Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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Rynjin wrote:

Ah ah ah.

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

It is not even a fighter thread. The sad part is that there are so few cavaleir so far.


Lemmy wrote:

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?

I do not remember, but I think is the belt that let he use his strengh.

EDIT: Yep, Belt of Mighty Hurling
Belt of Mighty Hurling, Lesser

Aura moderate transmutation; CL 8th
Slot belt; Price 14,000 gp; Weight 1 lb.

DESCRIPTION

This thick leather belt is buckled with a bright bronze clasp in the shape of a fist.

When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn.

Lemmy wrote:


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.

Well, then advance as a ranger. Are there some good replacement for the AC? the other core alternative seems to suck.

You also have not comented about my trench fighter...bad lemmy. (it is effective but not that interesting anyways, hey but at leas the fighter steal some thunder from the gunslinger!)


Ku poi:

Dwarf

Quinngong-Sensei 10

Senses: darkvision 60 ft
=== Stats ===
Str 7,Dex 14 (16),con 16 (18),Int 12,Wis 20 (24), Cha 10
=== Defense ===
AC: 28 (+2 armor, +3 dex, + 7 wis, +1 luck, +3 dodge, +1 insight, +1 def)
Touch AC: 26
FF AC: 25
HP: 99 (10d8+50)
CMD: 33
=== Saves ===
Fort +13
Ref +12
Will +16
(*+5 against spell, SLA and poisons)
=== Attacks ===
+2 Silversheen Temple sword: +17/+12 (1d8+9 19-20/x2)

CMB: +10

=== Traits===
Honored Fist of the Society, Glory of old
=== Feats and talents===
1. Dodge, Ability focus (stunning fist)
2.
3. Mantis style
4.
5. Antagonize
6.
7. Steel soul
8.
9. Cornugon stun
10.
=== Skills ===
Diplomacy +16, Intimidate +16, UMD +16, Sense motive +14, perception +21, Acrobatics +7, Swim +2, Climb +2.
=== Special ===
Ki pool (13/day)
Stunning fist (15/day, DC 26)
Ki power (Barkskin, Scorching ray)
Advice (bardic performance) (17 rounds/day)
Purity of body
=== Gear ===
+2 Silversheen Temple sword
+4 headband of wis
+1 Ring of protection
+2 Belt of dex and con
+2 Bracers of armor
+2 cloack of resistance
jingasa of the fortunate soldier
Dusty rose Ioun stone + wayfinder
Cracked pale green prism Ioun stone (attack)
Circlet of persuation
Wand of shield
wand of cure light wounds

This is a diferent kind of build for a martial. This guy is not about DPR. Ku poi specialize in buffing his allies(bardic performance and flanking), tanking (see below) and a little debuffing to the enemies (High DC stunning fist and antagonize).

This monk normally have High AC (Touch, and FF) though he can buff his AC to unhiteable levels (35 with barkskin and shield, and 39 if using 1 ki point). He Also have high saves, high CMD and high of Hp.


So I'm reading this series and it's got some very D&D inspired elements it seems (in the way the spells work and how some of the races and "classes" are portrayed), called the Half Orcs trilogy.

There's a very interesting Paladin in there I felt a need to build to see if he'd be at all as effective as he is in the series (though I suspect not).

Jerico the Shield Bashing Paladin:

Lawful Good Male Human Paladin (Sacred Shield) 10

AC: 31 (33 vs Evil Outsiders, 36 vs Bastion target)

Saves: Fort +11, Ref +10, Will +11

Str: 22 (level up bonuses)
Dex: 16 (+2 Human)
Con: 12
Int: 7
Wis: 12
Cha: 16

Traits: Reactionary (+2 Initiative), one other trait

Attacks:

+2 Heavy Mace +18/+13 (1d8+8, 20/x2), Heavy Shield +17/+12 (1d6+7, 20/x2)

OR Mace and Shield +14/+13/+9/+8

Feats:

1.) Improved Shield Bash
Bonus: Two-Weapon Fighting
3.) Shield Focus
5.) Missile Shield
7.) Shield Slam
9.) Power Attack (-3/+6)

Skills:

Perception +14
Diplomacy +16

Class Abilities: Bastion of Good 4/day, Detect Evil, Divine Grace, Lay on Hands +5d6 8/day, Holy Shield, Divine Bond +2, Aura of Courage, Divine Health, Mercy (Sickened, Staggered, Nauseated), Aura of Resolve

Gear: +2 Mithral Full Plate (14,500), +3 Bashing Heavy Mithral Shield (17k), +2 Heavy Mace (8k), +4 Belt of Giant's Strength (16k), +2 Headband of Alluring Charisma (4k), +1 Ring of Protection (2k)

500 gold available

Eh. Looks like it might be fun to play for a while, but not overly effective. Would probably get a lot better at 11 when I can grab Shield Master and get that extra +3 enhancement to attack/damage and drop the TWF-ing penalty for teh shield attacks, which'd make Power Attack an actually viable option.


Bashing Buzz laughs at your puny bashing skills... Swift-action healing and good Will saves are for wussies! ^^

All joking aside... It's kinda funny that Rangers are so much better at sword & board builds than Fighters and Paladins...


Being able to ignore pre-reqs is cool, yo.

And it had to be a Pally, he's explicitly called a Paladin and had holy powers in the book.

I kinda want to build the main character too later. He's a TWF-ing Barbarian, but I have no clue what his Rage Powers would be.

Definitely not Spell Sunder/Beast Totem, though he may have Superstition since his saves are pretty gudt.


Rynjin wrote:

So I'm reading this series and it's got some very D&D inspired elements it seems (in the way the spells work and how some of the races and "classes" are portrayed), called the Half Orcs trilogy.

There's a very interesting Paladin in there I felt a need to build to see if he'd be at all as effective as he is in the series (though I suspect not).

** spoiler omitted **

Eh. Looks like it might be fun to play for a while, but not overly effective. Would probably get a lot better at 11 when I can grab Shield Master and get that extra +3 enhancement to attack/damage and drop the TWF-ing penalty for teh shield attacks, which'd make Power Attack an actually viable option.

Jerico probably wants a light shield so he can use his lay on hands.


You can't use LoH with a heavy shield?


Lemmy wrote:

Bashing Buzz laughs at your puny bashing skills... Swift-action healing and good Will saves are for wussies! ^^

All joking aside... It's kinda funny that Rangers are so much better at sword & board builds than Fighters and Paladins...

Oh, shield master at level 6 is great but the fighter have its tricks too, so much better is an exageration :P.


Rynjin wrote:
You can't use LoH with a heavy shield?

Not if you have the heavy mace in the other (the LoH requires you a free hand if I reacall correctly)


Heh... I was just joking about the fact that Shield & Board, a combat style typically associated to Fighters and Paladins is done so much better by Rangers, a class who is usually focused on TWF, archery or switch-hitting. To the point where a shield-focused character (such as Bashing Buzz) can only be effectively built using the Ranger class.

This, IMO, may very well be the greatest evidence of how f$~+ed up feat chains are. Look at the huge amount of prerequisites for the shield bashing feats and how late said feats become available...

Jerico still has the main advantages of Paladins, of course... Social skills, awesome saves and insane amounts of healing.


Nicos wrote:
Oh, shield master at level 6 is great but the fighter have its tricks too, so much better is an exageration :P.

Fighters can compete if they choose to fight with Weapon & Shield, but they are considerably less effective at using only their shield, like Buzz does.

Nicos wrote:
Rynjin wrote:
You can't use LoH with a heavy shield?
Not if you have the heavy mace in the other (the LoH requires you a free hand if I reacall correctly)

That's true... Although JJ once said it's okay to allow Paladins to swift-action heal themselves (but not other characters) even when they are wielding weapon & shield, instead of forcing the player to juggle their weapons (using weapon chords, for example), and IME, most GMs agree.


Lemmy wrote:

Heh... I was just joking about the fact that Shield & Board, a combat style typically associated to Fighters and Paladins is done so much better by Rangers, a class who is usually focused on TWF, archery or switch-hitting. To the point where a shield-focused character (such as Bashing Buzz) can only be effectively built using the Ranger class.

While is puzzling that the ranger have shield master 5 level eralir this claims is not true. I have several shield bashing buildbut I have to look for them so it may take i while until i post them.

Lemmy wrote:

Jerico still has the main advantages of Paladins, of course... Social skills, awesome saves and insane amounts of healing.

The paladin saves are not particulary good this time.


Lemmy wrote:
Nicos wrote:
Oh, shield master at level 6 is great but the fighter have its tricks too, so much better is an exageration :P.

Fighters can compete if they choose to fight with Weapon & Shield, but they are considerably less effective at using only their shield, like Buzz does.

I think is totatlly not true, challenge accepted! :P


This is a really quick build. better bull rusher, better AC, comparable DPR (I think), better CM against a couple of maneuvers.

Less skills, less saves (but inmunity to mind control frome evil monsters), no spells or wand use, no animal companion and the other goodies.

THF shield user fighter:
Human
Fighter 10
=== Stats ===
Str 18 (22),Dex 16,con 14,Int 12,Wis 12, Cha 7
=== Defense ===
AC: 33 (+12 armor, +5 shield, +3 dex, +1 def, +1 nat, +1 dodge)
Hp: 89
CMD: 30 (34 against bull rush, 36 against suner and disarm)
=== Saves ===
Fort +14
Ref +10
Will +11
=== Attacks ===
+1 Darkwood shield: +20/+15 (+25, 20/x2)
Or
+1 Darkwood shield: +18/+13 (1d4+25, 20/x2)
and
Spiked armor: +16 (1d4+11, 20/x2)
CMB: +16 (+28 bull rush)
=== Traits===
Defender of the society, Indomitable will
=== Feats and talents===
1. Weapon focus, Improved shield bash, Power attack
2. Shield focus
3. Iron will
4. TWF
5. weapon specialization
6. Shield slam
7. Improved bull rush
8. Improved critical
9. Greater bull rush
10. Greater weapon focus
=== Skills ===
Intimidate +11, Knowledge (dungeoneering) +15, perception +11, Survival +12, Swim +7, Climb +7.
=== Special ===
Armor training 2
Weapon training 2 (close, bows)
bravery +3
=== Gear ===
+1 Darkwood shield (as a weapon)
+2 Darkwood shield (as a shield)
+1 armor spikes
+2 Full plate
+3 cloack of resistance
Gloves of dueling
+2 Belt of str
Cracked pale green prism Ioun stone (saves)
Cracked pale green prism Ioun stone (Attack)
Dusty rose Ioun stone (wayfinder)
+1 ring of protection
+1 Amulet of natural armor


Here's Bashing Bill, the copycat brother of Bashing Buzz.

Bashing Bill:
Bashing Bill
Male Half-Elf Fighter 10
NG Medium Humanoid (elf, human)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 27 (+11 armor, +4 shield, +2 Dex, +1 natural, +1 deflection)
hp 89 (10d10+30)
Fort +12, Ref +8, Will +11 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments
Defensive Abilities bravery +3; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +24/+16 (2d6+26/19-20/x2) and
. . Heavy Shield Bash +23/+15 (1d4+19/19-20/x2)
Special Attacks weapon training abilities (bows +3, close +4)
--------------------
Statistics
--------------------
Str 24, Dex 15, Con 14, Int 10, Wis 10, Cha 8
Base Atk +10; CMB +17; CMD 30 (34 vs. Disarm, 34 vs. Sunder)
Feats Combat Reflexes (3 AoO/round), Furious Focus, Greater Weapon Focus (Shield, Heavy), Improved Critical (Shield, Heavy), Improved Shield Bash, Iron Will, Power Attack -3/+6, Shield Slam, Two-weapon Fighting, Weapon Focus (Shield, Heavy), Weapon Specialization (Shield, Heavy)
Traits Indomitable Faith, Reactionary
Skills Knowledge (dungeoneering) +13, Perception +12; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood
Other Gear +2 Full plate, +1 Throwing Heavy steel shield, +2 Bashing, Shield Spikes Adamantine Heavy steel s, Amulet of natural armor +1, Belt of giant strength +4, Cloak of resistance +3, Feather step slippers, Gloves of dueling, Ring of protection +1, 100 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.
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.
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.
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 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.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons

This build is pretty much a Fighter version of Bashing Buzz. They have basically the same gear and weapons, except for the items that don't make sense (e.g.: Why would Bill buy a Pearl of Power?).


Offense: Bill has considerably higher DPR. The difference is not as big as I thought it'd be, though. That's mostly because he's basically wielding a non-masterwork mundane weapon. And I'm not sure how to calculate Bashing Finish's effect on DPR.

Technically, Bill doesn't have a magic weapon. Why? Because without Shield Master, your shield enhancements don't count as weapon enhancements. That means 2-handed shield Fighters go 11 levels without affecting incorporeal creatures or bypassing the always common DR X/magic... Though if I were the GM, I'd allow it to at count as a magical weapon and affect incorporeal creatures, the character would simply not benefit from the numerical bonuses. Bill can solve that problem next level, but he'll have to wait yet another level for Bashing Finish. By then, Buzz will have 2~3 daily uses of Instant Enemy, though.

I think Bill's DPR is still higher, even if we factor in Bashing Finish, so I'm giving this point to him. Besides, he has slightly better Initiative as well...

Defense: Bill's AC is considerably higher, of course. Not too much of an advantage for this particular build, IMO. Buzz' AC is already pretty high and he can increase it by +4 with Barkskin. Still, let's give credit where credit is due, Bill does win this one.

(Note that I didn't take any AC boosting feat with any of them. My reasons for this are:
A- These builds tend to naturally raise their AC without any extra investment, since boosting their weapons also means boosting their AC.
and
B- These characters will have enough trouble convincing enemies to target them. After all, it's very possible that enemies will see them as unarmed warriors, and therefore, not that much of a threat. (Although Spiked Shields can change that)

Ranged Combat: Bill wins. Weapon Training + Gloves of Dueling give him a huge advantage. Buzz, OTOH, has to rely on spells whenever he wants to impress anyone with his archery skills.)

Skills: Buzz wins. FLAWLESS VICTORY.

Out-of-Combat Utility: Buzz wins again. FATALITY. Next.

Mobility: Bill can move at full speed in his full plate, while Buzz is limited to 20ft movement speed. That said, Buzz is likely to buy a Mithral armor sooner or later, but even if he doesn't, Longstrider increases his speed by 10ft, and it lasts 9h! Bill wins here. But again, just barely... And in the next few levels, I'm sure Buzz will take this one too, thanks to mithral armor and Longstrider. Not to mention he has Woodland Stride as a (very) minor bonus.

Saves: Buzz Wins. Better Fort, (much) better Reflex (and Evasion) and better Will.
Bill had to sacrifice his Headband of Inspired Wisdom and Pale Green Ioun Stones to buy a nice pair of Gloves of Dueling. He also couldn't afford to get a higher Wisdom score because he needs Dex 15 to qualify for TWF, and he needs TWF to qualify for a bunch of shield feats, so even with Iron Will, his bonus to Will saves is still lower than Buzz'. I honestly didn't expect that. Bill can eventually have equal Fort and a slightly higher Will save (+1 over Buzz), depending on what items he buys, but not yet.

Unusual Offense: Bill has better CMB. Buzz has spells and FE. No clear advantage to anyone, IMHO. Bill's advantage is more consistent, while Buzz' advantage is more versatile.

Unusual Defenses: I don't think any of them has anything unusual in their builds, but Buzz has access to spells such as Resist Energy, Delay Poison, Bears Endurance and, eventually, Freedom of Movement, so I'd give this one to Buzz.

Plan B: Bill is generally better with bows. Bill is slightly better at everything else (thanks to spells, FE and F.Terrain). I still don't know how to incorporate Bashing Finish into DPR calculations. So, uh... Point to Bill because he's better with bows and all weapons that belong to the "Close Weapons" weapon group.

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

Winner: Buzz, The Ranger.

IMHO, Buzz is a considerably more effective than Bill. A little more damage is simply not enough of an advantage, and as I said before, the difference in AC is not that much of an advantage in this particular build (especially when Barkskin cancels that advantage for 90min per casting, although I admit that might not be the case at higher levels).

Although I suppose I might be biased, so feel free to share your opinion, Nicos.


Lemmy wrote:

Offense: Bill has considerably higher DPR. The difference is not as big as I thought it'd be, though. That's mostly because he's basically wielding a non-masterwork mundane weapon. And I'm not sure how to calculate Bashing Finish's effect on DPR.

Technically, Bill doesn't have a magic weapon. Why? Because without Shield Master, your shield enhancements don't count as weapon enhancements. That means 2-handed shield Fighters go 11 levels without affecting incorporeal creatures or bypassing the always common DR X/magic... Though if I were the GM, I'd allow it to at count as a magical weapon and affect incorporeal creatures, the character would simply not benefit from the numerical bonuses.

The thing is, you can enchant the shield as a shield and the speikd shield as a weapon. Bill should have been enchanted his shield also as a weapon cause it just cost 2300 gp.


Lemmy wrote:

Winner: Buzz, The Ranger.

IMHO, Buzz is a considerably more effective than Bill. A little more damage is simply not enough of an advantage, and as I said before, the difference in AC is not that much of an advantage in this particular build (especially when Barkskin cancels that advantage for 90min per casting, although I admit that might not be the case at higher levels).

Although I suppose I might be biased, so feel free to share your opinion, Nicos.

I do not know, that is not the way I would build the bashing fighter, I do not like to have 10 in int and 10 in wis.

Shielded fighter B, Aka evil Bill:

Human
Fighter 10
=== Stats ===
Str 18 (20),Dex 16,con 14,Int 12,Wis 12, Cha 7
=== Defense ===
AC: 32 (+12 armor, +5 shield, +3 dex, +1 def, +1 dodge)
Hp: 89
CMD: 30 (34 against bull rush, 36 against suner and disarm)
=== Saves ===
Fort +14
Ref +10
Will +11
=== Attacks ===
Melee
+1 Darkwood shield: +20/+15 (16+25, 20/x2)
Or
+1 Darkwood shield: +18/+13 (1d6+25, 20/x2)
and
Spiked armor: +16 (1d4+11, 20/x2)

Ranged
+1 adaptative longbow: +18/+13 (1d8+8 20/x3)

CMB: +16 (+28 bull rush)
=== Traits===
Defender of the society, Indomitable will
=== Feats and talents===
1. Weapon focus, Improved shield bash, Power attack
2. Shield focus
3. Iron will
4. TWF
5. weapon specialization
6. Shield slam
7. Improved bull rush
8. Improved critical
9. Greater bull rush
10. Greater weapon focus
=== Skills ===
Intimidate +11, Knowledge (dungeoneering) +15, perception +11, Survival +12, Swim +7, Climb +7.
=== Special ===
Armor training 2
Weapon training 2 (close, bows)
bravery +3
=== Gear ===
+1 Darkwood shield spikes (as a weapon)
+2 Darkwood shield (as a shield)
+1 armor spikes
+2 Full plate
+3 cloack of resistance
Gloves of dueling
+2 Belt of str
Cracked pale green prism Ioun stone (saves)
Cracked pale green prism Ioun stone (Attack)
Dusty rose Ioun stone (wayfinder)
+1 ring of protection
+1 Amulet of natural armor
+1 adaptative longbow

(If he go half elf then remove survival and weapon specialization and add low light vision, elven inmunities, +2 to perception and +2 to will saves)

I will do my comparion with this build in mind.

Offense
They seems to be similar, althoug I have not one DPR calculations. Evil bill is a TWF, it is good that armor spikes is in the same group as shields.

Defense
Evil Bill have much better AC than buzz, even if buzz use barkskin he would be behind. The normal CMD are similar but buzz have better CMD against bull rush, disarm and sunder, if you are dependet onf centarin kind of weapon then you want a high defense against sunder/disarm.

Ranged offense
Evil bill wins until buzz use intant enemie.

Skill
Buzz wins, but the diferece is just 2 skills.

Out of combat utility
Buzz wins, flawless victory, but do note that buzz is not useless out of combat. A social skill, a very comon knowledge and survival.

Mobility
Yes, the next level buzz will buy mithral, but Evil bill will have shield master that highly improves his Offense.

Saves
Buzz wins by a little in the numeric aspect. Evasion put him ahead, but Evil bill have a clear spindle Ioun stone so that balance it a little. Note that Evil billl prefered just a +2 belt of str so he can buy defensive items.

Unusual Offense
I agree with you. But I want to point that Evil bill is good defender of the weaks, if somebody is messing witht he squishy then bull rush coudl solve the problem, and everyone he bull rushes provokes attack of opportunity.

Unusual defense
Resist energy is great, buzz wins.

=====
I do not know, I do not think one is better than the other they just have diferent focus. Buzz probably have a little more DPR but Evil Bill have much better AC an is just plain better at battle field control.

Note that the ranger early acces to feat advantage fades in the next level due to evil bill taking shield master.

What do you think?


Damn, I have a mistka in the attack routine It shoul have been

+1 Darkwood shield: +20/+15 (16+23, 20/x2)
Or
+1 Darkwood shield: +18/+13 (1d6+23, 20/x2)
and
Spiked armor: +16 (1d4+10, 20/x2)


I think I'll try my hand at a Sylph Archer Barbarian Build

Spoiler:
Sylph Urban Barbarian/Invulnerable Rager 12
CG Medium Outsider (Native)
Initiative:+5 Senses:+18 Darkvision 60ft.

Defense
AC:28 (30 against ranged attacks) Touch:19(24) Flat-Footed:23
DR 6/- against lethal Damage and DR 12/- against non-lethal damage
Under a Constant Endure Elements Effect
Resist 4 Fire Damage
HP:113
Fort:+14(+19) Reflex:+13(+18) Will:+11(+16)

Offense
Speed:35 ft.
Melee:+2 Longsword +16/+11/+6 (1d8+4/19-20/x2)
+2 Longsword w/ Rage +19/+14/+9 (1d8+7/19-20/x2)
+2 Longsword w/ Rage and Witch Hunter +19/+14/+9 (1d8+11/19-20/x2)

+1 Mithral Morningstar +15/+10/+5 (1d8+3/20/x2)
+1 Mithral Morningstar w/ Rage +18/+13/+8 (1d8+6/20/x2)
+1 Mithral Morningstar w/ Rage and Witch Hunter +18/+13/+8 (1d8+10/20/x2)
Range: +3 Composite 5 Longbow +20/+15/+10 (1d8+5/20/x3)
+3 Composite 5 Longbow w/ Point Blank Shot +21/+16/+11 (1d8+6/20/x3)
+3 Composite 5 longbow w/ PBS and Rapid Shot +19/+19/+16/+11 (1d8+6/20/x3)
+3 Composite 5 Longbow w/ Rage, PBS, RS, and Deadly Aim +19/+19/+16/+11
(1d8+17/20/x3)
+3 Composite 5 Longbow w/ Rage PBS, RS, DA, and Witch Hunter +19/+19/+16/+11 (1d8+21/20/x3)
Special Attacks: Cluster Shot: Roll all damage before applying DR.
Manyshot: Roll two damage dice on the first attack.
Rage: 28 rounds/day

Statistics
Str:14(20) Dex:20 Con:14 Int:10 Wis:16 Cha:10
BAB:+12/+7/+2 CMB:+14(+17) CMD:19(22)
Feats:Point Blank Shot, Precise Shot, Rapid Shot, Cluster Shot, Deadly Aim, Manyshot
Rage Powers:Reckless Abandon, Lesser Beast Totem, Beast Totem, Superstition, Witch Hunter, and Ghost Rager
Skills:Acrobatics +20, Perception +18, Stealth +20, Diplomacy +15, Sense Motive +18, and Knowledge (Local) +15
SQ:Crowd Control (+1 bonus to attack and +1 bonus to AC while adjacent to two or more enemies), Breezed Kissed, Like the Wind, Feather Fall 1/day
Traits:Suspicious and Slippery (Flower Network)
Combat Gear:+3 Composite 5 Longbow, +3 Mithral Chainmail Shirt, +4 Cloak of Resistance, +2 Amulet of Natural Armor, +2 Ring of Resistance, Jingasa of the Fortunate Soldier, Dusty Rose Prism Ioun Stone, Cracked Pale Green Prism Ious Stone, +2 Belt of Mighty Constitution, +2 Headband of Wisdom, +2 Longsword, +1 Mithral Morningstar


Nicos wrote:
The thing is, you can enchant the shield as a shield and the speikd shield as a weapon. Bill should have been enchanted his shield also as a weapon cause it just cost 2300 gp.
Nicos wrote:
I do not know, that is not the way I would build the bashing fighter, I do not like to have 10 in int and 10 in wis.

Both of them have the same weapons, gear (with the exception of a few items, such as Pearls of Power and Gloves of Dueling, since those don't make much sense for the other character), race and attributes because those are not class specific.

Whatever one character can do with those, the other can do the same. Bill has less magic gear because Gloves of Dueling cost so much. But with the exception of "class specific" items, the gear itself doesn't matter, as both can buy the exactly same stuff.

Buying a Wayfinder + Clear Spindle Ioun Stone instead of a Cloak of Resistance +3 doesn't make any difference for comparing these builds, since both of them can buy these items and both of them get the exact same benefits.

Attributes only matter in the fact that Bill needs Dex 15, which means he has to lower another attribute score. I suppose Bill could have lowered his Cha score to 7 and increased his Wis or Int score, but then again, so could Buzz.

The reason I gave them the same weapons, gear, race and attributes (mostly) is just because it makes for an easier and fairer comparison. It's the same reason I compared Buzz to Bill instead of your 2-Handed Shield Fighter build.


Lemmy wrote:


The reason I gave them the same weapons, gear, race and attributes (mostly) is just because it makes for an easier and fairer comparison. It's the same reason I compared Buzz to Bill instead of your 2-Handed Shield Fighter build.

Maybe, but then is not a fair comparision if the fighter is just taking bad decisions. The ranger add his enachemnet shield to the attack, the fighter do not. There is no reason for the fighter to not have a +1 shield spikes.


Nicos wrote:
Lemmy wrote:
The reason I gave them the same weapons, gear, race and attributes (mostly) is just because it makes for an easier and fairer comparison. It's the same reason I compared Buzz to Bill instead of your 2-Handed Shield Fighter build.
Maybe, but then is not a fair comparision if the fighter is just taking bad decisions. The ranger add his enachemnet shield to the attack, the fighter do not. There is no reason for the fighter to not have a +1 shield spikes.

Bill does have a +2 Bashing shield with shield spikes. The only problem is that adding enhancements to shield spikes does not benefit his shield bash.

Bill could use his shield spike instead of his shield, but oddly enough, he wouldn't benefit from any feat that affects "heavy shield" or "shield bash" (just like enhancements for your armor or gauntlet don't affect your armor spikes).

Bill would effectively be using "weapon + shield" instead of "shield only".


Lemmy wrote:
Nicos wrote:
Lemmy wrote:
The reason I gave them the same weapons, gear, race and attributes (mostly) is just because it makes for an easier and fairer comparison. It's the same reason I compared Buzz to Bill instead of your 2-Handed Shield Fighter build.
Maybe, but then is not a fair comparision if the fighter is just taking bad decisions. The ranger add his enachemnet shield to the attack, the fighter do not. There is no reason for the fighter to not have a +1 shield spikes.

Bill does have a +2 Bashing shield with shield spikes. The only problem is that adding enhancements to shield spikes does not benefit his shield bash.

Bill could use his shield spike instead of his shield, but oddly enough, he wouldn't benefit from any feat that affects "heavy shield" or "shield bash".
He would effectively be using "weapon + shield" instead of "shield only".

I havenever tough that way, but In any case you can enchant the shield a a weapon and enchant the shiel as a shield.

For example a +2 shield (shield) that at the same time is a +1 shield (weapon), cost 6,400.


PFSRD wrote:
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

So it's either an weapon or a shield. The way I see it, each enhancements only work 1 way.

If he boosts the "weapon side" of the shield, he is basically using weapon + shield.
If he doesn't, he needs Shield Master, which he can only take next level.

Nicos wrote:

I havenever tough that way, but In any case you can enchant the shield a a weapon and enchant the shiel as a shield.

For example a +2 shield (shield) that at the same time is a +1 shield (weapon), cost 6,400.

I agree with you. But I still consider it "weapon + shield" rather than just shield, it just happens that the weapon is part of the shield, like armor spikes are part of armor. Bill is still paying twice for his enhancements (once for shield as a weapon and again for shield as a shield). But at least Bill gets to use his feats.

Anyway, I suppose Bill could add a weapon enhancement for his shield instead of, say, buying Feather Step Slippers. I don't think it'll make much of a difference, though. Bill already has higher DPR.


So lemmy, I do not know.

For bill I woudl have lower strengh to have more wisdom or more Intelligence. Defener of the society instead of reactionary, and probably Improved( and greater) bull rush instead of Combat reflexes and weapon specialization (to be better battlefield controller, his amage is already high, more option is better in this case).

Why bill do not have skill focus or dual mind?

========

I think bill alreay have good DPR, Greater bull rush really make good sinergy with the high CMB a fighter can have (+4 gloves of dueling, +2 weapon focus, +4 imp/grt bull rush).


Nicos wrote:
Why bill do not have skill focus or dual mind?

He has Dual Mind, actually, but HL doesn't show it in the stat block...


Lemmy wrote:
Nicos wrote:
Why bill do not have skill focus or dual mind?
He has Dual Mind, actually, but HL doesn't show it in the stat block...

I see, wow.

I think the guy will be most optimize if instae of a belt of str +4, hw just have a belt of str +2, cracked pale green prism (attack),cracked pale green prism (Defense) and +1 shield (as weapon) and a amulet of nat armor +1.

That way he can retain his slippers, be a better archer, have a little more saves and AC, and he only loose 1 point of damage.


Like I said, I don't think higher AC is much of an advantage for this particular build. as it tends to grow naturally and it's usually pretty high anyway, so I focused on offense.


Lemmy wrote:
Like I said, I don't think higher AC is much of an advantage for this particular build. as it tends to grow naturally and it's usually pretty high anyway, so I focused on offense.

But the net lost is just 1 point of damage, and it is not only the AC that ould be improved but his saves.

But well, it seems we would not agree in this issue, our mpreferences are too diferent :P.

I think the AC the higher the Better. It let you try other combat maneuvers and navigate the battlefiled with less chances of retaliation. I think A fighter like this should focus in the defense of the others. If somebod is meesing with the bard he could move ignoring the AoO and then bull rush the enemie to free the bard from the presure.


Personally, I'd not take GWF, as I think it's too high a investment and way too boring, but most people seem to agree it's a Fighter "must have".


Lemmy wrote:
Personally, I'd not take GWF, as I think it's too high a investment and way too boring, but most people seem to agree it's a Fighter "must have".

Well, it is not, but in this case it oes not only improve the DPR but the CMB for bull rushes. This is why I really like that feat for combat maneuver focused fighters.

But hey, now that I agree to disagree in this isssue what do you think of my trench fighter and my sensei monk?

I am building a huntmaster cavalier but is absurd taht they can not take outflank with tactician ability, so I am multiclassing it with 4 level of fighter first.


I'm not familiar with Trench Fighter archetype, so I gotta check it out first.

Sovereign Court

I haven't put the time into fleshing this out, but I was thinking of making Blanca. He'd be a half orc (for the green skin with orange hair). 2 levels of white haired witch and the rest alchemist. Feral mutagen. So he claws, bites and head bangs you to death. Haven't quite figured out how to get the electrocuting in there yet...


I'd make Blanka a Half-Orc Barbarian. He could use Rage Powers and/or AoMF to deal elemental damage.


I don't understand why Spring Attacking fighters aren't more popular. I have one and it's a thing of beauty with a reach weapon.


Havoq wrote:
I don't understand why Spring Attacking fighters aren't more popular. I have one and it's a thing of beauty with a reach weapon.

Does it kick ass? Yes? Then why not share your build? :)


Actually, I did. It's not optimized, but it's REALLY fun to play. Page 10 - Azgod. He needs more movement. That's his biggest weakness. I should also swap out his Javelins for a Composite bow. But for five levels he's been a wrecker.

Tactics are simple: One big hit that doesn't miss. He keeps the bad guy at 10' and uses Spring Attack to reposition. It's simple. It's effective.


Ah, Azgod... I did read that build. I forgot it had Spring Attack... And that it was yours... (Sorry, Havoq)


No problem. You're really clever with your builds. I'd love to see you do a Spring Fighter build. And I'm not kidding, they ARE fun to play.

I never inteneded to level him past level 6, so I dumped three stats. Yes, I know that is a big no, no. But I could see how with the correct point buy array that you could also have Whirl Wind + Lunge for even more fun.


With a +1 Weapon -- and no other items, but it gets the point across.

Havoc, the Spring Attacking/Whirlwind Fighter:

Whirlwind Fighter
Human Fighter (Two-Handed Fighter) 7
CG Medium Humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 65 (7d10+19)
Fort +7, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Lucerne hammer +14/+9 (1d12+9/x2)
Special Attacks backswing, overhand chop, shattering strike +2, weapon training abilities (pole arms +1)
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 13, Wis 10, Cha 7
Base Atk +7; CMB +12 (+14 Sundering); CMD 24 (26 vs. Sunder)
Feats Combat Expertise +/-2, Combat Reflexes (2 AoO/round), Dodge, Furious Focus, Lunge, Mobility,
Power Attack -2/+4, Spring Attack, Whirlwind Attack
Traits Defender of the Society, Lessons of Chaldira (1/day)
Skills
Languages Common, Orc
Other Gear +1 Lucerne hammer, 150 GP
--------------------
Special Abilities
--------------------
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
turn.
Lessons of Chaldira (1/day) Your studies of Chaldira Zuzaristan's exploits have given you a knack for
avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must
take the second result even if it is worse.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC against some attacks of opportunity.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shattering Strike +2 (Ex) +2 Sunder and damage vs. objects.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.

1. Power Attack, Furious Focus, Dodge
2. Mobility
3. Combat Expertise
4. Spring Attack!
5. Whirlwind Attack!
6. Lung!
7. Combat Reflexes!
8-12. Anything you want. Weapon Focus, Iron Will

You'll have 4 or 5 skills/level and some great abilities.

Whirlwind Attack doesn't benefit from Power Attack or Furious Focus but you're going to get more than enough benefit from it to justify it it taking it at level one.

Spring Attack is great when you can't full attack. Huge construct with reach keeping everyone back? No problem - just use Spring Attack and wade in.

Your Whirlwind attack goes like this:
With a REACH weapon equiped,
A). Start your Whirlwind attack hitting all targets at 10`
B). Lunge for any you can reach at 15`
C). 5-foot step and Lung/Reach for any that you still haven't attacked.
If you're okay with cheese, you can release one hand on the reach weapon and strike everything within 5-feet as well with a spiked gauntlet.


Okay, can't do the cheese. That's been FAQ'd out.

Pathfinder Design Team wrote:

FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qv3

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Edit: Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.


Now I have to say that the THF shield ranger is just better than the corresponding fighter. too bad.


Been a fun read, thanks guys! Makes me want to finish my Lore Warden/Swordlord(PrC)/Dualist now. Just need to figure out the feats. He was for a custom Carrion Crown Campaign, so would max at lvl 16 or 17.

Silver Crusade

I'm currently playing a paladin in Society play that seems like it has potential to be a powerhouse. She does pretty good damage and is almost impossible to kill with excellent saves, high AC, and riduclous self-healing from tripliy-buffed Lay on Hands. She's only level 3 right now or I'd post her.


Jack Rift wrote:
Been a fun read, thanks guys! Makes me want to finish my Lore Warden/Swordlord(PrC)/Dualist now. Just need to figure out the feats. He was for a custom Carrion Crown Campaign, so would max at lvl 16 or 17.

When you finish him please post the build, I always wnated to see an aldori sworlord

Silver Crusade

Ok, so I had time to I went ahead and built my paladin out to level 12.

Patricia Paladin
Demon-Spawn Tiefling Paladin (Oath of Vengeance) 12
LG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
hp 112 (12d10+36)
Fort +17, Ref +11, Will +14; +2 vs. death
Immune charm, disease, fear; Resist fire 5, negative energy 10, positive energy 10
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Keen Nodachi +20/+15/+10 (1d10+11/15-20/x2)
Special Attacks smite evil (4/day)
Spell-Like Abilities Deathwatch (At will), Detect Evil (At will)
Paladin (Oath of Vengeance) Spells Prepared (CL 9):
3 (2/day) Archon's Aura (DC 19), Prayer
2 (4/day) Shield Other, Litany of Righteousness, Litany of Righteousness, Paladin's Sacrifice (DC 18)
1 (4/day) Bless Weapon, Restoration, Lesser, Grace, Hero's Defiance
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 5, Wis 10, Cha 22
Base Atk +12; CMB +18; CMD 29
Feats Extra Lay on Hands, Fey Foundling, Greater Mercy, Magical Aptitude, Power Attack -4/+8, Ultimate Mercy
Traits Dangerously Curious, Suicidal (1/day)
Skills Acrobatics -2 (-6 jump), Climb +3, Diplomacy +13, Escape Artist -2, Fly -2, Perception +2, Ride -2, Spellcraft +6, Stealth -2, Swim +3, Use Magic Device +16
Languages Abyssal, Common
SQ +12 when using lay on hands for yourself., aura of courage, aura of good, aura of resolve, channel wrath, deathless, divine bonds (weapon [2/day]), lay on hands (8d6) (16/day), mercies (mercy [blinded], mercy [dazed], mercy [fatigued], mercy [paralyzed]), powerful justice
Combat Gear Cloak of the hedge wizard (divination), Ring of spell storing (minor); Other Gear +2 Deathless Mithral Full plate, +2 Keen Nodachi, Belt of physical might (Str & Con +2), Boots of speed (10 rounds/day), Bracers of the merciful knight, Headband of alluring charisma +4, Ring of feather falling, 13340 GP
--------------------
Special Abilities
--------------------
+12 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
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.
Boots of speed (10 rounds/day) Affected by haste
Bracers of the merciful knight Can cause a lay on hands to also apply lesser restoration.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Damage Resistance, Negative Energy (10) You have the specified Damage Resistance against Negative Energy attacks.
Damage Resistance, Positive Energy (10) You have the specified Damage Resistance against Positive Energy attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless 25% chance to negate negative levels from any attack.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3) (12 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (8d6) (16/day) (Su) You can heal 8d6 damage, 16/day
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Dazed) (Su) When you use your lay on hands ability, it also removes the dazed condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Ring of spell storing (minor) A minor ring of spell storing contains up to 3 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 3. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the ring of spell storing.

The ring magically imparts to the wearer the names of all spells currently stored within it.

Construction
Requirements: Forge Ring, imbue with spell ability; Cost 9,000 gp
Smite Evil (4/day) (Su) +6 to hit, +12 to damage, +6 deflection bonus to AC when used.
Suicidal (1/day) Shame and horror fill your subconscious, and you never stop looking for ways to grant yourself the peace of the grave. Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupyi
Ultimate Mercy Expend 10 uses of lay on hands to bring a dead creature back to life

Silver Crusade

So with such low AC, I'll probably get hit pretty often, but at level 12 I can swift action LoH for 9d6+28, which is an average healing per use of 59.5. The AC does go up quite a bit against her Smite Evil targets, though, and I do plan on carrying a cold iron longsword and a heavy shield for occasions where I think I need the extra protection. The obvious drawback to this character is the abysmal number of skills, but she's got diplomacy as well as being able to UMD wands fairly regularly and she can detect magic and evil.


Bigdaddyjug wrote:
So with such low AC, I'll probably get hit pretty often

Wayfinder + Vibrant Purple Prism (Ioun Stone)cracked + UMD.

...cheap, cheap. Just carry two Wands of Shield in case you bork a roll.

Using the favored class bonus of +12 on LoH is nice, but it's "self only". Still very nice, but --not-- as nice as it would be if it worked on everyone.

Nicos wrote:
Jack Rift wrote:
Been a fun read, thanks guys! Makes me want to finish my Lore Warden/Swordlord(PrC)/Dualist now. Just need to figure out the feats. He was for a custom Carrion Crown Campaign, so would max at lvl 16 or 17.
When you finish him please post the build, I always wnated to see an aldori sworlord

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