Acrobatics +2 (-2 jump), Bluff -1 (+1 vs. evil outsiders, +3 vs. undead), Climb +9, Intimidate +8, Knowledge (dungeoneering) +9 (+11 vs. evil outsiders, +13 vs. undead), Knowledge (nature) +9 (+11 vs. evil outsiders, +13 vs. undead), Perception +12 (+14 vs. evil outsiders, +16 vs. undead, +14 while in underground terrain), Sense Motive +1 (+3 vs. evil outsiders, +5 vs. undead), Stealth +11 (+13 while in underground terrain), Survival +8 (+10 vs. evil outsiders, +12 vs. undead, +10 while in underground terrain, +11 to track), Swim +9 (+13 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven
SQ combat styles (weapon and shield), elf blood, favored terrain (underground +2), hunter's bonds (companions), track, wild empathy
Combat Gear Wand of cure light wounds; Other Gear +1 Breastplate, +2 Shield Spikes Adamantine Heavy steel shield, Masterwork Heavy steel shield, +1 Composite longbow (Str +3), Belt of giant strength +2, Cloak of resistance +1, Ring of protection +1, 10 GP
--------------------
Special Abilities
--------------------
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.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Aha! Now we're talking! Thanks his Ranger bonus feats and the ability to ignore prerequisites, Buzz can now add his shield enhancement bonus to his attack and damage rolls! Something a Fighter would only be capable of at 11th level!

Buzz can now cast 1st level spells. That means he can has access to to useful spells such as Longstrider, Resist Energy and Lead Blades. Oh, and since he now has a caster level, he can use wands of CLW without the need of UMD skill checks.

Funny thing about shields... Being made of Adamantine doesn't raise their price (!)... Yeah, yeah, I know that's probably not RAI, but it doesn't really matter, as it doesn't affect much of the character's effectiveness anyway. I just made his shield Adamantine to point out that odd rule.

----------------------------

Bashing Buzz - 10th Level:
Bashing Buzz
Male Half-Elf Ranger 10
NG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 23 (+8 armor, +4 shield, +2 Dex, +1 deflection)
hp 89 (10d10+30)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +13, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +21/+13 (2d6+21/19-20/x2) and
. . Heavy Shield Bash +21/+13 (1d4+15/19-20/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +14/+9 (1d8+8/x3) and
. . Metal throwing shield (Throwing) +9/+4 (1d6+7/x2)
Special Attacks favored enemies (aberrations +2, evil outsiders +2, undead +6)
Spell-Like Abilities Light (At will)
Ranger Spells Prepared (CL 9):
2 (2/day) Barkskin (x2)
1 (3/day) Lead Blades (x2), Longstrider
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +10; CMB +19; CMD 30
Feats Bashing Finish, Endurance, Furious Focus, Improved Critical (Shield, Heavy), Improved Shield Bash, Power Attack -3/+6, Shield Master, Shield Slam, Weapon Focus (Shield, Heavy)
Traits Indomitable Faith, Magical Knack (Ranger)
Skills Acrobatics +2 (-2 jump), Bluff -1 (+1 vs. aberrations, +1 vs. evil outsiders, +5 vs. undead), Climb +11, Intimidate +12, Knowledge (dungeoneering) +13 (+15 vs. aberrations, +15 vs. evil outsiders, +19 vs. undead), Knowledge (nature) +13 (+15 vs. aberrations, +15 vs. evil outsiders, +19 vs. undead), Perception +17 (+19 vs. aberrations, +19 vs. evil outsiders, +23 vs. undead, +19 while in swamp terrain, +21 while in underground terrain), Sense Motive +2 (+4 vs. aberrations, +4 vs. evil outsiders, +8 vs. undead), Stealth +15 (+17 while in swamp terrain, +19 while in underground terrain), Survival +13 (+15 to avoid becoming lost, +15 vs. aberrations, +15 vs. evil outsiders, +19 vs. undead, +15 while in swamp terrain, +17 while in underground terrain, +18 to track), Swim +11 (+15 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven
SQ combat styles (weapon and shield), elf blood, favored terrains (swamp +2, underground +4), hunter's bonds (companions), swift tracker, track, wild empathy, woodland stride
Combat Gear Pearl of power (1st level) (1/day), Wand of cure light wounds; Other Gear +2 Breastplate, +1 Throwing Heavy steel shield, +2 Bashing, Shield Spikes, Throwing Adamantine Hea, +1 Adaptive Composite longbow (Str +4), Belt of giant strength +4, Cloak of resistance +3, Feather step slippers, Headband of inspired wisdom +2, Ioun stone (pale green prism (cracked, Attack), Ioun stone (pale green prism (cracked, saves), Ring of protection +1, Wayfinder (empty), 300 GP
--------------------
Special Abilities
--------------------
Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.
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.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Undead +6) (Ex) +6 to rolls vs Favored Enemy (Undead).
Favored Terrain (Swamp +2) (Ex) +2 to rolls vs Favored Terrain (Swamp).
Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
Feather step slippers Ignore difficult terrain as though affected by feather step.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

AC 25 is great... But not as great as AC 29, which Buzz can easily reach with Barkskin, and he can cast that spell twice per day, for a total of 180min. That's 3h of being all but untouchable. His saves are pretty good too, and his elven immunities don't hurt either.

Usually I'd buy a Belt of Str/Con +2 instead of a Belt of Str +4, but thanks to his great AC and good HP, he can afford to invest more in his offensive tools... Which remidns me, whenever Buzz scores a critical with a melee weapon (such as, let's say, a shield bash attack) he gets to make another shield bash attack as a free action against that target, that's always fun!

Note that his stat block already includes Power Attack, but not Favored Enemy, Bark Skin, Lead Blades or any other buff. His 1st level Pearl of Power gives him an extra casting of any 1st level spell, which can be really helpful.

As soon as he gets some money, he should boost his Headband of Inspired Wisdom from +2 to +4, so he gets to cast Instant Enemy. Bracers of Falcon's Aim are not a bad idea either, they help to make him an acceptable ranged combatant (Deadly Aim + Instant Enemy turns Buzz into a ranged death machine!).

He has a few hundred gp left at every level... I'd use that to buy potions (Fly and Enlarge Person are always fun) and Masterwork tool (Stealth, Survival, Perception, Climb and Swim are easy to explain... Hell, you can even say you bought some kind of adventurer's diary, study book or bestiary and call that a masterwork tool for Knowledge skills such as Nature and Dungeons!)

Speaking of gp, one of the advantages of this build is that enchanting shields is considerably cheaper than enchanting weapons.

Silver Crusade

Lemmy wrote:
(the Stonelord Paladin has to be a Dwarf, actually)

Racial Heritage could make it a human.


Bigdaddyjug wrote:
Lemmy wrote:
(the Stonelord Paladin has to be a Dwarf, actually)
Racial Heritage could make it a human.

Well, yeah... But where is the fun in that? ^^

Besides, you give up human's greatest advantage: their bonus feat.

But I'll admit that a racial bonus to Str and an extra skill point per level are very appealing...


Lemmy wrote:
Bigdaddyjug wrote:
Lemmy wrote:
(the Stonelord Paladin has to be a Dwarf, actually)
Racial Heritage could make it a human.

Well, yeah... But where is the fun in that? ^^

Besides, you give up human's greatest advantage: their bonus feat.

But I'll admit that a racial bonus to Str and an extra skill point per level are very appealing...

Stone lors give one of the most strongest paladin class feature, divine grace. So I would prefer Dwarf for the steel soul feat.


Nicos wrote:
Stone lors give one of the most strongest paladin class feature, divine grace. So I would prefer Dwarf for the steel soul feat.

While lack of Divine Grace hurts, it's surprisingly not nearly as much as I thought. Since Stonelord has no reason to invest in Cha, he doesn't have to dump his Wisdom (in fact, he can even afford to raise it a little), so his saves are really good anyway.

Not to mention Defensive Stance grant a morale bonus to Will saves (and the Con bonus raises Fort).

Really, there's no need for steel soul. It's a nice bonus, of course, but not essential.


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Here is my Stonelord Paladin build... Just because I wanted to see how well I could build one.

Rocky Balboulder- 1st Level:
Rocky Balboulder
Male Dwarf Paladin (Stonelord) 1
LG Medium Humanoid (dwarf)
Init +3; Senses Darkvision; Perception +3
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +4; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Dwarven longhammer +4 (2d6+4/x3) and
. . Dwarven maulaxe +4 (1d6+3/x3)
Special Attacks hatred, stonestrike +1 (1 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 15, Int 12, Wis 14, Cha 6
Base Atk +1; CMB +4; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Combat Reflexes (2 AoO/round)
Traits Glory of Old, Reactionary
Skills Acrobatics +1 (-3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +2, Knowledge (religion) +5, Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +6
Languages Celestial, Common, Dwarven
SQ aura of good, greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Four-mirror armor, Heavy wooden shield, Dwarven longhammer, Dwarven maulaxe, 28 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
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.
Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD.

At this level, a good defense is more crucial than dealing lots of damage, so Rocky favor weapon & shield over 2-handed weapons for now... Especially since he can't use Defensive Stance yet...

He does get Stonestrike, which is the Stonelord's version of Smite Evil, a very underwhelming version of Smite Evil, I must say...

His saves are pretty good, especially against magic and poison, just as expected from a dwarf. Rocky probably didn't need the "Glory of Old" trait, but I think it's a flavorful (and useful) addition.

----------------------------

Rocky Balboulder- 3rd Level:
Rocky Balboulder
Male Dwarf Paladin (Stonelord) 3
LG Medium Humanoid (dwarf)
Init +3; Senses Darkvision; Perception +5
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +2 shield, +1 Dex, +1 natural)
hp 27 (3d10+6)
Fort +5, Ref +2, Will +5; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%, stoneblood (25% fortification, +3 to stabilize); DR 1/adamantine; Immune fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +6 (1d4+3/x2) and
. . Silversheen Dwarven longhammer +7 (2d6+4/x3) and
. . Silversheen Dwarven maulaxe +7 (1d6+3/x3)
Ranged Masterwork Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks hatred, stonestrike +1 (3 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 15, Int 12, Wis 14, Cha 6
Base Atk +3; CMB +6; CMD 17 (17 vs. Bull Rush, 17 vs. Trip)
Feats Combat Reflexes (2 AoO/round), Power Attack -1/+2
Traits Glory of Old, Reactionary
Skills Acrobatics +1 (-3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +4, Knowledge (religion) +7, Perception +5 (+7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +8
Languages Celestial, Common, Dwarven
SQ aura of courage, aura of good, greed, hardy, lay on hands (1d6), slow and steady, stability, stonecunning +2
Other Gear Four-mirror armor, Heavy wooden shield, Masterwork Composite longbow (Str +3), Silversheen Dwarven longhammer, Silversheen Dwarven maulaxe, 653 GP
--------------------
Special Abilities
--------------------
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.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fortification 25% You have a chance to negate critical hits on attacks.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6) (Su) You can heal 1d6 damage, -1/day
Power Attack -1/+2 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.
Stoneblood (25% fortification, +3 to stabilize) (Ex) 25% fortification, +3 to stabilize.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stonestrike +1 (3 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 6 hardness & if on earth/stone add to CMD.

Still no Defensive Stance... But now he gets a 25% chance to ignore critical hits and precision damage! That's very likely to save his life sooner or later. He also gets +1 Natural Armor and DR 1/adamantine. Pretty cool.

Even so, Rochy is still using a shield. This will probably change next level, though, since not only he gets to increase his Str, he also finally becomes able to use Defensive Stance (which is basically a modified Rage, in case you're wondering)

----------------------------

Rocky Balboulder - 6th Level:
Rocky Balboulder
Male Dwarf Paladin (Stonelord) 6
LG Medium Humanoid (dwarf)
Init +3; Senses Darkvision; Perception +8
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 natural)
hp 49 (6d10+12)
Fort +8, Ref +4, Will +8; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%, stoneblood (25% fortification, +6 to stabilize); DR 3/adamantine; Immune fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +11/+6 (1d4+5/x2) and
. . +1 Silversheen Dwarven longhammer +13/+8 (2d6+8/x3) and
. . Masterwork Cold Iron Dwarven longhammer +13/+8 (2d6+7/x3) and
. . Silversheen Dwarven maulaxe +12/+7 (1d6+5/x3)
Ranged +1 Composite longbow (Str +4) +8/+3 (1d8+5/x3)
Special Attacks hatred, stonestrike +2 (6 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 15, Int 12, Wis 14, Cha 6
Base Atk +6; CMB +11; CMD 22 (22 vs. Bull Rush, 22 vs. Trip)
Feats Combat Reflexes (2 AoO/round), Elemental Channel (Earth), Power Attack -2/+4, Weapon Focus (Dwarven longhammer)
Traits Glory of Old, Reactionary
Skills Acrobatics +1 (-3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +7, Knowledge (religion) +10, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +11
Languages Celestial, Common, Dwarven
SQ aura of courage, aura of good, defensive stance (16 rounds/day), greed, hardy, lay on hands (3d6) (1/day), mercies (mercy [fatigued]), slow and steady, stability, stone servant (small) (1/day), stonecunning +2
Other Gear +1 Full plate, Masterwork Heavy steel shield, +1 Composite longbow (Str +4), +1 Silversheen Dwarven longhammer, Masterwork Cold Iron Dwarven longhammer, Silversheen Dwarven maulaxe, Belt of giant strength +2, Cloak of resistance +1, 1345 GP
--------------------
Special Abilities
--------------------
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.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defensive Stance (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Fortification 25% You have a chance to negate critical hits on attacks.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6) (1/day) (Su) You can heal 3d6 damage, 1/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
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.
Stone Servant (Small) (1/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (25% fortification, +6 to stabilize) (Ex) 25% fortification, +6 to stabilize.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stonestrike +2 (6 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 12 hardness & if on earth/stone add to CMD.

Defending Rocky Balboulder - 6th Level:
Rocky Balboulder
Male Dwarf Paladin (Stonelord) 6
LG Medium Humanoid (dwarf)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 22 (+10 armor, +1 Dex, +2 natural, +2 dodge)
hp 61 (6d10+24)
Fort +10, Ref +4, Will +10; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%, stoneblood (25% fortification, +6 to stabilize); DR 3/adamantine; Immune fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +11/+6 (1d4+11/x2) and
. . +1 Silversheen Dwarven longhammer +13/+8 (2d6+17/x3) and
. . Masterwork Cold Iron Dwarven longhammer +13/+8 (2d6+16/x3) and
. . Silversheen Dwarven maulaxe +12/+7 (1d6+11/x3)
Ranged +1 Composite longbow (Str +4) +8/+3 (1d8+5/x3)
Special Attacks hatred, stonestrike +2 (6 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 24, Dex 12, Con 19, Int 12, Wis 14, Cha 6
Base Atk +6; CMB +13; CMD 26 (26 vs. Bull Rush, 26 vs. Trip)
Feats Combat Reflexes (2 AoO/round), Elemental Channel (Earth), Power Attack -2/+4, Weapon Focus (Dwarven longhammer)
Traits Glory of Old, Reactionary
Skills Acrobatics +1 (-3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +7, Knowledge (religion) +10, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +11
Languages Celestial, Common, Dwarven
SQ aura of courage, aura of good, defensive stance (16 rounds/day), greed, hardy, lay on hands (3d6) (1/day), mercies (mercy [fatigued]), slow and steady, stability, stone servant (small) (1/day), stonecunning +2
Other Gear +1 Full plate, Masterwork Heavy steel shield, +1 Composite longbow (Str +4), +1 Silversheen Dwarven longhammer, Masterwork Cold Iron Dwarven longhammer, Silversheen Dwarven maulaxe, Belt of giant strength +2, Cloak of resistance +1, 1345 GP
--------------------
Special Abilities
--------------------
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.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defensive Stance (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Fortification 25% You have a chance to negate critical hits on attacks.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6) (1/day) (Su) You can heal 3d6 damage, 1/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
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.
Stone Servant (Small) (1/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (25% fortification, +6 to stabilize) (Ex) 25% fortification, +6 to stabilize.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stonestrike +2 (6 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 12 hardness & if on earth/stone add to CMD.

Rocky's AC is raising surprisingly fast. Especially considering he no longer uses a shield (though he still carries one, just in case).

And he finally gets to use Defensive Stance! It's like Rage, except it raises your AC even more! Oh, and he also gets to summon a small Earth Elemental to his side! This archetype progresses better than I expected!

Rocky can use his LoH to remove the Fatigued condition, which might prove incredibly useful if he runs out of Defensive Stance rounds mid combat. Unfortunately, he can only do it once per day, but he shouldn't be Fatigued too often anyway.

----------------------------

Rocky Balboulder - 10th Level:
Rocky Balboulder
Male Dwarf Paladin (Stonelord) 10
LG Medium Humanoid (dwarf)
Init +3; Senses Darkvision; Perception +12
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 24 (+10 armor, +1 Dex, +3 natural, +1 deflection)
hp 89 (10d10+30)
Fort +13, Ref +7, Will +12; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 50%, stoneblood (50% fortification, +10 to stabilize); DR 5/adamantine; Immune charm, fear, petrification
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +17/+12 (1d4+6/x2) and
. . +1 Silversheen Dwarven longhammer +19/+14 (2d6+10/19-20/x3) and
. . +3 Silversheen Dwarven longhammer +21/+16 (2d6+12/19-20/x3) and
. . Silversheen Dwarven maulaxe +18/+13 (1d6+6/x3)
Ranged +1 Composite longbow (Str +4) +13/+8 (1d8+5/x3)
Special Attacks defensive powers (smash), hatred, stonestrike +3 (10 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 12, Wis 14, Cha 6
Base Atk +10; CMB +18; CMD 28 (28 vs. Bull Rush, 28 vs. Trip)
Feats Combat Reflexes (2 AoO/round), Elemental Channel (Earth), Improved Critical (Dwarven longhammer), Lunge, Power Attack -3/+6, Weapon Focus (Dwarven longhammer)
Traits Glory of Old, Reactionary
Skills Acrobatics +1 (-3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +11, Knowledge (religion) +14, Perception +12 (+14 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +15, Survival +2 (+4 to avoid becoming lost)
Languages Celestial, Common, Dwarven
SQ aura of courage, aura of good, aura of resolve, defensive stance (25 rounds/day), greed, hardy, lay on hands (5d6) (3/day), mercies (mercy [fatigued]), slow and steady, stability, stone servant (small) (2/day), stonecunning +2
Other Gear +1 Full plate, Masterwork Heavy steel shield, +1 Composite longbow (Str +4), +1 Silversheen Dwarven longhammer, +3 Silversheen Dwarven longhammer, Silversheen Dwarven maulaxe, Belt of giant strength +4, Cloak of resistance +3, Feather step slippers, Ioun stone (pale green prism (cracked, Attack), Ring of protection +1, Wayfinder (1 @ 0 lbs), 465 GP
--------------------
Special Abilities
--------------------
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.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defensive Stance (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fortification 50% You have a chance to negate critical hits on attacks.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (5d6) (3/day) (Su) You can heal 5d6 damage, 3/day
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Smash (Ex) In defensive stance, extra attack with a full attack or as part of breaking a grapple (+2 if it hits).
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stone Servant (Small) (2/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (50% fortification, +10 to stabilize) (Ex) 50% fortification, +10 to stabilize.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stonestrike +3 (10 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 20 hardness & if on earth/stone add to CMD.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Defending Rocky Balboulder - 10th Level:
Rocky Balboulder
Male Dwarf Paladin (Stonelord) 10
LG Medium Humanoid (dwarf)
Init +3; Senses Darkvision; Perception +12
--------------------
Defense
--------------------
AC 27, touch 14, flat-footed 24 (+10 armor, +1 Dex, +3 natural, +1 deflection, +2 dodge)
hp 109 (10d10+50)
Fort +15, Ref +7, Will +14; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 50%, stoneblood (50% fortification, +10 to stabilize); DR 5/adamantine; Immune charm, fear, petrification
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +16/+11 (1d4+14/x2) and
. . +1 Silversheen Dwarven longhammer +18/+13 (2d6+22/19-20/x3) and
. . +3 Silversheen Dwarven longhammer +20/+15 (2d6+24/19-20/x3) and
. . Silversheen Dwarven maulaxe +17/+12 (1d6+14/x3) and
. . Smash (Smash) +11 (1d4+7/x2)
Ranged +1 Composite longbow (Str +4) +13/+8 (1d8+5/x3)
Special Attacks defensive powers (smash), hatred, stonestrike +3 (10 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 20, Int 12, Wis 14, Cha 6
Base Atk +10; CMB +20; CMD 32 (32 vs. Bull Rush, 32 vs. Trip)
Feats Combat Reflexes (2 AoO/round), Elemental Channel (Earth), Improved Critical (Dwarven longhammer), Lunge, Power Attack -3/+6, Weapon Focus (Dwarven longhammer)
Traits Glory of Old, Reactionary
Skills Acrobatics +1 (-3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +11, Knowledge (religion) +14, Perception +12 (+14 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +15, Survival +2 (+4 to avoid becoming lost)
Languages Celestial, Common, Dwarven
SQ aura of courage, aura of good, aura of resolve, defensive stance (25 rounds/day), greed, hardy, lay on hands (5d6) (3/day), mercies (mercy [fatigued]), slow and steady, stability, stone servant (small) (2/day), stonecunning +2
Other Gear +1 Full plate, Masterwork Heavy steel shield, +1 Composite longbow (Str +4), +1 Silversheen Dwarven longhammer, +3 Silversheen Dwarven longhammer, Silversheen Dwarven maulaxe, Belt of giant strength +4, Cloak of resistance +3, Feather step slippers, Ioun stone (pale green prism (cracked, Attack), Ring of protection +1, Wayfinder (1 @ 0 lbs), 465 GP
--------------------
Special Abilities
--------------------
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.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defensive Stance (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fortification 50% You have a chance to negate critical hits on attacks.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (5d6) (3/day) (Su) You can heal 5d6 damage, 3/day
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Smash (Ex) In defensive stance, extra attack with a full attack or as part of breaking a grapple (+2 if it hits).
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stone Servant (Small) (2/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (50% fortification, +10 to stabilize) (Ex) 50% fortification, +10 to stabilize.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stonestrike +3 (10 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 20 hardness & if on earth/stone add to CMD.
Wayfinder A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Rocky got some great offensive tools! Now he can make a Slam attack every turn while Defensive Stance is activated. He also finally has enough rounds of Stonestrike for it to last at least 1 whole combat, maybe 2. The gotta be handy in those difficult boss fights. And his Earth elemental is now medium instead of small. That's nice.

His defenses are better than ever! He now has a 50% chance to ignore critical hits and precision damage, his AC is up to 25 (27 during Defensive Stance) with minimum investment (all he's got is a +1 Full plate and a Ring of Protection +1!), lots of hit points, 3 daily uses of LoH, DR 5/adamantine, great saves (especially during Defensive Stance) and complete immunity to all Charm effects.

This is a solid build.

In fact, I'd say it's... *puts on sunglasses* ...Rock solid.

----------------------------

I honestly didn't expect to like this archetype so much. It's very interesting, very effective and very flavorful. It changes the class considerably, but without losing effectiveness. I really like it.


I think I am done with fighters. I have a pretty good idea of the strongets combos and all the twist of the class, there are still a couple of archetypes I would really like to optimize (armor maste and tower shield specialist) but i can not find any good method to do it.

I still find rangers and paladis pretty boring to build So i maybe go with the magus or cavalier.


I know how you feel, Nicos.

Although I really like creating character builds, it's hard to think of interesting builds.

I hadn't posted here in a long time because I didn't have any idea for a unusual build. I suppose I could post some effective builds, but none of them are particularly creative, so I wasn't very motivated to post them here.

"2-Handed Warrior #9988", "Archer #8698" and "Trip Monkey #6213" are not very interesting to create or read... They might be fun to play, of course, but this is a build thread, no a PbP game, so the fun is in reading/creating the builds, not playing them...

Personally, I still really like building Fighters and Rangers, the only problem is coming up with an unusual idea for their build.

Honestly... My favorite build in this thread is still Foxy Slicey... lol.

Silver Crusade

I built 10 characters for PFS, but they're all at level 1 so they're not fantabulous yet. Maybe eventually I'll build them out and post them.


Lemmy wrote:

I know how you feel, Nicos.

Although I really like creating character builds, it's hard to think of interesting builds.

I hadn't posted here in a long time because I didn't have any idea for a unusual build. I suppose I could post some effective builds, but none of them are particularly creative, so I wasn't very motivated to post them here.

"2-Handed Warrior #9988", "Archer #8698" and "Trip Monkey #6213" are not very interesting to create or read... They might be fun to play, of course, but this is a build thread, no a PbP game, so the fun is in reading/creating the builds, not playing them...

Personally, I still really like building Fighters and Rangers, the only problem is coming up with an unusual idea for their build.

Honestly... My favorite build in this thread is still Foxy Slicey... lol.

Try a few Tactics Domain Inquisitors or clerics.

That 8th level domain power to swift action in any feat you qualify for is awesome.
A good challenge is finding the best combo to qualify for a ton of feats.
Eg.
For Cleric or Inquisitor.
Combat Expertise- You can then swift get imp trip or disarm.
Power Attack- You can get swift Cleave or Dazing Assault
Blindfight - You can get swift imp Blindfight
Critical Focus- You can swift tiring, staggering or blinding crit depending on BAB

Silver Crusade

Man that is a nice domain power. The level 1 tactics domain power isn't too shabby either, especially if you can use it on yourself. Makes me wish I hadn't wanted to be such a do everything kind of character on my inquisitor. I would have taken that domain instead of the conversion inquisition.


I know i said I was one with figthers but hey paizo created another archetype, so here it is

Lock:

Human
Musket master / Thench fighter
=== Stats ===
Str 10,Dex 20 (22),con 12,Int 14,Wis 14 (16), Cha 8
=== Defense ===
AC: 23 (+6 armor,+ 6 dex, +1 def)
hp: 79 (10d10+20)
CMD: 27 (37 for trip and grapple, 33 for disarm and sunder)
=== Saves ===
Fort +14
Ref +14
Will +13
=== Attacks ===
+2 Musket: +18/+18/+13 (1d12+20, 19-20/x4)
=== Traits===
+1 will, stealth as class skill
=== Feats and talents===
1. Rapid reload, Point blank shot, Precise shot, gunsmith
2. Rapid shot
3. Dealy aim, weapon focus (Musket)
4.
5. Weapon specialization, Point blank master
6.
7. Iron will, Toughness
8.
9. clustered shot, Improved critical
10.
=== Skills ===
Stealth +20, Perception +21, Acrobatics +24, Knowledge (Dungeoneering) +15, Survival +10, bluff +7, Climb +4, swim +4, ride +9.
=== Special ===
Trench Warfare
Deeds (Deadeye, gunslinger´s doge, quick clear)
Grit (3)
weapon training 2
=== Gear ===
+2 Musket
+2 belt of dex
+3 cloack of resistance
Gloves of dueling
Cracked pale green prism Ion stone saves)
+2 Mithral chainshirt
+1 ring of protection
+2 headband of wis
elven boots
eyes of the eagle

The good
- Solid damage
- decent saves
- Decent skills
- Solid CMD
- not powerless at melee range

The not so good
- low AC

The ugly
- It is one tricky pony (A strong and very useful trick nonethelss, but still just one trick)


Fred The Fighter (Power Attack):
Fred The Fighter CR 9
XP 6400
Male Human Fighter 10
CN Medium Humanoid (human)
Init +4; Senses Perception +11
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 23 (+11 armor, +2 Dex, +1 natural, +1 deflection)
hp 109 (10d10+50)
Fort +13, Ref +8, Will +10 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Armor spikes +14/+9 (1d6+13/x2) and
. . +1 Silversheen Bardiche +20/+15 (1d10+25/17-20/x2) and
. . +2 Silversheen Bardiche +21/+16 (1d10+26/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +16/+11 (1d8+10/x3)
Special Attacks weapon training abilities (bows +3, pole arms +4)
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +10; CMB +16; CMD 29 (33 vs. Disarm, 33 vs. Sunder)
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Greater Weapon Focus (Bardiche), Improved Critical (Bardiche), Improved Iron Will (1/day), Intimidating Prowess, Iron Will, Lunge, Power Attack -3/+6, Toughness +10, Weapon Focus (Bardiche), Weapon Specialization (Bardiche)
Traits Auspicious Tattoo (Shoanti), Reactionary
Skills Climb +10, Intimidate +18, Knowledge (dungeoneering) +11, Perception +11, Survival +1 (+3 to avoid becoming lost), Swim +10
Languages Common
Other Gear +2 Armor spikes (magical) Full plate, +1 Adaptive Composite longbow (Str +4), +1 Silversheen Bardiche, +2 Silversheen Bardiche, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Cloak of resistance +3, Gloves of dueling, Ring of protection +1, Wayfinder (empty), 174 GP
--------------------
Special Abilities
--------------------
Bravery +3 (Ex) +3 to Will save vs. Fear
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
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.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

----------------------------

Boris The Barbarian (Rage & Power Attack):
Boris The Barbarian CR 9
XP 6400
Male Human (Azlanti) Barbarian 10
CN Medium Humanoid (human)
Init +5; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 18 (+8 armor, +3 Dex, +1 natural, +1 deflection)
hp 140 (10d12+70)
Fort +16, Ref +9 (+3 bonus vs. traps), Will +10
Defensive Abilities improved uncanny dodge (lv >=14), trap sense; DR 2/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Armor spikes +16/+11 (1d6+15/x2) and
. . +1 Bardiche +17/+12 (1d10+22/17-20/x2) and
. . +2 Furious Silversheen Bardiche +20/+15 (1d10+25/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +14/+9 (1d8+9/x3)
Special Attacks rage (25 rounds/day)
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 22, Int 10, Wis 12, Cha 8
Base Atk +10; CMB +18; CMD 30
Feats Combat Reflexes (4 AoO/round), Extra Rage Power, Improved Critical (Bardiche), Power Attack -3/+6, Raging Vitality, Weapon Focus (Bardiche)
Traits Auspicious Tattoo (Shoanti), Reactionary
Skills Acrobatics +16, Climb +12, Intimidate +12, Knowledge (nature) +13, Perception +14, Survival +12 (+14 to avoid becoming lost), Swim +12
Languages Azlanti, Common
SQ fast movement +10, rage powers (clear mind [1/rage], spirit totem, spirit totem, greater, spirit totem, lesser [+9, 1d8-1, 15' reach], strength surge +10 [1/rage], unexpected strike [1/rage])
Other Gear +2 Armor spikes (magical) Breastplate, +1 Adaptive Composite longbow (Str +4), +1 Bardiche, +2 Furious Silversheen Bardiche, Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +3, Ring of protection +1, Wayfinder (empty), 800 GP
--------------------
Special Abilities
--------------------
Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Spirit Totem (Su) While raging, 20% concealment from non-adjacent attacks.
Spirit Totem, Greater (Su) Adjacent creatures take 1d8 damage at the beginning of your action.
Spirit Totem, Lesser (+9, 1d8-1, 15' reach) (Su) Spirits attack 1/round at +9 to hit, dealing 1d8-1 negative energy damage with 15' reach.
Strength Surge +10 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Just posting two similar builds to see how they compare to each other. A Barbarian and a Fighter, both focus on melee combat and both have Bardiches as their main weapon.

They have similar gear and feats (I tried to keep them the exact same, but I'm sure I forgot a detail or two when building the second character). Fred has Gloves of Dueling and Boris has a Furious weapon, so they kinda cancel each other out.


So, what is your opinion about the builds?


DPR: Both builds are about the same... Fred has a slight advantage with weapon damage, but Boris more than compensates for it with Spirit Totem. Although Spirit Totem won't help him to fight undead. No significant advantage to any of them, IMO.

Physical Defenses: Fred has considerably higher AC, as expected, but Boris has DR 2/- and lots of HP. Hard to say which one is better. At higher levels, I'd favor DR. At lower levels I'd go with AC. Even without raging, Boris still has 1 more HP than Fred.

Ranged Combat: Fred is somewhat better at Ranged damage, of course. Like I said, Fighters do make good switch-hitters. The difference is not significant, IMO, but it will grow larger as the levels go by. Point goes to Fred.

Skills: Sorry Fred, you lose. Fred has an advantage in Intimidate, thanks to Intimidating Prowess, and Armor Training 2 always help, but that's still not enough to compete with +2 skill ranks per level AND having Perception as a class skill.

Mobility: They both have the same mobility. Boris has a small advantage that if they both get light armor (or mythral medium armor), he becomes faster, while Fred is stuck at 30ft. Nothing significant at this level.

Saves: A clear win for Boris, IMHO. His saves are either as good or better than Fred's, and Clear Mind simply blows Improved Iron Will out of the water. The difference becomes even more obvious next level, when Boris gets Greater Rage. Fred has Bravery, I suppose that counts for something, right? Yeah, I don't give it much credit either...

Unusual Offense: Both of them have a reach weapon, Combat Reflexes and Lunge, so that can be ignored.
Fred has Cornugon Smash, which is pretty cool, actually. I really like that feat. Boris has spirits that deal negative energy damage to enemies who are up to 15ft away from him. Unexpected Strike lets him make an AoO against targets that didn't provoke 1 per rage. Once more, My vote goes to Boris.

Unusual Defenses: Huh... I was pleasantly surprised when I found out that Spirit Totem gives Boris a 20% miss chance against all attacks made by creatures not adjacent to him. I used to think it only affected ranged attacks. That surely synergizes well with reach weapons and Lunge. Trap Sense is mostly irrelevant IMO. Uncanny Dodge can be pretty useful, but hardly game-changing.
Fred has... uh... Cornugon Smash? It is capable of reducing the enemy's attack by -2... What? I already accounted for Cornugon Smash in unusual offense? Well, no problem! Fred still has... uh... Yeah, I got nothing.

Plan B: Fred has an advantage here. Gloves of Dueling work with his back up weapon! That's pretty nice. Boris can't benefit from the Furious enhancement unless he buys it for his back up Bardiche too. OTOH, they both have the exactly same bonus to attack adjacent enemies with their Armor Spikes, but Boris leaps far ahead thanks to Rage and Spirit Totem.
I also just noticed neither of them carries a bludgeoning weapon... That's very foolish if you ask me. Well, if they buy a club or something and go against a creature with DR X/bludgeoning or similar ability, Boris has the advantage, since Weapon Training won't help Fred (and he should use his next Weapon Training on his Armor Spikes).

Who wins in this category depends on how screwed they are... If they can effectively use their backup weapon (a +1 Bardiche, for both of them), Fred wins, if Bardiches are not available or effective against their opponent, Boris wins.

----------------------------

Overall... Barbarian is still more effective, IMHO. I can honestly say I didn't try to gimp the Fighter (in fact, he even has 3 of every Fighter's most obvious choice: WF, WSpec and GWF). And I'd honestly say Fred is closer to an optimized Fighter than Boris is to a optimized Barbarian.


My version of fred the fighter would be more like this

Fred the fighter:
Fred The Fighter CR 9
XP 6400
Male Human Fighter 10
CN Medium Humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 23 (+12 armor, +3 Dex, +1 natural, +1 deflection)
hp 99 (10d10+40)
Fort +13, Ref +9, Will +10 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Armor spikes +14/+9 (1d6+13/x2) and
. . +1 Silversheen Bardiche +20/+15 (1d10+25/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +17/+12 (1d8+10/x3)
Special Attacks weapon training abilities (bows +3, pole arms +4)
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +10; CMB +16; CMD 30 (36 and. Sunder, 39 against trip and grapple)
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Greater Weapon Focus (Bardiche), Improved Critical (Bardiche), Improved Iron Will (1/day), Intimidating Prowess, Iron Will, Lunge, Power Attack -3/+6, Toughness +10, Weapon Focus (Bardiche), Weapon Specialization (Bardiche)
Traits Auspicious Tattoo (Shoanti), Defender of the society
Skills Climb +8, Intimidate +18, Knowledge (dungeoneering) +12, Perception +11, Survival +5 (+3 to avoid becoming lost), Swim +10,
Languages Common
Other Gear +2 Armor spikes (magical) Full plate, +1 Adaptative Composite longbow (Str +4), +1 Bardiche, +2 Silversheen Bardiche, Amulet of natural armor +1, Belt of physical perfection, Cloak of resistance +3, Gloves of dueling, Ring of protection +1, Wayfinder (empty), 174 GP

- less Hp
- More AC
- More CMD

Lemmy wrote:

DPR: Both builds are about the same... Fred has a slight advantage with weapon damage, but Boris more than compensates for it with Spirit Totem. Although Spirit Totem won't help him to fight undead. No significant advantage to any of them, IMO.

In my version they have the same attack/Dmg with the polearm but boris do somewhat more damage with his spirit totem.

Quote:


Physical Defenses: Fred has considerably higher AC, as expected, but Boris has DR 2/- and lots of HP. Hard to say which one is better. At higher levels, I'd favor DR. At lower levels I'd go with AC. Even without raging, Boris still has 1 more HP than Fred.

They have diferent aproach to survivality, it is hard to tell wih is better.

It would be good to compare their defenses against the damage of CR 10 monsters to see who can fight for most rounds, for example the fire giant power attacking routine is

+18/+13/+8 (3d6+24, 19-20/x2)

against AC 21 of boris and 27 (29 afther cornugon smash) of fred.

=====

Maybe is cause as A DM I use combat maneuvers against my players at every oportunity But I do tend to apreciate a high CMD.

Also, I think The CMD of boris is 2 point higher that It should (cause the AC penalty from rage). So fred have a higher CMD (specially against disarm, sunder, trip and grapple).

Boris compensate this by having strengh surge 1/rage.

Quote:


Ranged Combat: Fred is somewhat better at Ranged damage, of course. Like I said, Fighters do make good switch-hitters. The difference is not significant, IMO, but it will grow larger as the levels go by. Point goes to Fred.

nothing to say

Quote:


Skills: Sorry Fred, you lose. Fred has an advantage in Intimidate, thanks to Intimidating Prowess, and Armor Training 2 always help, but that's still not enough to compete with +2 skill ranks per level AND having Perception as a class skill.

Noting to say. The fighter lack of skill is absur design.

Quote:


Mobility: They both have the same mobility. Boris has a small advantage that if they both get light armor (or mythral medium armor), he becomes faster, while Fred is stuck at 30ft. Nothing significant at this level.

Nothing to say.

Quote:


Saves: A clear win for Boris, IMHO. His saves are either as good or better than Fred's, and Clear Mind simply blows Improved Iron Will out of the water. The difference becomes even more obvious next level, when Boris gets Greater Rage. Fred has Bravery, I suppose that counts for something, right? Yeah, I don't give it much credit either...

I agree. But it have to be mentioned boris is in sligh disadvantage if he is not raging, wich can be bad at the begining of a fight.

Quote:


Unusual Offense: Both of them have a reach weapon, Combat Reflexes and Lunge, so that can be ignored.
Fred has Cornugon Smash, which is pretty cool, actually. I really like that feat. Boris has spirits that deal negative energy damage to enemies who are up to 15ft away from him. Unexpected Strike lets him make an AoO against targets that didn't provoke 1 per rage. Once more, My vote goes to Boris.

Unexpected strike is cool, and greater spirit totem is free damage against adjacent enemies. The 15ft attack is just +9 (1d6-1)**, so it does not seem impresive.

**(The damage is 1d6-1 acording to teh desciption of the feat in the SRD)

I like cornugon smash cause it make the saves of the enemy lower, arcane spellcaster love that.

Quote:


Unusual Defenses: Huh... I was pleasantly surprised when I found out that Spirit Totem gives Boris a 20% miss chance against all attacks made by creatures not adjacent to him. I used to think it only affected ranged attacks. That surely synergizes well with reach weapons and Lunge. Trap Sense is mostly irrelevant IMO. Uncanny Dodge can be pretty useful, but hardly game-changing.
Fred has... uh... Cornugon Smash? It is capable of reducing the enemy's attack by -2... What? I already accounted for Cornugon Smash in unusual offense? Well, no problem! Fred still has... uh... Yeah, I got nothing.

If you will not count cornugon smash as unusual defense then you should count it in physical defense

=================================


Why is only one of Fred's bardiches noted at the melee weapon statblock? Did you sell one of them?

Nicos wrote:
Maybe is cause as A DM I use combat maneuvers against my players at every oportunity But I do tend to apreciate a high CMD.

So do I, but CMD tends to scale pretty nicely on its own...

Personally, I'd use Fred's favored option to boost his CMD against trip and grapple, but I'd also grab Superstition for Boris, so I decided to grab extra hp for both of them.

Nicos wrote:
Also, I think The CMD of boris is 2 point higher that It should (cause the AC penalty from rage). So fred have a higher CMD (specially against disarm, sunder, trip and grapple).

Blame HeroLab.

Nicos wrote:
Boris compensate this by having strengh surge 1/rage.

Which is likely all he'll need... Full BAB + High Str + Decent Dex + Rings of Protections mean he can resist maneuvers somewhat nicely...And he can use Str Surge in a emergency.

Nicos wrote:
Noting to say. The fighter lack of skill is absurd design.

Agreed.

Nicos wrote:
I agree. But it have to be mentioned boris is in slight disadvantage if he is not raging, which can be bad at the beginning of a fight.

True... But the difference is pretty small. (Funny thing, though... By RAW, Superstition applies all the time, not only during Rage, and you only have to save against friendly spells while raging. probably not RAI, but still a funny detail.)

Nicos wrote:
Unexpected strike is cool, and greater spirit totem is free damage against adjacent enemies. The 15ft attack is just +9 (1d6-1), so it does not seem impresive.

True. Still, a free attack is a free attack.

Nicos wrote:
I like cornugon smash cause it make the saves of the enemy lower, arcane spellcaster love that.

Indeed. I love that feat, it's useful, dgives you something new and doesn't kill action economy! I'm surprised they didn't decide to hide it behind unreasonable prerequisites like most other useful feats...

Nicos wrote:
If you will not count cornugon smash as unusual defense then you should count it in physical defense

I did count it at unusual offense, though. Debuffing is more of an offensive tool IMO, even if it does reduce the target's ability of hitting you (otherwise we'd have to count things like "Hold Person" and "Killing the Enemy" as "unusual defenses" too . If I were playing Boris, I'd grab it instead of Weapon Focus, but I wanted to keep the builds as similar as possible (and it's bad enough that I changed a few items when making Fred, I couldn't remember exactly what I bought for Boris and was too lazy to check item by item.)

IMO, Weapon Focus and Furious Focus make little to no difference in actual play. Calculating average DPR makes them seem better than they actually are...


Oh, and in case you're wondering, Fred's DPR is 68.1. Boris is at 61.2. Or 63.4 with Spirit Totem. If Boris start his turn adjacent to an enemy, they automatically take 1d8 damage at the beginning of his turn, then he can 5-foot step away and full attack... Which raises his DPR to 66.8.


Lemmy wrote:

Why is only one of Fred's bardiches noted at the melee weapon statblock? Did you sell one of them?

I have two +1 bardiches, that way I can buy the belt of physical perfetion.

Lemmy wrote:


Nicos wrote:
Boris compensate this by having strengh surge 1/rage.

Which is likely all he'll need... Full BAB + High Str + Decent Dex + Rings of Protections mean he can resist maneuvers somewhat nicely...And he can use Str Surge in a emergency.

True enough, but Some monster have multiple attack, and there can be multiple mnster per encounter

Lemmy wrote:

Nicos wrote:

I agree. But it have to be mentioned boris is in slight disadvantage if he is not raging, which can be bad at the beginning of a fight.
True... But the difference is pretty small. (Funny thing, though... By RAW, Superstition applies all the time, not only during Rage, and you only have to save against friendly spells while raging. probably not RAI, but still a funny detail.)

"A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first"


I believe you messed up your quotes, Nicos... ^^

EDIT: You fixed it... But the last one is still weird. lol


You are a better melee optimiser than me Lemmy.

Can you think of a way to super pimp the Tactics Domain WEAPON MASTER power?

I kinda settled on
1-Blindfight (Inquisitor), Combat Reflexes (Cleric)
3-Power Attack
5- Combat Expertise
7- Improved Trip

Cleric:
If you choose Zon Kuthon cleric for Darkness and War domains you get BLINDFIGHT for free. Saving a feat for ??? (STEEL SOUL if you are a dwarf)

A cleric of Gorum could take War and Destruction (rage).
Netting you the Weapon Master power AND Rage!!

Now with this combo on an 8th level Inquisitor or Cleric it lets you on the fly pick
Cleave (for hitting two dudes at max attack)
Gtr Trip (+4 to trip and free AOO)
Improved Bullrush (when knocking someone off a roof is called for)
Cornugan Smash (since inquisitors have high Intimidate and Cruel weapons are awesome)
Pushing Assault
Furious Focus (when you really want your Power Attack to hit)


I created Azgod for Society play, where characters rarely get past level 6. He's larger than life. He'd spit at Cheapy's feet on the notion of bonus points for having piles of that sissy charisma. While you are winning beuaty contests, he's busy destroying things.

He's flawed, but in his mind Azgod is - well - godly.

His attack routine is brutally simple: He uses Spring attack to get into range then Overhand Chops. He is +12 on his Power Attack without a flank using his +1 Lucerne Hammer at level 5! When he hits, and he always hits (just ask him), his minimum blow is 21 on a roll of one!

Azgod is godly agaist swarms. He detests dirty fighters. He is (27 vs. Grapple, 27 vs. Trip), and should one get lucky and manage to get him to the ground he'll cut them into ribbons with his mwk Scizore at +11 1d10+14.

He's level 5 now, and at his apex.

Azgod, Destroyer of Worlds:

Azgod, Destroyer of Worlds
Male Human Fighter (Two-Handed Fighter) 5
CN Medium Humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+11 armor, +1 Dex, +1 deflection, +1 dodge)
hp 50 (5d10+16)
Fort +9, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash +8 (1d3+9/x2) and
+1 Lucerne hammer +10 (1d12+15/x2) and
Javelin +4 (1d6+9/x2) and
Masterwork Greatsword +9 (2d6+13/19-20/x2) and
Masterwork Scizore +9 (1d10+9/x2)
Special Attacks weapon training abilities (pole arms +1)
--------------------
Statistics
--------------------
Str 21, Dex 13, Con 16, Int 7, Wis 8, Cha 7
Base Atk +5; CMB +10; CMD 23 (27 vs. Grapple, 27 vs. Trip)
Feats Combat Reflexes (2 AoO/round), Dodge, Furious Focus, Iron Will, Mobility, Power Attack -2/+4,
Spring Attack

Traits Defender of the Society, Indomitable Faith
Skills Acrobatics -4 (-8 jump), Climb +0, Escape Artist -4, Fly -4, Intimidate +6, Perception +4, Ride -4,
Stealth -4, Swim +0
Languages Common

Combat Gear: Potion of cure serious wounds(2), Potion of Restoration, Lesser(2), Potion of Touch of the Sea(2), Wand of cure light wounds, Alchemist's fire (5), Antiplague, Antitoxin, Bladeguard, Caltrops; Other Gear: +1 Full plate, Chain shirt, +1 Light steel quickdraw shield, +1 Lucerne hammer, Javelin (6), Masterwork Greatsword, Masterwork Scizore, Cloak of resistance +2, Ring of protection +1, Swarmbane clasp, Earplugs, Fighter's kit, Potion sponge(2), Smoked goggles, Weapon cord


Ah, yes, the Tactics domain... Weapon Master is a really cool ability. I never put much thought into it, though...

Your ideas seem to be pretty good, IMO. I'd add Weapon Focus to the list of feats you should have, since it's a fairly common prerequisite and it does help characters with medium BAB.

I'd also say Furious Focus is a nice permanent addition. It tends to be overkill for characters with full BAB, but Clerics/Inquisitors can always benefit from ignoring the penalty to hit.

That said, you should consider taking those feats that you really want to be always on, such as Improved Initiative and Defensive Combat Training.

Unfortunately, Combat Casting is not considered a Combat feat, so if can't use Weapon Master to only use it when really necessary..

A few other feats to keep in mind when using Weapon Master are Lunge. EWP (Always carry a net. It's very useful) and Quick Draw.

I'm sure there are more combinations, but I can only think of these ones right now.

Silver Crusade

Here's my currently level 6 inuisitor for PFS.

Ranged inquisitor face:

Francisco
Male Human (Keleshite) Inquisitor 6
NG Medium Humanoid (human)
Init +9; Senses Perception +12
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 39 (6d8+6); judgement of sacred healing 3
Fort +7, Ref +7, Will +9
Defensive Abilities judgement of sacred protection +2; DR judgement of sacred resiliency 2: magic; Resist judgement of sacred purity +2, judgement of sacred resistance 6 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +6 (1d6+2/18-20/×2)
Ranged +1 Adaptive Composite longbow (Str +0) +10 (1d8+3/×3)
Special Attacks bane (+2 / 2d6) (6 rounds/day), judgement of sacred destruction +3, judgement of sacred justice +2, judgement of sacred piercing +3, judgement of sacred smiting (magic, good)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (6 rounds/day)
Inquisitor Spells Known (CL 6):
2 (4/day) Restoration, Lesser, Blistering Invective, Invisibility, See Invisibility
1 (5/day) Shield of Faith, Divine Favor, Comprehend Languages, Protection from Evil
0 (at will) Stabilize, Read Magic, Detect Magic, Create Water, Guidance, Light
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 12, Wis 16, Cha 7
Base Atk +4; CMB +6; CMD 20
Feats Enfilading Fire, Lookout, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Traits Reactionary, World Traveler (Knowledge [local])
Skills Acrobatics +3, Bluff +9, Climb +1, Diplomacy +12, Escape Artist +3, Fly +3, Heal +9, Intimidate +12, Knowledge (arcana) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +7 (+10 to identify the abilities and weaknesses of creatures), Knowledge (local) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (nature) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (religion) +8 (+11 to identify the abilities and weaknesses of creatures), Perception +12, Ride +3, Sense Motive +12, Spellcraft +10, Stealth +7, Survival +7 (+10 to track), Swim +1; Racial Modifiers monster lore
Languages Common, Kelish, Tien
SQ domains (conversion inquisition), judgement (2/day), solo tactics, teamwork feat (change 3/day), track
Combat Gear Potion of cure moderate wounds (2), Scroll of Expeditious Retreat, Wand of Bless, Wand of cure light wounds; Other Gear Mithral Breastplate, +1 Adaptive Composite longbow (Str +0), Arrows (80), Blunt arrows (20), Scimitar, Belt of incredible dexterity +2, Cloak of resistance +1, Efficient quiver (100 @ 15 lbs), Backpack, masterwork (3 @ 0 lbs), Everburning torch, Holy symbol, silver (Sarenrae), Silk rope, Wrist sheath (1 @ 0 lbs), Wrist sheath (1 @ 0 lbs), 5503 GP
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Enfilading Fire When ally flanks opponent, you gain +2 on ranged attack rolls against opponent
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good) (Su) DR bypass
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scroll of Expeditious Retreat Add this item to create a scroll with spells on it.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +3 Add the listed bonus to survival checks made to track.
Wand of Bless Add this item to create a wand of a chosen spell.

Silver Crusade

And here's my ninja for a home game. It was built using PFS rules.

Ninja skill monkey damage dealer:

Rhialla (6)
Female Azata-Blooded Aasimar (Musetouched) Ninja 7
CG Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 40 (7d8+2)
Fort +3, Ref +11, Will +4
Defensive Abilities uncanny dodge; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft., light steps
Melee +1 Elven curve blade +10 (1d10+10/18-20/×2) and
Wakizashi +8 (1d6+6/18-20/×2)
Ranged Masterwork Shortbow +11 (1d6/×3)
Special Attacks ki attack speed, sneak attack +4d6
Spell-Like Abilities Glitterdust (1/day), Vanishing Trick
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 10, Int 10, Wis 12, Cha 16
Base Atk +5; CMB +7; CMD 23
Feats Dodge, Exotic Weapon Proficiency (Elven curve blade), Furious Focus, Power Attack -2/+4, Weapon Finesse, Weapon Focus (Elven curve blade)
Traits Armor Expert, Merchant Family
Skills Acrobatics +15, Bluff +9, Craft (weapons) +9, Diplomacy +15, Disable Device +17, Disguise +10, Escape Artist +9, Intimidate +7, Knowledge (local) +5, Perception +11, Perform (dance) +5, Sense Motive +8, Stealth +15, Use Magic Device +13; Racial Modifiers +2 Diplomacy, +2 Perform (dance), ki jump (running start), no trace +2
Languages Celestial, Common
SQ ki movement, ki pool, ki stealth, poison use
Other Gear Studded leather armor, +1 Elven curve blade, Arrows (20), Masterwork Shortbow, Wakizashi, Belt of incredible dexterity +2, Cloak of resistance +1, Hat of disguise, Ring of protection +1, Stalker's mask (1/day), Backpack, masterwork (5 @ 20 lbs), Bedroll, Grappling hook, Silk rope, Survival kit, Thieves' tools, masterwork, 92602 GP, 9 SP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Merchant Family Increase gp limit of settlement by 20% & +10% when selling off treasure.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.


Havoq wrote:

I created Azgod for Society play, where characters rarely get past level 6. He's larger than life. He'd spit at Cheapy's feet on the notion of bonus points for having piles of that sissy charisma. While you are winning beuaty contests, he's busy destroying things.

That's coo. It just means that Azgod isn't as good an example of skillful character building as he could be ;)


Cheapy wrote:
Havoq wrote:
I created Azgod for Society play, where characters rarely get past level 6. He's larger than life. He'd spit at Cheapy's feet on the notion of bonus points for having piles of that sissy charisma. While you are winning beuaty contests, he's busy destroying things.
That's coo. It just means that Azgod isn't as good an example of skillful character building as he could be ;)

Heh, you need to read the very next sentence in my post. And - he's exactly what I wanted.

I do have another Figher in PFS with 12 CHA. Serioulsy, though - charisma is a springboard to Eldritch, and to wand waving - or maybe some multiclass, but charisma for the sake of charisma is just an excuse to be pretty - not an execution of skill.


Bob the Harpooner:
Half-Elf
Guide 7/ Weapon master 3
Lawful evil
=== Stats ===
Str 20 (22),Dex 12,con 14,Int 10,Wis 14, Cha 8
=== Defense ===
AC: 21 (+8 armor, +1 dex, +1 def, +1 nat)
Hp: 89 (10d10+30)
CMD: 28 (32 against grapple)

=== Saves ===
Fort +13
Ref +10
Will +9
=== Attacks ===

Melee
+2 Silvershenn Harpoon: +19/+11 ( 1d8+19 20/x3)

Ranged
+2 Silvershenn Harpoon: +19 ( 1d8+10 20/x3)

CMB: +16 (+27 with hamatula strike)

=== Traits===
Strong Arm, Supple Wrist
+1 will
=== Feats and talents===
1. Improved unarmed strike, exotic weapon proficiency (Harpoon)
2. Power attack
3. Endurance, Iron will
4.
5. Improved grapple
6. Furious focus
7. Hamatula strike
8. Two handed thrower
9. Greater grapple, hamatula grasp
10.
=== Skills ===
Stealth +13, Perception +17, Acrobatics +13, UMD +9, Survival +15, Knowlege (nature) +11, Swim +9, climb +9.
=== Special ===
Ranger focus +4 (3/day)
Terrain bond
Track
Wild emphaty
Woodland stride
Favored terrain (Forest, plains)
Weapon training 1 (harpoon)
=== Gear ===
+2 Mithral breastplate
Belt of Mighty Hurling
+2 Silversheen Duelgin FG Harpoon
+3 Cloack of resistance
+1 Ring of protection
+1 Amulet of natural armor
=== Spells ===

Lvl 1
Resist Energy
longstrider

Lvl 2
Wind wall

The idea of this build is grapple people from distance (using hamatula strike) and then move them as a free action

+"If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). "

Sadly the harpoon have really low range increment (Strong Arm, Supple Wrist help just a little bit with it) and far shot is to feat intensive for the build.


I Find this one interesting. Even dumping int he have aceptable skills.

Ranger 6/ Paladin 4:

I AM THE THUNDER; MY TIGER IS THE FANG!

Human
Ranger 6/ Paladin 4
LG
=== Stats ===
Str 20 (22),Dex 12,con 14,Int 7,Wis 12, Cha 14 (16)
=== Defense ===
AC: 24 (+8 Armor, +4 shield, +1 dex, +1 def)
Hp: 79 (10d10+20)
CMD: 28
=== Saves ===
Fort +16
Ref +12
Will +13
=== Attacks ===
Melee:
+3 Klar: +18/+13 (1d4+15, 20/x2)
and
+2 Earthbreaker: +17 (1d12+8, 20/x3)
CMB: +16
=== Traits===

=== Feats and talents===
1. Weapon focus (Earth breaker), Improved shield bash
2. TWF
3. Endurance, Weapon focus (Klar)
4.
5. Thunder an fang
6. Shield master
7. Power attack
8.
9. Boon companion
10.
=== Skills ===
Perception +19, Sense motive +14, Diplomacy +11, Acrobatics +11, Swim +10, Climb +10, Survival +11.
=== Special ===
Favored Enemy (Evil outsider +4, undeads +2)
Favored terrain (Underground)
Track
Wild emphaty
Aura of good
Detect evil
Smite evil (+3 attack, +4 damage, 2/day)
Divine grace
Divine health
lay of hands (2d6, 5 day)
Mercy (Sickened)
=== Gear ===
+2 Belt of str
Pink and Green Sphere (Ioun Stone) + wayfinder
+3 Klar
+2 Adamantine Earthbreaker
Duelist vembraces
+2 mitrhal breastplate
Cracke pale green prism Ion stone (attack)
+2 Cloack of resistance
Eagle eyes
+1 Adaptative Longbow
=== Spells ===
Resist energy x2.
Heroes defiance

White tiger:

Big cat (large)
Senses: low-light vision, scent.
=== Stats ===
Str 23,Dex 17,con 17,Int 3,Wis 15, Cha 10
=== Defense ===
AC: 23 (+7 Armor, +4 natural, +2 dex)
Hp: 57 (6d10+24)
CMD: 28
=== Saves ===
Fort +11
Ref +11
Will +7
=== Attacks ===
Claws: +11/+11 (1d6+7 20x2)
and
Bite: +11 (1d8+7 20x2)
=== Feats===
Ligthing reflexes, Toughness, Iron will.
=== Skills ===
Perception +8.
=== Special ===
grab, pounce, rake (1d6), Evasion.
=== Gear ===
+1 Chain mail barding
+1 Amulet of mighty fist
+1 Cloack of resistance

======
I am not sure if the natural attacks of the tiger work like that, also I am not sure if the Tiger can use the baring.

Besides the saves (initiatie) boosting traits, does someone have a good suggestion for his traits?


So, while he may not be a particularly inspired Barbarian Rage Powers-wise (Superstition, Spell Sunder, and Beast Totem are all there), I do think my Crokus v 2.0 has a few twists that make him somewhat unique, and he is a ton of fun to play.

Note: As this was a character for an actual game, two things are a bit off. He started with 82k worth of gear, 20k over WBL, and 3 traits instead of 2 (2 normal, one Campaign).

Crokus:

Male CG Orc Barbarian (Invulnerable Rager) 10

Stats:

Str: 24 (30 rage)
Con: 18 (24 rage)
Dex: 12
Int: 8
Wis: 12
Cha: 5

AC: 23 (24 Rage)

Dr: 5/- (10/- vs Non-lethal)

Initiative: +3
Saves: Fort +14, Ref +7, Will +7 (+9 vs Fear effects)

Note: Saves increase by 6 in Rage (7 if Headband of Havoc is used with Superstition), with Will increasing by 10 (14 vs Fear effects), increasing them to Fort +20, Ref +13, Will +17 (+21 vs Fear effects).

Attack routine: +2 Furious Courageous Earthbreaker +19/+14 (2d6+12,20/ x3) OR +2 Furious Couargeous Earthbreaker +16/+11 (2d6+21, 20/x3)

Rage: +2 Furious Courageous Earthbreaker +24/+19 (2d6+19, 20/x3) OR +2 Furious Courageous Earthbreaker +21/+16 (2d6+28, 20/x3)

CMB: +17 (+20 Rage, +19 Sunder, +22 Raging Sunder)
CMD: 27 (30 Rage, 29 vs Sunder, 32 Raging vs Sunder)

Traits: Reactionary (+2 Initiative), Weathered Emissary (+1 Survival/Linguistics, Linguistics as a class skill), Monster Hunter (+1 Attack/Damage vs Magical Beasts and Aberrations)

Feats:

1.) Power Attack
3.) Trap Wrecker
5.) Extra Rage Power (Witch Hunter)
7.) Extra Rage Power (Spell Sunder)
9.) Improved Sunder

Rage Powers:

2.) Superstition
4.) Lesser Beast Totem
5.) Witch Hunter
6.) Beast Totem
7.) Spell Sunder
8.) Strength Surge
10.) Greater Beast Totem

Skills (includes ACP):

Climb +11
Disable Device -2
Linguistics +13
Perception +14
Swim +10

Languages: Common, Orc, Undercommon, Aklo Sylvan, Giant, Thassilonian, Draconic, Goblin, Infernal, Abyssal, Clestial

Gear: +2 Furious Courageous Earthbreaker, +3 Breastplate, Headband of Havoc, +2 Belt of Physical Might (Str and Con), +3 Cloak of Resistances, +2 Ring of Protection, +1 Amulet of Natural Armor

Class Abilities: Rage (+4 Str/Con, +4 Will saves boosted to +6 and +4 respectively by weapon), Invulnerability (DR 5/- doubled vs Non-lethal), Fast Movement +10 ft., Extreme Endurance (Fire Resistance 3 points, inured to heat conditions)

The Invulnerable Barbarian with a twist: He can act as the party translator (making the entire table look at you in befuddlement and causing amusement), and disable traps the only way a Barbarian knows how: Smashing it with a HAMMAH! Both magical and non-magical, with magical being pretty much gimmes with Spell Sunder + Strength Surge (especially as the headband of Havoc could allow me a +14 instead of just a +10).

Fun so far, though it's only been 2 sessions (one of which I was trapped in a Sleet Storm by a party member because "Strange Orc!" and I forgot I had Spell Sunder, so I didn't get any playtime at all in that 3 hour session. -.-).

I'm wishing there was Bard in the party just because morale bonuses are like my bestest friendsies.


Bob The Harpooner is an interesting build. He reminds me of Scorpion form the Mortal Kombat series... heh

The only problems I see with him is that his saves are a bit low and I'm not sure how well his strategy works, since I'm not familiar with PF rules for harpoons... Shouldn't he be using Dex to make those ranged attacks?

Your Ranger/Paladin build is a nice idea, although I personally hate dumping Int. Also, his White is too weak. Even with Boon Companion, it's 4 HD below your character, and it gets worse anytime you take a level in Paladin. It's really not worth the gear investment. If you want an animal companion, grab Leadership instead of Boon Companion.

Crokus is... Well... Boring. He's obviously a very effective character, and I'm sure he can be a blast to play, but as far as builds go... It's not very interesting. Trap Wrecker and the Linguistics skills add a nice twist to him, but still, not a very inspired build. And why does he have 3 traits? Is that a house rule of your group?

Personally, I'd lower his Con and raise his Int a bit to be able to afford ranks in Intimidate and (maybe) Sense Motive, then grab Intimidating Prowess and scare the s*+~ out of everyone in town!


I thought about doing Intimidate but the problem is we've already got a guy who could do that 10x better.

Yeah, he's a smidge boring build-wise, but it's what the party needed (a tank/trap guy) and I enjoy it.

And yeah the 3 traits thing was a houserule.


Someone on "The Problem with Fighters is. . . " just came up with a *GREAT* solution to the whole Fighter quandary. I notice some old posters from that thread are here, so I thought I'd spread the news. . .


1 person marked this as a favorite.

Ah ah ah.

This is a build thread, not an argument/fix thread.

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