Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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In the last few days we've seen many Fighter x The World threads. This is not one of them.

One of the first threads I actually participated was about discussing martial builds. Unfortunatelly, said thread ended up locked after a particullary heated argument.

But then, ciretose had an awesome idea! He created a great thread for us to share cool and interesting builds! And many great ideas were presented!

Recently, Nicos had a similar idea! A thread to show off kickass martial characters! A thread to show off the sheer badassery present to warriors everywhere!
Shallowsoul tried this not long ago, but I guess people didn't stick to the original spirit of the thread, so let's try again, shall we?

Prove to the world that Fighters can be scholars, Barbarians can be gentlemen, Rangers can be swashbucklers and Paladins can be something other than a stick in the butt.

The rules are simple:

1- Your build following these simple guidelines?

- 20pt buy.
- Standard WBL.
- 2 Traits.
- Kicks Ass.
- Build for 1st, 3rd, 6th and 10th level.
These are commonly played both in and outside of PFS. I thin they're good benchmarks too. Adding more levels, such as 15th or 20th is okay, but it's a lot more work and few people actually care about them.

2- Stay focused. This is a build thread. Want to discuss what class is better? There's at least 3 other threads about that.

3- Be polite. No problem in comparing/criticizing builds to see which character seems to be more versatile/efficient, but try and keep things friendly.

4- Stay focused. It's worth saying twice. This is a build thread, not a Fighters vs The World thread. I know we can do this because it happened before!

Here, I'll take the first step, this is a build I personally really like.

Meet Dr.Fighty McCharming. Straight out of the Fighter University, where they only use books as ammo during the Throw Anything class.

Dr.Fighty McCharming - 1st Level:

Doctor Fighty Mc.Charming
Half-Elf Fighter 1
LN Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and
. . Club +5 (1d6+4/x2) and
. . Longsword +5 (1d8+4/19-20/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes (3 AoO/round), Intimidating Prowess, Skill Focus (Diplomacy)
Traits Ease of Faith, Suspicious
Skills Diplomacy +6, Intimidate +6, Perception +4, Sense Motive +6
Languages Common, Draconic, Elven
SQ elf blood
Combat Gear Alchemist's fire (2); Other Gear Chain shirt, Heavy steel shield, Club, Longsword, You have no money!
--------------------
Special Abilities
--------------------
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Dr.McCharming is more socially skilled than your average person. He's no Bard, but he can sure woo the ladies just fine, despite his natural shyness. All those college parties taught him to be more confident around other people.
But this is not Bard College! This is Fighting University! There's a reson "Fighty" comes before "Charming" in his name. Violence is what he does! best!
Dr.Fighty always wanted to have a Ph.D in Falchion, but sadly, those are a bit too expensive for a recently graduated Fighter, so he decides to grab his standard longsword and a few clubs, they're giving for free at the entrance of the Fighter University.
They say offense is the best defense, but just in case, Fighty decides to bring Roundy, his pet shield, with him. At this level in his carrier, staying alive is much harder and much more important than dealing lots of damage!
----------------------------
Dr.Fighty McCharming - 3rd Level:

Doctor Fighty Mc.Charming
Half-Elf Fighter 3
LN Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+4 armor, +3 shield, +2 Dex)
hp 27 (3d10+6)
Fort +5, Ref +3, Will +4 (+1 vs. fear); +2 vs. enchantments
Defensive Abilities bravery +1; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +7 (1d4+4/x2) and
. . Club +7 (1d6+4/x2) and
. . Longsword +7 (1d8+4/19-20/x2) and
. . Silversheen Falchion +8 (2d4+6/18-20/x2)
Ranged Masterwork Composite longbow (Str +4) +6 (1d8+4/x3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes (3 AoO/round), Intimidating Prowess, Iron Will, Power Attack -1/+2, Skill Focus (Diplomacy)
Traits Ease of Faith, Suspicious
Skills Diplomacy +8, Intimidate +8, Perception +6, Sense Motive +8
Languages Common, Draconic, Elven
SQ elf blood
Combat Gear Alchemist's fire (2); Other Gear Chain shirt, +1 Heavy steel shield, Club, Longsword, Masterwork Composite longbow (Str +4), Silversheen Falchion, 50 GP
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

A few months and many, many dead Orc and Goblins late, Dr.Fighty McCharming finally got that Falchion he always wanted! Shiny, as he calls it, is made of the best silver money could buy. This way it won't get all rusty like his old axe. For some reason, Groundskeeper Wolfman hates Shiny, but who cares about what that hairy buffoon thinks?
Dr.Fighty McCharming still dons his old armor, he couldn't find one that fits him in the Dwarven Market, but at least he got a fine shieldthe Wet-Chain Mail contest, and his prize was a fine shield! Fighty also carries a bow now, because he'd rather eat wild birds than pay the absurd prices of the Cleaving Cafe. They tried to convince him it's not that expensive, but recently, Fighty has shown remarkable will power and stubbornness .
----------------------------

Dr.Fighty McCharming - 6th Level:

Doctor Fighty Mc.Charming
Half-Elf Fighter 6
LN Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
hp 49 (6d10+12)
Fort +9, Ref +6, Will +7 (+2 vs. fear); +2 vs. enchantments
Defensive Abilities bravery +2; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +11/+6 (1d4+5/x2) and
. . +1 Silversheen Falchion +13/+8 (2d4+9/18-20/x2) and
. . Club +11/+6 (1d6+5/x2) and
. . Longsword +12/+7 (1d8+6/19-20/x2)
Ranged Masterwork Composite longbow (Str +4) +9/+4 (1d8+4/x3)
Special Attacks weapon training abilities (heavy blades +1)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +6; CMB +11 (+13 Sundering); CMD 23 (25 vs. Sunder)
Feats Combat Reflexes (3 AoO/round), Improved Sunder, Intimidating Prowess, Iron Will, Point Blank Shot, Power Attack -2/+4, Rapid Shot, Skill Focus (Diplomacy)
Traits Ease of Faith, Suspicious
Skills Acrobatics +2 (-2 jump), Diplomacy +11, Intimidate +12, Perception +9, Sense Motive +11
Languages Common, Draconic, Elven
SQ elf blood
Combat Gear Alchemist's fire (2), Holy water (2); Other Gear +1 Full plate, +1 Heavy steel shield, +1 Silversheen Falchion, Club, Longsword, Masterwork Composite longbow (Str +4), Belt of giant strength +2, Cloak of resistance +2, 450 GP
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 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.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

A whole year has past since Dr.Fighty McCharming got his graduation battleaxe. He's now well known as the best warrior in the village. He can kick the ass of the whole militia whenever he wants! He know that because he actually did it when they told him he wasn't allowed to wear his beautiful full plate at the restaurant. Damn fools, did they forget the time when Fighty beat the hell out of those 2 ogres?. His Girlfriend, Sally, told him he should dress more properly, though, and no militia, ogre or dragon in the world has the same power of persuasion of that hotheaded barmaid. So he went to the fancy district and bought a nice set of clothes: A manly belt and a stylish cloak. He did drop a few flasks from Archie Alchemist's bag, and had to buy a few of them. No problem, they say this Holy Water perfume is good to scare evil spirits, and setting things on fire with his flasks of Burn-in-a-Bottle is always fun.
Ah, and the oldman in the inn made Shiny extra-slicey in exchange for Fighty forgiving his Poker dept.


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Bonus points if your Charisma is at least 10.


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Took too long to post the build at 10th level... so here I can't edit it anymore -.-'

Fighty McCharming - 10th Level:

Dr. Fighty McCharming
Male Half-Elf Fighter 10
LN Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 23 (+11 armor, +3 Dex, +1 natural, +1 deflection)
hp 79 (10d10+20)
Fort +12, Ref +9, Will +10 (+3 vs. fear); +2 vs. enchantments
Defensive Abilities bravery +3; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +16/+11 (1d4+6/x2) and
. . +1 Silversheen Earth breaker +17/+12 (2d6+10/x3) and
. . +1 Silversheen Longsword +19/+14 (1d8+9/19-20/x2) and
. . +2 Silversheen Falchion +21/+16 (2d4+13/15-20/x2)
Ranged +1 Adaptive Composite longbow (Str +5) +16/+11 (1d8+8/19-20/x3)
Special Attacks weapon training abilities (heavy blades +2, bows +1)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 14, Int 12, Wis 14, Cha 7
Base Atk +10; CMB +16 (+18 Sundering); CMD 30 (32 vs. Sunder)
Feats Blind-Fight, Combat Reflexes (4 AoO/round), Cornugon Smash, Improved Critical (Falchion), Improved Sunder, Intimidating Prowess, Iron Will, Point Blank Shot, Power Attack -3/+6, Rapid Shot, Skill Focus (Diplomacy), Weapon Focus (Falchion)
Traits Ease of Faith, Suspicious
Skills Diplomacy +18, Intimidate +17, Perception +17, Sense Motive +16, Survival +2 (+4 to avoid becoming lost)
Languages Common, Dwarven, Elven
SQ elf blood
Other Gear +2 Full plate, +1 Heavy steel shield, +1 Adaptive Composite longbow (Str +5), +1 Silversheen Earth breaker, +1 Silversheen Longsword, +2 Silversheen Falchion, Amulet of natural armor +1, Belt of physical might (Str & Dex +2), Bracers of falcon's aim, Cloak of resistance +3, Headband of inspired wisdom +2, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (1 @ 0 lbs), 1400 GP
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +3 (Ex) +3 to Will save vs. Fear
Combat Reflexes (4 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.
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 Sunder You don't provoke attacks of opportunity when sundering.
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
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. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows

Ah, another good year for Dr.Fighty McCharming, the King's gratitude for seeing his daughter safely returned from the red dragon's den was greater than expected.
With this money, Dr.Fighty McCharming was able to finally propose to Sally, and she said "Yes"! Fighty often says his love for her is so powerful, that the wedding ring itself keeps him out or harm's way!
His martial prowess and honeyed tongue (plus the favor of a grateful king) got him the title of Royal Knight and Baron of Fieldsville. Sure, he still doesn't know a thing about those fruity nobles, but who cares? He's charming, powerful and scary enough to make sure noone points that out. In fact, he's so powerful and scary that his friend Willie Wizardington gave him a wayfinder and a magic stone to protect him from the influence evil spirits. Noone wants to see Dr.Fighty McCharming playing for the evil team.
His beloved falchion, shiny is better than ever! Twice as sharp and just as beautiful as the day Fighty bought him. And he even has a little brother now, a custom-made Cold Iron Falchion named Slicey.
McCharming not only got his Ph.D in heavy blades, he also studied Bow and plans to one day do the same for Flails.
Dr.Fighty McCharming a very respected professional in his field, and could probably retire and lead a very comfortable life with just the money from his lectures in Advanced Slicing and Applied Badassery, but where is the fun in that?


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I had all of the levels requested, but when I submitted, Paizo was temporarily down, and I lost the entire post. Level 6 was the only thing saved to the clipboard.

This was my wife's character. She wanted a fighter with a puppy. She did not want to play a ranger. She's can hit hard for lots of damage, she has reach, she has a decent defense, some useful noncombat skills (Survival, Handle Animal, and Knowledge Nature), and she has her own personal flanking buddy.

Level 6:
Luna
Human Fighter 6
CG Medium Humanoid (human)
Init +4
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+8 armor, +2 Dex, +1 Natural)
hp 52
Fort +7, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Lucerne Hammer +12/+7 (1d12+10/x2) and
. . Spike Gauntlet +9/+4 (1d4+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 10, Wis 10, Cha 13
Feats
Level 1: Power Attack, Skill Focus (Know: Nature), Weapon Focus (Lucerne Hammer),
Level 2: Cleave,
Level 3: Eldritch Heritage (Sylvan)
Level 4: Weapon Spec (Lucerne Hammer)
Level 5: Boon Companion
Level 6: Furious Focus

Traits Know the Land, Reactionary

Skills Handle Animal +8, Knowledge (Nature) +9, Survival +6, Climb +6, Perception +2, Swim +6
Languages Common

Combat Gear Lucerne Hammer +1, Spiked Gauntlet, Breastplate +2, Dog, Amulet of Natural Armor +1, Cloak of Resistance +1 (You have about 5000 gp left for other stuff)

You have an animal companion (wolf) to fight beside you, where your level is equivalent to a druid. Your puppy is very useful, as he's a 6HD wolf with skills and feats. He's basically your built in flanking buddy, giving you both a +2 to hit. You can even give him a +1 Int at level 4 to open up all the feats. Give him improved trip and eventually vicious stomp. Or give him some teamwork feats for some wonderful synchrony. :)


lemmy what about multiclassing and/or prestige classes?


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Now, here is Foxy Slicey, a Halfling Duelist... Who happens to be a Barbarian. She's much more defensive than your average Brezeker, though.

Foxy Slicey - 1st Level:

Foxy Slicey
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 1
CN Small Humanoid (halfling)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 14 (1d12+2)
Fort +5, Ref +5, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +2 (1d4/18-20/x2)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 9
Base Atk +1; CMB +0; CMD 14
Feats Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +8, Diplomacy +3, Fly +6, Intimidate +3, Knowledge (local) +6, Perception +7, Sense Motive +6, Stealth +8, Swim +4
Languages Common, Elven, Halfling, Sylvan
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, fearless
Combat Gear Alchemist's fire (2); Other Gear Studded leather armor, Scimitar, 45 GP
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Fearless +2 racial bonus vs Fear saves.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

RAGING Foxy Slicey - 1st Level:
Foxy
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 1
CN Small Humanoid (halfling)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 12 (+3 armor, +4 Dex, +1 size)
hp 16 (1d12+4)
Fort +7, Ref +5, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +4 (1d4+3/18-20/x2)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 18, Int 14, Wis 12, Cha 9
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +8, Diplomacy +3, Fly +6, Intimidate +3, Knowledge (local) +6, Perception +7, Sense Motive +6, Stealth +8, Swim +6
Languages Common, Elven, Halfling, Sylvan
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, fearless
Combat Gear Alchemist's fire (2); Other Gear Studded leather armor, Scimitar, 45 GP
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Fearless +2 racial bonus vs Fear saves.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Foxy dreams of being a duelist. She trains day and night to be capable of killing her enemies her speed and accuracy instead of brute strength. However, at least for now, she is not good enough. So vrute strength it's.
1st level is particullary hard for Foxy. She doesn't really benefit from her Dex, so instead, she uses the standard Rage and two-hands her scimitar for slightly higher damage. Her Crowd Control ability gives her a +1 to AC and attack rolls whenever she's adjacent to at least 2 enemies.
But even so, she won't be doing much for now, but at least she has a decent to-hit, AC and social skills. She really starts to shine at 3rd level... If at his point she's the only martial in the party, the PCs will have a hard time.
--------------------------
Speaking of which...:
Foxy Slicey - 3rd Level:
Foxy Slicey
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 3
CN Small Humanoid (halfling)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 29 (3d12+6)
Fort +6, Ref +6, Will +4; +2 vs. fear
DR 1/—, 2/lethal; Resist extreme endurance (-choose-)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +8 (1d4+4/18-20/x2) and
. . Silversheen Scimitar +9 (1d4+4/18-20/x2)
Ranged Masterwork Composite longbow (Str +2) +7 (1d6/x3)
Special Attacks rage (10 rounds/day), rage powers (beast totem, lesser)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 9
Base Atk +3; CMB +2; CMD 16
Feats Dervish Dance, Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +10, Diplomacy +5, Fly +6, Intimidate +5, Knowledge (local) +8, Perception +9, Perform (dance) +1, Sense Motive +8, Stealth +8, Swim +4
Languages Common, Elven, Halfling, Sylvan
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control +1, fearless
Combat Gear Alchemist's fire (4), Holy water (2); Other Gear +1 Chain shirt, Masterwork Composite longbow (Str +2), Scimitar, Silversheen Scimitar, 240 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Extreme Endurance (-Choose-) (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
Fearless +2 racial bonus vs Fear saves.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

RAGING Foxy Slicey - 3rd Level:
Foxy Slicey
Foxy Slicey
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 3
CN Small Humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +4 Dex, +1 size, +1 dodge)
hp 29 (3d12+6)
Fort +6, Ref +8, Will +4; +2 vs. fear
DR 1/—, 2/lethal; Resist extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Beast Totem, Lesser) +6 x2 (1d4/x2) and
. . Scimitar +11 (1d4+6/18-20/x2) and
. . Silversheen Scimitar +12 (1d4+6/18-20/x2)
Ranged Masterwork Composite longbow (Str +2) +10 (1d6/x3)
Special Attacks rage (8 rounds/day), rage powers (beast totem, lesser)
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 14, Wis 12, Cha 9
Base Atk +3; CMB +2; CMD 17
Feats Dervish Dance, Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +12, Diplomacy +5, Fly +8, Intimidate +5, Knowledge (local) +8, Perception +9, Perform (dance) +1, Sense Motive +8, Stealth +10, Swim +4
Languages Common, Elven, Halfling, Sylvan
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control +1, fearless
Combat Gear Alchemist's fire (4), Holy water (2); Other Gear +1 Chain shirt, Masterwork Composite longbow (Str +2), Scimitar, Silversheen Scimitar, 240 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
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
Fearless +2 racial bonus vs Fear saves.
Rage (8 rounds/day) (Ex) +0 Str, +0 Con, +2 to Will saves, -2 to AC when enraged.

At 2nd level she got claws during rage, but was still relying on her standard Rage's bonus Strength to harm her opponents. She was a better party-face than front-liner.
But things have changed now. She gets to add her Dex modifier to damage rolls, and with Controlled Rage, she can boost her Dex by +4 (negating the loss of AC). Note that by RAW, she adds Dex to all her attack rolls as long as she's wielding a scimitar and has a free hand, so technically, she also adds Dex to her claws' damage, but since that's probably not RAI, I just ignored it.

Her ranged accuracy is good enough even without boosting her Dex , so she should use the standard Rage to boost her damage when using her bow (it's an Adaptive bow, so it benefits from all of her Str modifier, no matter how high or low it is).
--------------------------

Foxy Slicey - 6th Level:
Foxy Slicey
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 6
CN Small Humanoid (halfling)
Init +5; Senses Perception +12
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 56 (6d12+12)
Fort +9, Ref +9, Will +6; +2 vs. fear, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 3/—, 6/lethal; Resist fire 1, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Silversheen Scimitar +13/+8 (1d4+6/18-20/x2) and
. . Masterwork Cold Iron Scimitar +13/+8 (1d4+5/18-20/x2) and
. . Scimitar +12/+7 (1d4+5/18-20/x2)
Ranged +1 Adaptive Composite longbow (Str +2) +11/+6 (1d6+1/x3)
Special Attacks rage (16 rounds/day), rage powers (beast totem, lesser, superstition +3, witch hunter [+2])
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 14, Int 14, Wis 12, Cha 9
Base Atk +6; CMB +5; CMD 20
Feats Combat Reflexes (6 AoO/round), Dervish Dance, Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +14, Climb +4, Diplomacy +8, Fly +7, Intimidate +8, Knowledge (local) +11, Linguistics +6, Perception +12, Perform (dance) +1, Ride +9, Sense Motive +11, Stealth +9, Survival +1 (+3 to avoid becoming lost), Swim +4
Languages Common, Draconic, Elven, Halfling, Sylvan
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control +3, fearless
Combat Gear Oil of magic weapon, Alchemist's fire (4), Holy water (2); Other Gear +1 Mithral Chain shirt, +1 Adaptive Composite longbow (Str +2), +1 Silversheen Scimitar, Masterwork Cold Iron Scimitar, Scimitar, Belt of incredible dexterity +2, Cloak of resistance +1, Wayfinder (empty), 1510 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +3 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
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
Fearless +2 racial bonus vs Fear saves.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
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. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

RAGING Foxy Slicey - 6th Level:
Foxy Slicey
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 6
CN Small Humanoid (halfling)
Init +7; Senses Perception +12
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 16 (+5 armor, +6 Dex, +1 size)
hp 56 (6d12+12)
Fort +9, Ref +11, Will +6; +2 vs. fear, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 3/—, 6/lethal; Resist fire 1, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Silversheen Scimitar +15/+10 (1d4+8/18-20/x2) and
. . Claw x2 (Beast Totem, Lesser) +9 x2 (1d4/x2) and
. . Masterwork Cold Iron Scimitar +15/+10 (1d4+7/18-20/x2) and
. . Scimitar +14/+9 (1d4+7/18-20/x2)
Ranged +1 Adaptive Composite longbow (Str +2) +13/+8 (1d6+1/x3)
Special Attacks rage (14 rounds/day), rage powers (beast totem, lesser, superstition +3, witch hunter [+2])
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 10, Dex 25, Con 14, Int 14, Wis 12, Cha 9
Base Atk +6; CMB +5; CMD 21
Feats Combat Reflexes (8 AoO/round), Dervish Dance, Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +16, Climb +4, Diplomacy +8, Fly +9, Intimidate +8, Knowledge (local) +11, Linguistics +6, Perception +12, Perform (dance) +1, Ride +11, Sense Motive +11, Stealth +11, Survival +1 (+3 to avoid becoming lost), Swim +4
Languages Common, Draconic, Elven, Halfling, Sylvan
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control +3, fearless
Combat Gear Oil of magic weapon, Alchemist's fire (4), Holy water (2); Other Gear +1 Mithral Chain shirt, +1 Adaptive Composite longbow (Str +2), +1 Silversheen Scimitar, Masterwork Cold Iron Scimitar, Scimitar, Belt of incredible dexterity +2, Cloak of resistance +1, Wayfinder (empty), 1510 GP
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +3 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
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
Fearless +2 racial bonus vs Fear saves.
Rage (14 rounds/day) (Ex) +0 Str, +0 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
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. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Foxy's damage, survivability and utility has increased quite a bit. Now she has DR3/- (and Fire Resistance 1, but... meh). Her AC actually goes up when she rages, just like her damage, initiative, reflex save and saves. She got a Cold Iron scimitar to deal with demons and fey, but she couldn't afford to enchant it, so she carries 2 flasks of Oil of Magic Weapon instead. Most of the time she can count on her silversheen scimitar anyway. Crowd Control now gives her a +3 to AC and attack rolls when adjacent to at least 2 enemies. She also got Witch Hunter to deal extra damage to LOTS of different enemies.
Oh! And she learned to speak Draconic because... Why the hell not?
--------------------------
Foxy Slicey - 10th Level:
Foxy Slicey
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 10
CN Small Humanoid (halfling)
Init +6; Senses Perception +19
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 19 (+6 armor, +6 Dex, +1 size, +1 natural, +1 deflection)
hp 100 (10d12+30)
Fort +15, Ref +14, Will +10; +2 vs. fear, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 10/lethal, 5/—; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Cold Iron Scimitar +18/+13 (1d4+7/15-20/x2) and
. . +2 Silversheen Scimitar +19/+14 (1d4+8/15-20/x2) and
. . Scimitar +17/+12 (1d4+6/15-20/x2)
Ranged +1 Adaptive Composite longbow (Str +2) +17/+12 (1d6+1/19-20/x3)
Special Attacks rage (25 rounds/day), rage powers (beast totem +3 ac, beast totem, greater, beast totem, lesser, superstition +4, witch hunter [+3])
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 16, Int 14, Wis 12, Cha 9
Base Atk +10; CMB +9; CMD 26
Feats Combat Reflexes (7 AoO/round), Dervish Dance, Improved Critical (Scimitar), Raging Vitality, Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +19, Climb +4, Diplomacy +12, Fly +8, Intimidate +12, Knowledge (local) +15, Linguistics +10, Perception +19, Perform (dance) +1, Ride +10, Sense Motive +15, Stealth +10, Survival +1 (+3 to avoid becoming lost), Swim +4
Languages Abyssal, Celestial, Common, Draconic, Elven, Halfling, Infernal, Sylvan, Undercommon
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control +5, fearless
Combat Gear Oil of magic weapon, Alchemist's fire (4), Holy water (2); Other Gear +2 Mithral Chain shirt, +1 Adaptive Composite longbow (Str +2), +1 Cold Iron Scimitar, +2 Silversheen Scimitar, Scimitar, Amulet of natural armor +1, Belt of physical might (Dex & Con +2), Bracers of falcon's aim, Cloak of resistance +4, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (empty), 1510 GP
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +5 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
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
Fearless +2 racial bonus vs Fear saves.
Ioun stone (clear spindle) Sustains bearer without food or water.
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.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
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. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

RAGING Foxy Slicey - 10th Level:
Foxy Slicey
Female Halfling Barbarian (Invulnerable Rager, Urban Barbarian) 10
CN Small Humanoid (halfling)
Init +8; Senses Perception +19
--------------------
Defense
--------------------
AC 28, touch 18, flat-footed 22 (+6 armor, +6 Dex, +1 size, +4 natural, +1 deflection)
hp 100 (10d12+30)
Fort +15, Ref +16, Will +10; +2 vs. fear, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 10/lethal, 5/—; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Cold Iron Scimitar +20/+15 (1d4+9/15-20/x2) and
. . +2 Silversheen Scimitar +21/+16 (1d4+10/15-20/x2) and
. . Claw x2 (Beast Totem, Lesser) +19 x2 (1d6/x3) and
. . Scimitar +19/+14 (1d4+8/15-20/x2)
Ranged +1 Adaptive Composite longbow (Str +2) +19/+14 (1d6+1/19-20/x3)
Special Attacks pounce, rage (22 rounds/day), rage powers (beast totem +3 ac, beast totem, greater, beast totem, lesser, superstition +4, witch hunter [+3])
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 10, Dex 26, Con 16, Int 14, Wis 12, Cha 9
Base Atk +10; CMB +9; CMD 26
Feats Combat Reflexes (9 AoO/round), Dervish Dance, Improved Critical (Scimitar), Raging Vitality, Weapon Finesse
Traits Indomitable Faith, Suspicious
Skills Acrobatics +21, Climb +4, Diplomacy +12, Fly +10, Intimidate +12, Knowledge (local) +15, Linguistics +10, Perception +19, Perform (dance) +1, Ride +12, Sense Motive +15, Stealth +12, Survival +1 (+3 to avoid becoming lost), Swim +4
Languages Abyssal, Celestial, Common, Draconic, Elven, Halfling, Infernal, Sylvan, Undercommon
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control +5, fearless
Combat Gear Oil of magic weapon, Alchemist's fire (4), Holy water (2); Other Gear +2 Mithral Chain shirt, +1 Adaptive Composite longbow (Str +2), +1 Cold Iron Scimitar, +2 Silversheen Scimitar, Scimitar, Amulet of natural armor +1, Belt of physical might (Dex & Con +2), Bracers of falcon's aim, Cloak of resistance +4, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (empty), 1510 GP
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +5 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
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
Fearless +2 racial bonus vs Fear saves.
Ioun stone (clear spindle) Sustains bearer without food or water.
Pounce (Ex) You can make a full attack as part of a charge.
Rage (22 rounds/day) (Ex) +0 Str, +0 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
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. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Now Foxy has tons of survivability, thanks to DR/5, +4 on all saves against magic and a whole +3 to AC while raging (due to the combination of Beast Totem and the Rage boost to Dex, which increases to +6 next level, BTW).
And she can Pounce now! That combined with Fleet of Foot and her great Acrobatics score should give her lots of mobility in and out of combat.
Finally, she learned lots of different languages, so she can really benefit from her Diplomacy/Sense Motive score. And sometimes, it works as a poor man's Knowledge(Planes), after all, she might not identify the creature, but it's speaking in Abyssal, chances are it's a demon! Infernal? Probably a devil. Sylvan? I'm betting on Fey.

So her damage is not as good as most Barbarians, but her AC is prettyy impressive. She probably won't take Spell Sunder, as she would need much higher Str to get Power Attack/Improved Sunder to really make use of it.

Man, this post took a while to write... -.-'


bookrat wrote:
I had all of the levels requested, but when I submitted, Paizo was temporarily down, and I lost the entire post. Level 6 was the only thing saved to the clipboard.

Heh... I feel your pain, man. Same thing happened to me. Luckly, I had used Ctrl+C before submiting (thanks to previous instances where I lost LOTs of text... ¬¬')

About the build: Using Eldritch Heritage to get the animal companion was pretty clever. You could have used Leadership for a better result, but you'd have to wait other 4 levels.

Nicos wrote:
lemmy what about multiclassing and/or prestige classes?

Does the build kick ass? If the answer is yes, I don't care what you use. I'd like to focus more on martial classes, though. (I think I'll build my Gunslinger/Paladin next)

Come on, Nicos, give us some ass-kicking builds!


Lemmy wrote:


Come on, Nicos, give us some ass-kicking builds!

hEy, not everyone have herolab :p

I wanted to start with something diferent, besides I have my most powerful fighter in other (damaged in the moment) PC and I do not want to tdo them again.

This one is relatively weak at lower level, but I think afther the 6th level is reasonably good. She is not a primary line of defense, she does better in a group with another heavy hitter. Having said that here is Ellie

Spoiler:
Ellie
Chaotic good
Human - Lore warden 1

Stats
Str 13 , DEx 16 , Con 14, Int 13, Wis 11 , cha 13

Defensive

Hp: 12

AC: 17
Touch AC: 13
FF AC: 14

CMD: 15

Offensive

Scimitar: +5 (1d6 +1 18-20/x2)

CMB: +1 (or +4 with a finnesseable weapon)

SAves

Fort: +4
Reflex: +3
Will: +1

Traits
Bluff as class skill, +1 will.

Feats

1. Weapon finesse, Weapon focus (scimitar), Skill focus (KN

dungeoneering)

Skills

KN dungeoneering: +8
KN Nature: +5
Stealth: +4
Bluff: +5
Climb: +4
Swim: +4
Survival:+4

Gear

Scimitar, Chainshirt.

Spoiler:
Ellie
Chaotic good
Human - Lore warden 3

Init +3; Perception +2
Stats
Str 13 , DEx 16 , Con 14, Int 13, Wis 11 , cha 13

Defensive

hp: 27

AC: 18
Touch AC: 13
FF AC: 15

CMD: 19

Offensive

Scimitar: +8 (1d6 +3 18-20/x2)

SAves
Fort: +6
Reflex: +4
Will: +3

Traits
Bluff as class skill, +1 will.

Feats

1. Weapon finesse, Weapon focus (scimitar), Skill focus (KN

dungeoneering)
2. Combat expertise, Dervish dance
3. Eldritch heritage (Arcane)

Skills

KN dungeoneering: +10
KN Nature: +7
KN (religion):+6
Stealth: +6
Bluff: +7
Climb: +5
Swim: +5
Survival: +4
Intimidate: +3
Perception: +3
Perform (dance): +2

Special

Schjolastic, Expertise, Maneuver mastery +2.Hedgehoh familiar

Gear

MW Scimitar, MW Chainshirt. Composite longbow.

Spoiler:
Ellie
Chaotic good
Human - Lore warden 6

Init +4; Perception +6
Stats
Str 13 , DEx 17 (19) , Con 14, Int 13, Wis 11 , cha 13

Defensive

hp: 49

AC: 18
Touch AC: 13
FF AC: 15

CMD: 23

Offensive

Melee

Scimitar: +12/+7 (1d6 +5 18-20/x2) or
Scimitar: +10/+5 (1d6 +9 18-20/x2)

Ranged

+1 Adaptative longbow: +11 (1d8+2 20/x2)

CMB: +6 (+18 dirty trick with Scimitar)

SAves
Fort: +8
Reflex: +7
Will: +5 (+8 Against fear)

Traits
Bluff as class skill, +1 will.

Feats

1. Weapon finesse, Weapon focus (scimitar), Skill focus (KN

dungeoneering)
2. Combat expertise, Dervish dance
3. Eldritch heritage (Arcane)
4. Improved dirty trick
5. Power attack
6. Greater dirty trick

Skills

KN dungeoneering: +13
KN Nature: +9
KN Religion: +6
Stealth: +8
Bluff: +9
Climb: +7
Swim: +7
Survival: +6
Intimidate: +4
Perception: +6
UMD: +6
Perform (dance): +2

Special

Scholastic, Expertise, Maneuver mastery +2, Weapon training 1 (heavy

blades), Hedgehoh familiar, Bravery +1.

Gear

+1 Scimitar (2300 gp), +1 Chainshirt (1000). +1 Adaptative longbow

(3000), Cloak of resistance +1(1000), Belt of incredibly dexterity

(4000), Wayfinder (450), Wand of cure light wounds (750).

Spoiler:
Ellie
Chaotic good
Human - Lore warden 9/duelist 1

Init +5; Perception +8
Stats
Str 13 , DEx 18 (22) , Con 14, Int 13(15), Wis 11 , cha 13

Defensive

hp: 80

AC: 26
Touch AC: 19
FF AC: 19

CMD: 19

Offensive

Melee

Scimitar: +21/+16 (1d6 +11 18-20/x2) or
Scimitar: +18/+13 (1d6 +17 18-20/x2)

Ranged

+1 Adaptative longbow: +18 (1d8+3 20/x2)

CMB: +11 (+23 with dirty trick)

SAves
Fort: +11
Reflex: +13
Will: +11 (+12 Against fear, Inmune to Enchanment as protectino from

evil)

Traits
Bluff as class skill, +1 will.

Feats

1. Weapon finesse, Weapon focus (scimitar), Skill focus (KN

dungeoneering)
2. Combat expertise, Dervish dance
3. Eldritch heritage (Arcane)
4. Improved dirty trick
5. Power attack
6. Greater dirty trick
7. Iron Will
8. Dodge, Skill focus (UMD)
9. Mobility
10.

Skills

KN dungeoneering: +21
KN Nature: +14
KN Religion: +9
Stealth: +14
Bluff: +17
Climb: +7
Swim: +7
Survival: +6
Intimidate: +6
Perception: +8
UMD: +19
Acrobatics: +19

Special

Focused study, Scholastic, Expertise, Maneuver mastery +4, Weapon training 2 (heavy

blades, bows), Hedgehoh familiar, Bravery +1, precise strike (+1),

canny defense (+1).

Gear

+2 Scimitar (8300 gp), +3 MIthral Chainshirt (10000). +1 Adaptative

longbow (3000), Cloak of resistance +3(9000), +4 Belt of incredibly

dexterity (16000), Wayfinder (450), Ring of protection +1 (2000) Wand

of cure light wounds (750), Headband of intellect +2 (4000), Wayfinder

+ Clear spindle Ioun stone (4450), Master work tool UMD (300).

EDIT: I have yet to finish her Hedgehog familiar, too much work for this moment u.u

EDIT 2: Next one is a supertitious Dwarf Viking :)

EDIT 3: I forgot to tell that Ellie have the focused study racial trait. I also do not spend all the WBL. The rest is to buy consumables, particulary wands and scrolls.


Nicos wrote:
Ehy, not everyone have herolabs :p

My heart goes out to you, man. That thing is addictive!!!

Nicos wrote:
I wanted to start with something diferent, besides I have my most powerful fighter in other (damaged in the moment) PC and I do not want to tdo them again.

Cool! Creative builds are always more fun!

Nicos wrote:
This one is relatively weak at lower level, but I think after the 6th level is reasonably good. She is not a primary line of defense, she does better in a group with another heavy hitter.

Wait... Are you talking about my build? o.O'

Heh... It seems we both made agile ladies with dancing blades!
(What can we do? DD is probably the one feat to make duleing a viable fighting style!)

Nicos wrote:
Having said that here is Ellie

I like here. It's nice to see someone focusing on Dirty Trick rather than the usual trip/disarm.

- You could have saved a few attribute points if you ahd taken Piranha Strike instead of Power Attack, I'd go with Str 10 or 12(for ranged attacks).
- Dodge/Mobility are kinda of poor choices, specially considering your high Dex. I'd suggest taking Medium Armor Proficiency and Agile Maneuvers instead. Oh, and Improved Critical too. The order depends on what you think you need more, CMB, AC or DPR.
- If you're human and took the Focused Study alternate racial trait, you get yet another Skill Focus at 8th level. (EDIT: Oh, I see you already add it there...)
- And I suggest you get at least one back up weapon. Dervish Dances means you're even more restricted than normal Fighters, so having a spare really helps (I personaly love carrying oa silversheen scimitar and a cold iron one). Silversheen is rather cheap (just 400gp over the normal masterwork weapon) and not only it bypasses DR, it also turns your weapon completely immune to rusting effects. Laugh in the face of that Rust Monster! (Just don't let him touch your armor)!
- Another good idea is getting a +1 Agile weapon that deals blundgeoning damage, just in case.

EDIT: Oh, and feel free to tell what you think of my builds too! ^^


Lemmy wrote:


Nicos wrote:
Having said that here is Ellie

I like here. It's nice to see someone focusing on Dirty Trick rather than the usual trip/disarm.

You could have saved a few attribute points if you ahd taken Piranha Strike instead of Power Attack, I'd go with Str 10 or 12(for ranged attacks).

u.u

Piuranha striek only works with light weapons.

Lemmy wrote:


Nicos wrote:
Having said that here is Ellie

Dodge/Mobility are kinda of poor choices, specially considering your high Dex. I'd suggest taking Medium Armor Proficiency and Agile Maneuvers instead. Oh, and Improved Critical too. The order depends on what you think you need more, CMB, AC or DPR.

If you're human and took the Focused Study alternate racial trait, you get yet another Skill Focus at 8th level. (EDIT: Oh, I see you already add it there...)

Yes dodge and mobility are weak, I only take those to take levels in duelist. If not my feat would have been, lunge, improved trip and improved critical. You do not need agimle maneuvers for manuevers that use weapons (like trip,disarm/sunder and probably dirty tricks)

Quote:


And I suggest you get at least one back up weapon. Dervish Dances means you're even more focused than normal Fighters, so having a spare really helps (I personaly love carrying oa silversheen scimitar and a cold iron one). Silversheen is rather cheap (just 400gp over the normal masterwork weapon) and not only it bypasses DR, it also turns your weapon completely immune to rusting effects. Laugh in the face of that Rust Monster! (Just don't let him touch your armor)!

This are good suggestions.


Lemmy wrote:
bookrat wrote:
I had all of the levels requested, but when I submitted, Paizo was temporarily down, and I lost the entire post. Level 6 was the only thing saved to the clipboard.

Heh... I feel your pain, man. Same thing happened to me. Luckly, I had used Ctrl+C before submiting (thanks to previous instances where I lost LOTs of text... ¬¬')

About the build: Using Eldritch Heritage to get the animal companion was pretty clever. You could have used Leadership for a better result, but you'd have to wait other 4 levels.

I usually do that, but this time I didn't for some reason. I didn't even hit submit, I just hit preview. I wasn't thinking, and nearly lost it all. Oh well. At least I was able to keep one of the levels.

Leadership would have been good, but then she wouldn't have had a puppy at first level. :)

Well, actually, she just used handle animal for the puppy at level 1 and 2, and then got the official wolf animal companion at level 3. Even still, we TPK'd at level 6, so if she waited for leadership, she never would have got him.


Question: Is there any restriction on classes?

I.e. is this specifically for martial builds (even if only in spirit/intent, rather than technicality), or is it whatever goes? I notice Paladins and Rangers being listed, but they are Full BAB, 4th level casting, which is pretty close to Martial.


Nicos wrote:


u.u

Piranha striek only works with light weapons.

FUUUUU... I took it with Foxy... Oh, well, I'm not editing that post even if I could!

Just switch it for Weapon Focus or something... And I suppose she could use it with her claws...
-.-'
Nicos wrote:
Yes dodge and mobility are weak, I only take those to take levels in duelist. If not my feat would have been, lunge, improved trip and improved critical. You do not need agimle maneuvers for manuevers that use weapons (like trip,disarm/sunder and probably dirty tricks)

Ah, yes, I forgot about the PrC's prerequisites...


Darkwolf117 wrote:

Question: Is there any restriction on classes?

I.e. is this specifically for martial builds (even if only in spirit/intent, rather than technicality), or is it whatever goes? I notice Paladins and Rangers being listed, but they are Full BAB, 4th level casting, which is pretty close to Martial.

Like I said to Nicos, if it kicks ass, it's welcome! I'd like to focus a bit more on martial characters, though. "Martial" being any class that focus mostly on combat and physical damage and relies more on its weapons and physical attributes than spells. (every full-BAB class and pretty much everything with less than 6 spell levels)

This is "Swinging Swords and Kickin Ass", after all, not "Spell Slinging and Hiding Behind The Fighter".
Heh...

Now, if you have a really cool idea for a summoner, a really awesome magus build or any other such thing, feel free to post it too.


Lemmy wrote:


Nicos wrote:
Yes dodge and mobility are weak, I only take those to take levels in duelist. If not my feat would have been, lunge, improved trip and improved critical. You do not need agimle maneuvers for manuevers that use weapons (like trip,disarm/sunder and probably dirty tricks)

Ah, yes, I forgot about the PrC's prerequisites...

THis is Ellie with full levles in lore wardens. Her offensive is highger, his AC suffers a bit.

Spoiler:

Chaotic good
Human - Lore warden 10

Init +5; Perception +8
Stats
Str 13 , DEx 18 (22) , Con 14, Int 13(15), Wis 11 , cha 13

Defensive

hp: 80

AC: 24
Touch AC: 17
FF AC: 19

CMD: 24

Offensive

Melee

Scimitar: +22/+15 (1d6 +10 15-20/x2) or
Scimitar: +19/+14 (1d6 +16 15-20/x2)

Ranged

+1 Adaptative longbow: +18 (1d8+3 20/x2)

CMB: +11 (+23 with dirty trick)

SAves
Fort: +12
Reflex: +12
Will: +11 (+12 Against fear, Inmune to Enchanment as protectino from

evil)

Traits
Bluff as class skill, +1 will.

Feats

1. Weapon finesse, Weapon focus (scimitar), Skill focus (KN

dungeoneering)
2. Combat expertise, Dervish dance
3. Eldritch heritage (Arcane)
4. Improved dirty trick
5. Power attack
6. Greater dirty trick
7. Iron Will
8. Greater weapon focus (scimitar), Skill focus (UMD)
9. Improved critical Hit (scimitar)
10. Lunge

Skills

KN dungeoneering: +21
KN Nature: +14
KN Religion: +9
Stealth: +14
Bluff: +17
Climb: +7
Swim: +7
Survival: +6
Intimidate: +6
Perception: +8
UMD: +19
Acrobatics: +19

Special

Focused study, Scholastic, Expertise, Maneuver mastery +4, Weapon training 2 (heavy blades, bows), Hedgehoh familiar, Bravery +1, precise strike (+1), canny defense (+1), know thy enemy.

Gear

+2 Scimitar (8300 gp), +3 MIthral Chainshirt (10000). +1 Adaptative

longbow (3000), Cloak of resistance +3(9000), +4 Belt of incredibly

dexterity (16000), Wayfinder (450), Ring of protection +1 (2000) Wand

of cure light wounds (750), Headband of intellect +2 (4000), Wayfinder

+ Clear spindle Ioun stone (4450), Master work tool UMD (300).


Nicos wrote:


THis is Ellie with full levles in lore wardens. Her offensive is highger, his AC suffers a bit.

I think this build ir considerably more effective. Improved Critical and Lunge more than make it up for the loss in AC.He also gets his favored class bonus, so more skills (or CMD)! :D


Lemmy wrote:

This is "Swinging Swords and Kickin Ass", after all, not "Spell Slinging and Hiding Behind The Fighter".

Heh...

Well, I'm kind of a fan of hybrids. The kind that has some magic stuff, but enjoys beating faces in too :P

Lemmy wrote:
Now, if you have a really cool idea for a summoner, a really awesome magus build or any other such thing, feel free to post it too.

So, yeah, things a bit more like this.


Can one of you make a character called ''Debby the Debuffer''?

It's a character with the following feats:

-Spear Dancer-
Prerequisites: Weapon Focus (any two-handed reach weapon), Perform 4 ranks

-Cornugon Smash-
Prerequisites: Power Attack, Intimidate 6 ranks

-Shatter Defense-
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon

Also, a 3 level dip into Thug (Rogue Archetype) would grant Debby the following class features: Frightening (Ex) and Brutal Beating (Ex).

A single hit from Debby can inflict the following conditions for 1 round (or more for Shaken): Dazzled, Shaken and Sickened.


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Maerimydra wrote:

Can one of you make a character called ''Debby the Debuffer''?

It's a character with the following feats:

-Spear Dancer-
Prerequisites: Weapon Focus (any two-handed reach weapon), Perform 4 ranks

-Cornugon Smash-
Prerequisites: Power Attack, Intimidate 6 ranks

-Shatter Defense-
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon

Also, a 3 level dip into Thug (Rogue Archetype) would grant Debby the following class features: Frightening (Ex) and Brutal Beating (Ex).

A single hit from Debby can inflict the following conditions for 1 round (or more for Shaken): Dazzled, Shaken and Sickened.

Maybe you could add the ninja trick(preasure points) or other similar ninja trick /rogue talent for more debuff.


Maerimydra wrote:

Can one of you make a character called ''Debby the Debuffer''?

It's a character with the following feats:

-Spear Dancer-
Prerequisites: Weapon Focus (any two-handed reach weapon), Perform 4 ranks

-Cornugon Smash-
Prerequisites: Power Attack, Intimidate 6 ranks

-Shatter Defense-
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon

Also, a 3 level dip into Thug (Rogue Archetype) would grant Debby the following class features: Frightening (Ex) and Brutal Beating (Ex).

A single hit from Debby can inflict the following conditions for 1 round (or more for Shaken): Dazzled, Shaken and Sickened.

I can try. Do you have any preference for class? And if he's multiclassing, in what order should he take levels in each class?

Also, I'm assuming you want us to follow the thread guidelines.


Lemmy wrote:
Maerimydra wrote:

Can one of you make a character called ''Debby the Debuffer''?

It's a character with the following feats:

-Spear Dancer-
Prerequisites: Weapon Focus (any two-handed reach weapon), Perform 4 ranks

-Cornugon Smash-
Prerequisites: Power Attack, Intimidate 6 ranks

-Shatter Defense-
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon

Also, a 3 level dip into Thug (Rogue Archetype) would grant Debby the following class features: Frightening (Ex) and Brutal Beating (Ex).

A single hit from Debby can inflict the following conditions for 1 round (or more for Shaken): Dazzled, Shaken and Sickened.

I can try. Do you have any preference for class? And if he's multiclassing, in what order should he take levels in each class?

Also, I'm assuming you want us to follow the thread guidelines.

Do as you wish, I was just throwing out some ideas at you guys! :)


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Right now, one of my group members is running a Level 11 module. So I made a character pair for my wife and I that works together and utilizes teamwork feats.

I present Leela and Laris the ratfolk twins.

Here's what makes Ratfolk so great: Two of them can occupy the same space; if they do so, and they attack the same target, they are considered to be flanking that target.

So I made a rogue and a vivisectionist. <evil grin>

Leela Level 11 Rake Rogue:
Leela
Ratfolk Rake Rogue 11
CN Small Humanoid (Ratfolk)
Init +7; Senses Darkvision 60’; Perception +10
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 20 (+9 armor, +5 Dex, +1 Size)
hp 102
Fort +8, Ref +14, Will +9
--------------------
Offense
--------------------
Speed 20 ft.
Melee See Spoiler below
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 16, Int 10, Wis 12, Cha 10
Base Atk +8; CMB +9; CMD 24
Feats Sharp Claw, Multiattack, Iron Will, Skill Focus (Intimidate), Outflank (teamwork, grants additional +2 when flanking and if you confirm a crit, you grant your ally an AoO), Precise Strike (teamwork, adds 1d6 precision damage)
Traits Reactionary, Adopted (Human), Auspicious Tattoo
Skills Acrobatics +14, Bluff +13, Climb +7, Diplomacy +10, Disable Device +13, Escape Artist +13, Intimidate +20, Perception +10, Sense Motive +10, Sleight of Hand +12, Stealth +16, Use Magic Device +10
Languages Common
Gear
Armor: Celestial Armor (grants Fly 1/day)
Weapons: Adamantium Frost Tail Blade +1, Light Crossbow MW
Magic Equipment: Belt of Physical Perfection +2, Deliquescent Gloves, Amulet of Might Fists +2, Ring of Rat Fang (grants a bite attack, but you look rat-like; perfect, eh?), Cloak of Resistance +2
--------------------
Special Abilities
--------------------
Bravado’s Blade When you deal sneak attack damage, you can forgo 1d6 damage to make a free intimidate check to demoralize a foe. For each additional 1d6 you sacrifice, gain a +5 bonus.
Evasion You know what this does.
Rake’s Smile +3 Morale bonus on bluff and diplomacy
Sneak Attack 6d6
Improved Uncanny Dodge Cannot be flanked unless attacker has 4 more rogue levels than you.
Rogue Talents:
- Finesse Rogue: Grants the feat Weapon Finesse
- Powerful Sneak: Trade a -2 on all attack rolls (full attack only), all 1s on sneak attack damage rolls are considered a 2.
- Offensive Defense: When you deal sneak attack damage, gain +1 AC against that opponent for each sneak attack die for 1 round.
- Resiliency: When you reach 0 HP, automatically gain 11 temporary HP.
- Crippling Strike: When an opponent is damaged by your sneak attack, they also take 2 points of strength damage.

Laris Level 11 Plague Bringer Vivisectionist Alchemist:
Laris
Ratfolk Plague Bringer Vivisectionist Alchemist 11
CN Small Humanoid (Ratfolk)
Init +5; Senses Darkvision 60’; Perception +13
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 20 (+7 armor, +5 Dex , +1 Size, +2 from magic item – see below)
hp 85
Fort +11, Ref +13, Will +7
Special +2 vs Divinaion, Immune to disease
--------------------
Offense
--------------------
Speed20 ft.
Melee See Spoiler below
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 10, Cha 9
Base Atk +8; CMB +7; CMD 22
Feats Sharp Claw, Multiattack, Iron Will, Weapon Finesse, Outflank (teamwork, grants additional +2 when flanking and if you confirm a crit, you grant your ally an AoO), Precise Strike (teamwork, adds 1d6 precision damage)
Traits Resilient, Adopted (Human), Carefully Hidden
Skills Acrobatics +13, Appraise +10, Craft (Alchemy) +27, Diplomacy +1, Disable Device +9, Escape Artist +5, Knowledge (Arcana) +15, Knowledge (Nature) +18, Perception +13, Sense Motive +8, Sleight of Hand +13, Spellcraft +20, Stealth +12, Survival +7, Use Magic Device +15
Languages Common, Draconic, Dwarven, Goblin, Orc
Gear
Armor: Mithral Chain Shirt +3
Weapons: Adamantium Flaming Tail Blade +1, Light Crossbow MW
Magic Equipment: Belt of Physical Perfection +2, Deliquescent Gloves, Amulet of Might Fists +1, Cloak of Resistance +2, Ring of Foe Focus (grant +2 AC to a single opponent at will – this effectively grants you +2 AC against all opponents so long as you are aware of them, since it is an at will ability)
--------------------
Special Abilities
--------------------
Sneak Attack 6d6
Poison Use You cannot be poisoned when applying poison to a weapon
Swift Poisoning Apply a dose of poison to a weapon as a swift action
Plague Vial At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer's possession becomes inert until a plague bringer picks it up again.

It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer's level + the plague bringer's Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack.

As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).

Alchemists Discoveries:
- Spontaneous Healing: As a free action 1/round, you may heal 5 HP. Max 25 HP per day. If the alchemist fall unconscious because of HP damage and still has this ability for the day, the ability automatically activates each round until the alchemist is conscious or the ability is depleted of HP for the day.
- Tumor Familiar: Gain a familier (Monkey – grants master +2 on acrobatics checks)
- Sticky Poison: When you apply poison to a weapon, it stay on the weapon for 2 rounds
- Lingering Plague: Any creature that must make a save against a disease caused by the alchemist’s abilities must make a second save the next round to see if the disease’s duration is doubled.
- Crippling Strike: When an opponent is damaged by your sneak attack, they also take 2 points of strength damage.
- Bleeding Attack: When an opponent is damaged by your sneak attack, they also take 6 points of bleed damage.

And now for the good stuff. Here's how they operate in combat:

Leela's attack options:
Attacking with Leela
Get into flanking position! This means either get on the opposite side of the opponent compared to any ally, or get into the same square as Laris, the other ratfolk character.

When flanking with Laris, this is your full attack (without full attack, choose one below):
• Claw +20 (7d6+1d4+4 damage, plus 1d6 acid damage, plus 2 Strength damage, and you gain +6 AC against this opponent)
• Claw +20 (7d6+1d4+4 damage, plus 1d6 acid damage, plus 2 Strength damage, and you gain +6 AC against this opponent)
• Bite +20 (7d6+1d3+4 damage, plus 2 Strength damage, and you gain +6 AC against this opponent)
• Tail Knife +19 (7d6+1d2+4 damage, plus 1d6 frost damage, plus 2 Strength damage, and you gain +6 AC against this opponent)

When flanking with anyone else, this is your full attack (without full attack, choose one below):
• Claw +18 (6d6+1d4+4 damage, plus 1d6 acid damage, plus 2 Strength damage, and you gain +6 AC against this opponent)
• Claw +18 (6d6+1d4+4 damage, plus 1d6 acid damage, plus 2 Strength damage, and you gain +6 AC against this opponent)
• Bite +18 (6d6+1d3+4 damage, plus 2 Strength damage, and you gain +6 AC against this opponent)
• Tail Knife +17 (6d6+1d2+4 damage, plus 1d6 frost damage, plus 2 Strength damage, and you gain +6 AC against this opponent)

Extras:
• When making a full attack, you can choose to take a -2 to hit on all attack rolls in exchange for all sneak attack damage rolls of a 1 turned into a 2.
• When you hit with any single sneak attack, you may sacrifice any 1d6 amount of damage to gain a free intimidate check to demoralize your opponent. For each addition 1d6 sacrificed, gain a +5 bonus to the roll up to a +25 (your normal intimidate is 1d20+20). This means that a full attack could allow up to three checks. If you are successful, they become shaken – a shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. This lasts for 1 round, plus 1 round for each 5 over the DC. (This stacks with Laris' ability to sicken opponents)

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

Without flanking, this is your full attack (without full attack, choose one below):
• Claw +16 (1d4+4 damage, plus 1d6 acid damage)
• Claw +16 (1d4+4 damage, plus 1d6 acid damage)
• Bite +16 (1d3+4 damage)
• Tail Knife +15 (1d2+4 damage, plus 1d6 frost damage)

Laris' attack options:

Attacking with Laris
Get into flanking position! This means either get on the opposite side of the opponent compared to any ally, or get into the same square as Leela, the other ratfolk character.

When flanking with Leela, this is your full attack (without full attack, choose one below):
• Claw +19 (7d6+1d4+1 damage, plus 1d6 acid damage, plus 6 points bleed damage, plus 2 points Strength damage)
• Claw +19 (7d6+1d4+1 damage, plus 1d6 acid damage, plus 6 points bleed damage, plus 2 points Strength damage)
• Tail Knife +18 (7d6+1d2+2, plus 1d6 fire damage, plus 6 points bleed damage, plus 2 points Strength damage)

When flanking with anyone else, this is your full attack (without full attack, choose one below):
• Claw +17 (6d6+1d4+1, plus 1d6 acid damage, plus 6 points bleed damage, plus 2 points Strength damage)
• Claw +17 (6d6+1d4+1, plus 1d6 acid damage, plus 6 points bleed damage, plus 2 points Strength damage)
• Tail Knife +16 (6d6+1d2+2, plus 1d6 fire damage, plus 6 points bleed damage, plus 2 points Strength damage)

Extras:
• Can drink a plague vial; effects last for 110 minutes. Anyone who successfully attacks Laris with a melee attack must make a DC 20 Fort save or be sickened for 11 rounds. This is a disease effect. A sickened target takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks (This stacks with Leela's ability to demoralize an opponent).
• As swift action you can poison one weapon. The poison remains on the weapon for 4 attacks.
• If the poison is from the plague vial effect, a successful attack with the weapon requires a DC 20 Fort save or be sickened for 11 rounds. This is a disease effect.
• Any creature that fails a disease save from Laris must make a second save the next round or the duration is doubled. If there is no duration, the onset time and frequency are reduced by half.

Attacking without flanking:
• Claw +15 (1d4+1, plus 1d6 acid damage)
• Claw +15 (1d4+1, plus 1d6 acid damage)
• Tail Knife +14 (1d2+2, plus 1d6 fire damage)

Edit: If you are wondering why I didn't have Laris also take a Ring of Rat Fang to give him a bite attack, it's because I didn't want to make my character obviously more powerful than my wife's. I want her to feel like her characters are powerful, and if I'm pulling just as much damage as she AND I have spells, well, that's just not a good thing. It's the same reason I made her fighter character above while I made a wizard who specializes in buffing (so I could buff her character in combat). It makes her feel good to be a powerful character, and I don't like over-shadowing her. At least not too obviously. :)

Oh yeah, and on top of all that, Laris gets extracts (usable only on himself). He can completely buff himself by granting Cat's Grace (+4 Dex) or Haste or Stoneskin. Although, I have barely used any extracts so far in the module. Most opponents can't survive a single full attack by either Leela or Laris. Their biggest downside is if someone manages to be immune to sneak attack for whatever reason (such as casting Blink).

There was one combination of extracts that I put to good use:

Round 0: 3rd level extract Draconic Reservoir. You can take this anytime, as it lasts nearly 2 hours at this level.
Round 1: 4th level extract Detonate (takes 1 round to charge), then quickly move into a position where none of your allies are within 30 feet of you.
Round 2: Detonate goes off.

Draconic Reservoir - absorbs up to 60 points of damage of one element type of your choice. You can then turn 1d6 of that damage into elemental damage 1/round as part of an attack.

Detonate - deals 10d8 damage of one element type of your choice to all within 15 ft, and half that to those from 15 ft - 30 ft. You automatically take half damage.

You deal massive damage to everyone around you, you absorb all the damage you take, and then you take that absorbed damage and deal it out again 1d6 at a time. <more evil grins>

Oh, and if you're wondering why I like ratfolk so much, well, look at who you are talking to. :)

Also, These were made with a 15 point buy. :)

BOW DOWN BEFORE MY MIGHTY DEATH RATS!


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Well... I tried going pure Fighter, so I could eventually get Dazing Assault.
Instead of the usual 6th and 10th level, I made it 7th and 11th level instead, so I could check how she fares with all the debuffing feats.

Oddly enough, Spear Dancer is not considered a Combat feat... Wtf?

anyway... Here is the build. It was a bit hastily done, but I think it's acceptable.

Debby The Debuffer - 1st Level:
Debby The Debuffer
Female Human (Keleshite) Fighter 1
N Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2; +2 trait bonus vs. divinaton effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bardiche +6 (1d10+6/19-20/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes (3 AoO/round), Power Attack -1/+2, Weapon Focus (Bardiche)
Traits Carefully Hidden, Eyes and Ears of the City
Skills Climb +8, Intimidate +2, Perception +6, Perform (dance) -1, Swim +8
Languages Common, Elven, Kelish
Combat Gear Alchemist's fire (4); Other Gear Lamellar (leather) armor, Bardiche, 22 GP
--------------------
Special Abilities
--------------------
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Nothing really special here. Debby has good DPR and can get lots of AoO.

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

Debby The Debuffer - 3rd Level:
Debby The Debuffer
Female Human (Azlanti) Fighter 3
N Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 27 (3d10+6)
Fort +6, Ref +4, Will +4 (+1 vs. fear); +2 trait bonus vs. divinaton effects
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Armor spikes +7 (1d6+4/x2) and
. . Silversheen Bardiche +9 (1d10+6/19-20/x2)
Ranged Masterwork Composite longbow (Str +4) +6 (1d8+4/x3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes (3 AoO/round), Dazzling Display (Bardiche), Intimidating Prowess, Power Attack -1/+2, Weapon Focus (Bardiche)
Traits Carefully Hidden, Eyes and Ears of the City
Skills Climb +8, Intimidate +8, Knowledge (dungeoneering) +7, Perception +8, Perform (dance) +1, Ride +6, Swim +8
Languages Azlanti, Common, Elven
Combat Gear Alchemist's fire (4); Other Gear Armor spikes Breastplate, Masterwork Composite longbow (Str +4), Silversheen Bardiche, Cloak of resistance +1, 107 GP
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display (Bardiche) Intimidate check to demoralize can affect those within 30' who see you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Now Debby becomes more versatile. She can use a full round action to demoralize all enemies within 30ft. She also bought an armor with armor spikes so he can threaten adjacent squares as well.
No magic armor, though, she plans to get a full plate soon enough.

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

Debby The Debuffer - 7th Level:

Debby The Debuffer
Female Human (Keleshite) Fighter 7
N Medium Humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
hp 57 (7d10+14)
Fort +10, Ref +7, Will +9 (+2 vs. fear); +2 trait bonus vs. divinaton effects
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Silversheen Bardiche +15/+10 (1d10+9/19-20/x2) and
. . Masterwork Armor spikes +13/+8 (1d6+5/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +10/+5 (1d8+6/x3)
Special Attacks weapon training abilities (pole arms +1)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +7; CMB +12; CMD 24 (27 vs. Grapple, 27 vs. Trip)
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Dazzling Display (Bardiche), Intimidating Prowess, Iron Will, Power Attack -2/+4, Shatter Defenses (Bardiche), Spear Dancer, Weapon Focus (Bardiche)
Traits Carefully Hidden, Eyes and Ears of the City
Skills Climb +9, Intimidate +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +8, Perception +12, Perform (dance) +2, Ride +6, Swim +9
Languages Common, Elven, Kelish
Combat Gear Alchemist's fire (4); Other Gear +1 Armor spikes (magical) Full plate, +1 Adaptive Composite longbow (Str +4), +1 Silversheen Bardiche, Belt of giant strength +2, Cloak of resistance +3, 1507 GP
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
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.
Dazzling Display (Bardiche) Intimidate check to demoralize can affect those within 30' who see you.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spear Dancer You incorporate a two-handed reach weapon into a dizzying martial dance.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms.

Thing are getting really interesting now. Debby now has Cornugon Smash and Spear Dancer. This means she can give any enemy a -3 to attack rolls, -2 to all saves, -3 to Perception and -2 to all other skill checks. Oh, and he does that while Power Attacking too, so even if the enemy makes its save, it still hurts!
And in case the enemy is already shaken (let's say, from Cornugon Smash), it ends up flat-footed up til the end of Debby's next turn.
Ouch.

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

Debby The Debuffer - 11th Level:
Debby The Debuffer
Female Human (Keleshite) Fighter 11
N Medium Humanoid (human)
Init +2; Senses Perception +17
--------------------
Defense
--------------------
AC 27, touch 14, flat-footed 25 (+11 armor, +2 Dex, +2 natural, +2 deflection)
hp 98 (11d10+33)
Fort +14, Ref +9, Will +12 (+3 vs. fear); +2 trait bonus vs. divinaton effects
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Armor spikes +18/+13/+8 (1d6+7/x2) and
. . +2 Cold Iron Bardiche +22/+17/+12 (1d10+15/17-20/x2) and
. . +2 Silversheen Bardiche +22/+17/+12 (1d10+15/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +4) +15/+10/+5 (1d8+8/x3)
Special Attacks weapon training abilities (bows +1, pole arms +2)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 12, Wis 14, Cha 7
Base Atk +11; CMB +17; CMD 31 (39 vs. Grapple, 39 vs. Trip)
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Dazing Assault (DC 21), Dazzling Display (Bardiche), Improved Critical (Bardiche), Intimidating Prowess, Iron Will, Lunge, Power Attack -3/+6, Shatter Defenses (Bardiche), Spear Dancer, Weapon Focus (Bardiche), Weapon Specialization (Bardiche)
Traits Carefully Hidden, Eyes and Ears of the City
Skills Climb +11, Intimidate +18, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Perception +17, Perform (dance) +2, Ride +6, Swim +11
Languages Common, Elven, Kelish
Combat Gear Alchemist's fire (4); Other Gear +2 Armor spikes (magical) Full plate, +1 Adaptive Composite longbow (Str +4), +2 Cold Iron Bardiche, +2 Silversheen Bardiche, Amulet of natural armor +2, Belt of physical might (Str & Con +2), Cloak of resistance +4, Headband of inspired wisdom +2, Ring of protection +2, 5380 GP
--------------------
Special Abilities
--------------------
Bravery +3 (Ex) +3 to Will save vs. Fear
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
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.
Dazing Assault (DC 21) Take -5 to all attacks and maneuvers until your next turn to daze opponents hit in melee for 1r.
Dazzling Display (Bardiche) Intimidate check to demoralize can affect those within 30' who see you.
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.
Spear Dancer You incorporate a two-handed reach weapon into a dizzying martial dance.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Training (Pole Arms) +2 (Ex) +2 Attack, Damage, CMB, CMD with Pole Arms

Now Debby get to make her enemies completely useless thanks to Dazing Assault. She could possibly combine that with Cornugon Smash, but that means Debby's making her attacks at -8(!), so she should probably choose one or the other, unless the enemy is flat footed or something.
Should be a pretty fun build.

Dark Archive

Sorry, my awesome swordswinger comes in at level 2. And I cheated by using 3rd party material.

Xurtr, Half-Giant barbarian 1/Psychic Warrior 1
CR: 1
XP: 400
Type: CN Medium humanoid (giant, human)
Init: 1
Senses: low-light vision; Perception +6

Defense

AC: 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP: 21 (1d12+1d8+4)
Saves: Fort +5, Ref +1, Will +1; +2 vs. fire

Offense

Speed: 30 ft.
Melee: Mwk large greatsword +8 (3d6+7/19-20) or, large morningstar +6 (2d6+7) or, large dagger +6 (2d6+5/19-20)
Space: 5 ft.
Reach: 5 ft.
Ranged: longbow +2 (2d6/x3) or, dagger +2 (1d6+4/19-20)
Special attacks: Rage 13 rounds/day, Stomp (ML 1st; DC 9; 1/day)
Powers known (ML 2nd; concentration +3; powerpoints 3/day)
1st - Expansion (P), Force Screen
(P) Path power; Warrior path: Interceptor

Statistics

Ability Scores: Str 20, Dex 12, Con 14, Int 7, Wis 13, Cha 7
Base Attack: 1
CMB: 7
CMD: 18
Feats: Extra Rage, Psionic Talent, Weapon Focus (greatsword)
Skills: Autohypnosis +6, Perception +6, Survival +5
Racial Mods: +4 survival
Traits: Killer, Psionic Knack
Languages: Common
SQ: Powerful build

Ecology

Gear: large arrows (20) backpack, bedroll, belt pouch, breastplate, crowbar, flint and steel, large dagger, large longbow, large morningstar, masterwork large greatsword, rations (10), potion of cure light wounds (3), sack, silk rope (50 ft.), sunrod (5), waterskin, wetstone, winter blanket, 4 pp, 5 gp, 2 sp, 8 cp


Lemmy wrote:

Well... I tried going pure Fighter, so I could eventually get Dazing Assault.

Instead of the usual 6th and 10th level, I made it 7th and 11th level instead, so I could check how she fares with all the debuffing feats.

Awesome, thanks! :)


Maerimydra wrote:
Lemmy wrote:

Well... I tried going pure Fighter, so I could eventually get Dazing Assault.

Instead of the usual 6th and 10th level, I made it 7th and 11th level instead, so I could check how she fares with all the debuffing feats.
Awesome, thanks! :)

Heh... No problem... Like I said, HeroLab is addictive!

Also, if you ever get to see this build (or a similar one) in your games, let me know how it goes. I'm really curious to know how effective Debby is in actual play.


Lemmy wrote:
Maerimydra wrote:
Lemmy wrote:

Well... I tried going pure Fighter, so I could eventually get Dazing Assault.

Instead of the usual 6th and 10th level, I made it 7th and 11th level instead, so I could check how she fares with all the debuffing feats.
Awesome, thanks! :)

Heh... No problem... Like I said, HeroLab is addictive!

Also, if you ever get to see this build (or a similar one) in your games, let me know how it goes. I'm really curious to know how effective Debby is in actual play.

Since I'm playing in Carrion Crown right now, I don't think this build would be very effective in this specific campaing. Thus, I'll stick with my Alchemist for now, at least until he dies. But as soon as we start another campaing, I'll try playing a similar build because it's something I wanted to try for a long time. Since I'm also GMing in another campaing, I will probably try throwing a ''Debby'' BBEG against the PCs along the way, just to see how it fares against humanoid opponents.


Maerimydra wrote:
Since I'm playing in Carrion Crown right now, I don't think this build would be very effective in this specific campaing. Thus, I'll stick with my Alchemist for now, at least until he dies. But as soon as we start another campaing, I'll try playing a similar build because it's something I wanted to try for a long time. Since I'm also GMing in another campaing, I will probably try throwing a ''Debby'' BBEG against the PCs along the way, just to see how it fares against humanoid opponents.

Don't you love to throw out those builds you've always wanted to try at your players?

One of the fun things about GMing is that every ession I can have a completely different character and try any number of bizarre builds I'd never be willing to use a full campaign... lol.


I have a mounted Robin Hood type character that I can't find the exact build for, but the basis was a Halfling Luring Order of the Land Cavalier. He had a great skill set including great stealth and survival and dipomacy and bluff, along with a skirmish attack pattern that meant never getting hit in melee while doing a full attack with a ranged challenge. I'll see if I can find the build for more details, but you can see the fun synergy. (Mind you, his back up weapon was whatever mundane item he had most recently liberated from his last tyrannical challenge target.)


Welp, here's a build I'm planning on trying out in an arena. She hasn't seen play yet, but should be fun.

Had to make some adjustments for differing point buy (the arena in question does 25) but otherwise, here she is. One question, what are we using for gold at level 1? It's not represented on the WBL table, so average for class? Her level 1 looks rather weak if that's the case (She can't even get the right weapon!)

Note to anyone who is participating in the arena: Feel free to check these out too, I'm not that concerned about secrecy and I'm sure her arena counterpart will be different, from the point buy if nothing else. If you really want, you can just try to forget stuff after looking, but again, no big deal :P

Also, disclaimer! There are probably lots of mistakes on this, because I pretty much wrote all of it here, and was referring to other things for all the particulars. Also, not everything is completed (didn't fill out skills for every level, for example, just maxed perception and sense motive, and filled out some class skills. The leftovers are noted). In most cases she's also not using all of her WBL either (...I think. I kind of ballparked that too), and I just picked a few basics, like cloak of resistance, and AC boosting items, along with the stat enhancers and weapon upgrades.

Anyway though, here she is. Tira Runeholst.

Basic Information:
Zen Archer Qinggong Monk. As you might guess, she's pretty much about the archery. Qinggong is in there for some options to drop anything that doesn't seem that good. Strength and Wis focused.

As she rises in levels, she picks up Snake style at 3 and its followups a bit later, while keeping Sense Motive maxed. It's a little high up in level, but it gets pretty fun.

Level 1:
This is actually somewhat more painful than I realized since Monks start with 35 Gold on average, so she can't even pick up the longbow that will be her trademark weapon. Once she has enough for a Composite Longbow though, that's pretty much all she needs to start ripping people up. In the meantime, she has a shortbow at least, or can do fairly well with her fists.

Tira Runeholst
Female Human Monk (Zen Archer, Qinggong Monk) 1
LN Medium Humanoid (human)
Init +8; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
HP 10 (1d8+2)
Fort +4, Ref +4, Will +5;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +3 (1d6+3)
Ranged Shortbow +2 (1d6/x3) or Flurry +1/+1 (1d6/x3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 17, Cha 8
BAB +0; CMB +3; CMD 15
Feats Improved Initiative, Improved Unarmed Strike, Perfect Strike, Point-Blank Shot
Traits Reactionary, Bullied
Skills Acrobatics +6, Escape Artist +6, Perception +7, Sense Motive +7
Languages Common
Combat Gear Shortbow, Arrows (40)
--------------------
Special Abilities
--------------------
Flurry of Blows: Like a regular monk, but with bows.
Perfect Strike: No action, roll twice on an attack roll and take the higher roll. 1/day (equal to Monk level)
Point-Blank Shot: +1 Attack and Damage on ranged attacks within 30 feet.
AC Bonus: Add Wisdom and Monk Bonus to AC.

Level 3:
Now we get some fun stuff. By this point, she's easily got a Mwk Composite Longbow of the appropriate strength rating, and her Zen archery has kicked in, letting her use Wisdom on ranged attack rolls with her bow. She's also got Snake style, letting her make a Sense Motive check as her AC or Touch AC whenever she gets targeted with a melee or ranged attack once per round (as an immediate action).

Tira Runeholst
Female Human Monk (Zen Archer, Qinggong Monk) 3
LN Medium Humanoid (human)
Init +8; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 14 (+1 Armor, +2 Dex, +3 Wis, +1 Dodge)
HP 23 (3d8+6)
Fort +6, Ref +6, Will +7;
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed Strike +5 (1d6+3)
Ranged Mwk Composite (+3) Longbow +7 (1d8+3/x3) or Flurry +6/+6 (1d8+3/x3) Edit: Fix needed on flurry bonus.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 17, Cha 8
BAB +2; CMB +5; CMD 17
Feats Improved Initiative, Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Weapon Focus (Longbow), Dodge, Snake Style, Point-Blank Master
Traits Reactionary, Bullied
Skills Acrobatics +6, Climb +7, Escape Artist +6, Knowledge (History and Religion +4), Perception +9, Sense Motive +11, Swim +7
Languages Common
Combat Gear Mwk Composite (+3) Longbow, Arrows (60), Bracers of Armor +1, Cloak of Resistance +1
--------------------
Special Abilities
--------------------
Flurry of Blows: Like a regular monk, but with bows.
Perfect Strike: No action, roll twice on an attack roll and take the higher roll. 3/day (equal to Monk level)
Point-Blank Shot: +1 Attack and Damage on ranged attacks within 30 feet.
AC Bonus: Add Wisdom and Monk Bonus to AC.
Fast Movement: Increase Speed.
Zen Archery: Use Wisdom for attack roll with bows.
Snake Style: Immediate Action to make a sense motive check and use result as AC or touch AC against a ranged or melee attack.

Level 6:
At level 4, she gets a Ki Pool, and thanks to racial favored class bonuses as a human, it's 1 higher than normal. She also gets an ability score increase, which goes into Wisdom netting her a new modifier. At level 5, she gets Deadly Aim, letting her add some static damage to her shots, and level 6 sees her pick up Weapon Specialization as a Zen Archer for some more damage. At levels 4 and 5, she traded out her Slow Fall and High Jump abilities to pick up Feather Step and True Strike, in case she needs them.

Tira Runeholst
Female Human Monk (Zen Archer, Qinggong Monk) 6
LN Medium Humanoid (human)
Init +8; Senses Perception +14
--------------------
Defense
--------------------
AC 20, touch 19, flat-footed 17 (+1 Armor, +2 Dex, +5 Wis, +1 Dodge, +1 Monk)
HP 43 (6d8+12)
Fort +8, Ref +8, Will +11;
--------------------
Offense
--------------------
Speed 50 ft.
Melee Unarmed Strike +8 (1d8+4)
Ranged +1 Adaptive Composite Longbow +11 (1d8+7/x3) or Flurry +11/+11/+6 (1d8+7/x3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 20, Cha 8
BAB +4; CMB +8; CMD 20
Feats Improved Initiative, Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Weapon Focus (Longbow), Dodge, Snake Style, Point-Blank Master, Deadly Aim, Weapon Specialization, Combat Reflexes
Traits Reactionary, Bullied
Skills Acrobatics +6, Climb +7, Escape Artist +6, Knowledge (History and Religion +4), Perception +14, Sense Motive +16, Stealth +6, Swim +7 (5 ranks left to spend)
Languages Common
Combat Gear +1 Adaptive Composite Longbow, Arrows (60), Bracers of Armor +1, Cloak of Resistance +1, Headband of Wisdom +2, Belt of Strength +2
--------------------
Special Abilities
--------------------
Flurry of Blows: Like a regular monk, but with bows.
Perfect Strike: No action, roll twice on an attack roll and take the higher roll. 6/day (equal to Monk level)
Point-Blank Shot: +1 Attack and Damage on ranged attacks within 30 feet.
AC Bonus: Add Wisdom and Monk Bonus to AC.
Fast Movement: Increase Speed.
Zen Archery: Use Wisdom for attack roll with bows.
Snake Style: Immediate Action to make a sense motive check and use result as AC or touch AC against a ranged or melee attack.
Ki Pool: Swift action to: Add attack to Flurry; Increase Speed by 20 feet for 1 round; Add +4 Dodge Bonus to AC for 1 Round; or Increase Bow Range by 50 feet for 1 round. (9/day)
May also cast Feather Step and True Strike for 1 Ki each.
Ki Arrows: Change damage dice for bows to that of Unarmed Strike.
Deadly Aim: Trade Attack for extra damage
Combat Reflexes: Can make 3 attacks of opportunity per round.

Level 10:
At this point, she has enough cash to upgrade her bow a bit (well, she did at 6 too, but more now). A Headband of Wisdom +4 fits in our budget as well, and does far too much to not pick up.

She also gains Snake Sidewind and Snake Fang, letting her confirm crits with Sense Motive, and retaliate with Unarmed Strike AoOs whenever an opponent misses her. At level 9, she gains the ability to make AoO's with her bow whenever enemies provoke for something else. At level 10, she picks up Improved Critical for her longbow. Oh, and her Perfect Strike feat kicks into 3 rolls whenever she uses it (available 10 times a day).

Her flurry is looking pretty mean now at +20/+20/+15/+15 (with an additional +20 if she uses a Ki point, along with appropriate modifiers from Deadly Aim and Point Blank shot), threatening crits on 19-20 for x3 damage, and confirming with a Sense Motive check (+21). At level 11, she'll also pick up Skill focus (Sense Motive) to make that +28 on confirmations (with 1 more rank as well).

Tira Runeholst
Female Human Monk (Zen Archer, Qinggong Monk) 10
LN Medium Humanoid (human)
Init +8; Senses Perception +19
--------------------
Defense
--------------------
AC 25, touch 22, flat-footed 21 (+2 Armor, +2 Dex, +6 Wis, +1 Deflection, +1 Natural, +1 Dodge, +2 Monk)
HP 69 (10d8+20)
Fort +11, Ref +11, Will +15;
--------------------
Offense
--------------------
Speed 60 ft.
Melee Unarmed Strike +8 (1d10+4)
Ranged +3 Adaptive Composite Longbow +17/+12 (1d8+9/19-20/x3) or Flurry +20/+20/+15/+15 (1d8+9/19-20/x3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 23, Cha 8
BAB +7; CMB +11; CMD 23 (27 vs. Trip)
Feats Improved Initiative, Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Weapon Focus (Longbow), Dodge, Snake Style, Point-Blank Master, Deadly Aim, Weapon Specialization, Combat Reflexes, Snake Sidewind, Snake Fang, Improved Critical (Longbow)
Traits Reactionary, Bullied
Skills Acrobatics +6, Climb +7, Escape Artist +6, Knowledge (History and Religion +4), Perception +19, Sense Motive +21, Stealth +6, Swim +7 (13 ranks left to spend)
Languages Common
Combat Gear +3 Adapative Composite Longbow, Arrows (60), Bracers of Armor +2, Cloak of Resistance +2, Headband of Wisdom +4, Belt of Strength +2, Ring of Protection +1, Amulet of Natural Armor +1
--------------------
Special Abilities
--------------------
Flurry of Blows: Like a regular monk, but with bows.
Perfect Strike: No action, roll three times on an attack roll and take the highest roll. 10/day (equal to Monk level)
Point-Blank Shot: +1 Attack and Damage on ranged attacks within 30 feet.
AC Bonus: Add Wisdom and Monk Bonus to AC.
Fast Movement: Increase Speed.
Zen Archery: Use Wisdom for attack roll with bows.
Snake Style: Immediate Action to make a sense motive check and use result as AC or touch AC against a ranged or melee attack.
Ki Pool: Swift action to: Add attack to Flurry; Increase Speed by 20 feet for 1 round; Add +4 Dodge Bonus to AC for 1 Round; or Increase Bow Range by 50 feet for 1 round. (13/day)
May also cast Feather Step and True Strike for 1 Ki each.
Ki Arrows: Change damage dice for bows to that of Unarmed Strike.
Deadly Aim: Trade Attack for extra damage on ranged attacks.
Combat Reflexes: Can make 3 (1+Dex) attacks of opportunity per round.
Wholeness of Body: Standard action to use 2 Ki points and heal 10 (Monk level) points of damage.
Snake Sidewind: +4 CMD vs Trip and Acrobatics and Saving throws to avoid being knocked prone. May confirm critical hits with sense motive, and after confirming a critical hit with Unarmed strike make a free 5-foot step.
Snake Fang: Enemies provoke attacks of opportunity (Unarmed Strike only) after a miss. If AoO hits, may spend an immediate action to perform another Unarmed strike.
Reflexive Shot: May make attacks of opportunity with bow.

Again, there's probably mixups here and there, but that should be it for the most part.


Tira seems to be really effective in combat. Archery is a powerful combat style and her saves are very good with a pretty low investment. Her Ac is not breath taking, but it not bad either, considering she has attacks from far away and can outrun pretty much anything. lol. Snake styles also really helps with that.

Fun fact: Up to 10th level, she has more feats than a Fighter. lol.

She doesn't have much to do out of combat, other than her skills. That said, she does have a nice amount of skill. I'd invest the remaining ranks in Acrobatis or Stealth so she can be a pretty awesome scout.

I personally love Inqusitor 2 (Travel domain or Conversion Inquisition)/Zen Archer X. It adds a lot to your utility and costs just a +1 BAB. (it even boots your saves a little)

But considering this character was made for an arena event, I thik focusing on combat is probably the best idea.

Huh... I tried to edit my post and ended up quoting iy... -.-'


Lemmy, what did you think of the ratfolk duo?


bookrat wrote:
Lemmy, what did you think of the ratfolk duo?

Huh. I missed them somehow... -.-' I check them and post my opinion in a few minutes. I'll just have my late breakfast first... ^^

Liberty's Edge

1 person marked this as a favorite.

Good luck, but you lost me when you gave a 7 charisma to "McCharming"


Hey Lemmy this is going to sound weird coming from me and the way I post sometimes but well

Your builds are awesome but the off the cuff names and descriptions with silliness kinda make me not want to read them or look at them with anything but a herp derp attitude

which is a shame because those builds go deeeeeeep in their mechanical and counter-the-normal-vanilla-build concepts

like 78th and Vermont deeeeeep


Time for Cheapy's Rating List Of Awesome Characters Who Get Bonus Points! What are the rules you ask? It's simple! If they have a base Charisma score of at least 10, they get bonus points!

Let's see how our contestants are stacking up.

  • Dr.Fighty McCharming: Cha: 7. No bonus points!
  • Luna: Cha: 13. Bonus points!
  • Foxy Slicey: Cha: 9. So close! No bonus points!
  • Ellie: Cha: 13. Bonus points!
  • Leela: Cha: 10. Bonus points!
  • Laris: Cha: 9. No bonus points! Do I sense jealousy between the twins?! I think I do!
  • Debby The Debuffer: Cha: 7. No bonus points! She's so ugly that she dazzles and scares those she gets near!
  • Xurtr: Cha: 7. No bonus points! Call him socially inept and he'll tear your mind apart in one of two different ways!
  • Tira Runeholst: Cha: 8. No bonus points! Comment redacted.

    Total Contestants Who Received Bonus Points:
    3/9!

    Average Charisma Score of our Contestants:
    9.22!

    Contestants who received bonus points solely due to Eldritch Heritage:

  • Luna
  • Ellie

    Total Contestants Who Received Bonus Points Who Weren't Forced To By Eldritch Heritage:
    1/9!

    Average Charisma Score of our Contestants, ignoring those whose build forced them to so they could get Eldritch Heritage:
    8.14!

    Average Charisma of our Contestants that went for Eldritch Heritage:
    13!

    Our winners so far!

  • Luna
  • Ellie
  • Leela

    Lessons learned so far: To be a kick-ass martial, you need to dump Charisma or go for Eldritch Heritage. It's so far been mostly impossible for people to make well-rounded and fully functional martial characters.

    Who can step up to the challenge?!


  • And yes, I will be posting a build later. Probably a War Master.


    ciretose wrote:
    Good luck, but you lost me when you gave a 7 charisma to "McCharming"

    Oh, but what he lacks in charisma, he makes up with practice!

    At 1st level he's got a +6 in Diplomacy, Intimidate and Sense Motive! That's better than any 1st or 2nd level commoner in the village, so for "real people" standards, he's pretty charming.

    Part of the point of that build is that you can dump Cha and still be capable of talking to people.

    Besides, there's a reason "Fight" comes before "Charming" in his name... Heh


    bookrat wrote:
    Lemmy, what did you think of the ratfolk duo?

    Okay, here I go

    Leela:

    First, she has 3 traits. adopted lets you pick a racial trait from another race, but doesn't actually give you the trait, so you basically trade numbers for a broader selection. But since she could do the same with the Indomitable Faith trait, I don't care much.

    Her saves are bad. I'd drop the belt of physical perfection for one that just gives you Dex and Con (you damage come smostly from Sneak Attack anyway), and use the money for a better cloak of resistance. (Rogues have terrible saves, and the problem gets worse at higher levels)

    With the exception of Powerful Sneak, which I find to be pretty terrible, I have no problem with your Rogue Talent selection.

    The good news is that when she hurts the enemy. She hurts the enemy. All those attacks combined with the Multiattack feat means she can reasonably score 3~4 sneak attacks per round!
    Considering she has a friend who is just as eager to flank and can occupy the same square as her, Sneak Attack is a much less situational than usual.

    Laris:
    (I love the idea of a Ratfolk using diseases and poison against his enemies!)

    Laris has the same problem with his traits, but nevermind.

    Compared to Leela, Laris has better saves, but his will save is really bad! At 11th level, that can easily be his death sentence.

    His attack routine is a bit weaker, since he has one less attack and slightly lower to-hit bonus, but he can make up the difference and even go beyond that with his extracts.

    Overall, he's probably more powerful than Leela, but not overwhelmingly so, and both of them really shine when they act together. I'm guessing you and your wife will have (or already had) lots of fun with these two.

    I really enjoy the focus on teamwork. Having someone who you know so well, and trust so mcuh as your wife as the 2nd half of the team surely helps!

    I assume roleplaying these teo must been a blast too.


    Lamontius wrote:

    Hey Lemmy this is going to sound weird coming from me and the way I post sometimes but well

    Your builds are awesome but the off the cuff names and descriptions with silliness kinda make me not want to read them or look at them with anything but a herp derp attitude

    which is a shame because those builds go deeeeeeep in their mechanical and counter-the-normal-vanilla-build concepts

    like 78th and Vermont deeeeeep

    Fair enough.

    Well, in my case, at least, the silly names are because I'm terrible at creating characters' names. It usually takes me more time to think of a decent name than making their whole character sheet.

    It also helps to show what I wanteds to accomplish with said build.

    So "Dr.Fighty McCharming" is good enough for me.

    I purposely went extra silly with McCharming because I wanted to start the thread with a good mood and I felt like writing up something silly.

    You may not like the character description, and that's okay, but don't let that stop you from cheking out the builds, I'm sure we'll see many cool ideas here.


    Silly names are a well honored tradition when it comes to build threads.


    Lamontius wrote:


    Hey Lemmy this is going to sound weird coming from me and the way I post sometimes but well

    Your builds are awesome but the off the cuff names and descriptions with silliness kinda make me not want to read them or look at them with anything but a herp derp attitude

    which is a shame because those builds go deeeeeeep in their mechanical and counter-the-normal-vanilla-build concepts

    like 78th and Vermont deeeeeep

    bro, what happened wit you ?


    Lemmy wrote:
    bookrat wrote:
    Lemmy, what did you think of the ratfolk duo?

    Leela:

    First, she has 3 traits. adopted lets you pick a racial trait from another race, but doesn't actually give you the trait, so you basically trade numbers for a broader selection. But since she could do the same with the Indomitable Faith trait, I don't care much.

    I didn't pick indomitable faith because I didn't want the characters tied to a religion, but that has more to do with roleplay than mechanics.

    According to the rules, when you pick adopted, you immediately pick another trait from the adopted race. So Adopted always allows you to pick up another trait.

    Quote:
    Benefit: You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
    Quote:
    Her saves are bad. I'd drop the belt of physical perfection for one that just gives you Dex and Con (your damage comes mostly from Sneak Attack anyway), and use the money for a better cloak of resistance. (Rogues have terrible saves, and the problem gets worse at higher levels)

    Yeah. Bad saves. I wasn't exactly sure how to get around that. :\ Better cloak of resistance is a good idea.

    Quote:
    With the exception of Powerful Sneak, which I find to be pretty terrible, I have no problem with your Rogue Talent selection.

    I picked powerful sneak because I had a rogue talent left, and the others just didn't seem to fit. More than likely, I missed some good options.

    Quote:
    The good news is that when she hurts the enemy. She hurts the enemy. All those attacks combined with the Multiattack feat means she can reasonably score 3~4 sneak attacks per round! Considering she has a friend who is just as eager to flank and can occupy the same square as her, Sneak Attack is a much less situational than usual.

    And being able to flank while in the same square as the other ratfolk character really helps. No need for maneuvering! :) The only downside is both have to target the same character (can't just threaten). This means that if I make an attack against someone, she has to do the same thing. If she decides to change opponents mid attack, she loses some of the ratfolk flanking benefits. And vice versa.

    Quote:

    Laris:

    (I love the idea of a Ratfolk using diseases and poison against his enemies!)

    Since his abilities are focused around disease, I actually have to purchase poisons (or make them, which takes about a century) in order to benefit from swift poison. But it is very useful. I'm also not immune to poisons like a normal alchemist is.

    Quote:
    Compared to Leela, Laris has better saves, but his will save is really bad! At 11th level, that can easily be his death sentence.

    My biggest fear is dominate person.

    Quote:
    His attack routine is a bit weaker, since he has one less attack and slightly lower to-hit bonus, but he can make up the difference and even go beyond that with his extracts.

    Extracts really help. If he was slightly higher level, I'd give him the ability to share his extracts. Then he'd really get use out of them as he buffs himself and Leela.

    Quote:
    Overall, he's probably more powerful than Leela, but not overwhelmingly so, and both of them really shine when they act together. I'm guessing you and your wife will have (or already had) lots of fun with these two.

    Oh yeah; they are a blast to play. We're playing the Ruby Phoenix Tournament right now, so it's arena style combat. It's really fun. Not only in combat, but roleplay-wise as well. I envisioned Leela to be the face of the two of them, while Laris is the disgusting disease-ridden tumor-covered socially repugnant one.

    Quote:
    I really enjoy the focus on teamwork. Having someone who you know so well, and trust so much as your wife as the 2nd half of the team surely helps!

    While I haven't read any teamwork threads, one of my friends tells me that they are generally hated on the messageboard. I think these two characters serve as a good counterargument to that. :)

    Liberty's Edge

    Lemmy wrote:
    ciretose wrote:
    Good luck, but you lost me when you gave a 7 charisma to "McCharming"

    Oh, but what he lacks in charisma, he makes up with practice!

    At 1st level he's got a +6 in Diplomacy, Intimidate and Sense Motive! That's better than any 1st or 2nd level commoner in the village, so for "real people" standards, he's pretty charming.

    Part of the point of that build is that you can dump Cha and still be capable of talking to people.

    Besides, there's a reason "Fight" comes before "Charming" in his name... Heh

    I agree you can talk to people, reason and negotiate with them, convince them to work with you. But, (and I will leave it at that as I really I don't want to derail), I don't agree with equating diplomacy and "charming".

    "McCharming" is a bridge to far for me. If it was "McDiplomat", I'd be right there with you, and I do love that these threads exist and keep going and wish you all the best with the thread.

    People should post lots of builds for all of us to steal :)


    Sihr Mark
    War Master 1
    Human (Silver Tongued)

    Having completed training at a fighter academy renowned for the intelligent fighters it produces, Sihr has ventured forth to unlock the mystery behind the crystal skull he possesses.

    Stats, skills, feats, basic fighting equipment, traits.:

    Str: 18
    Dex: 12
    Con: 12
    Int: 12
    Wis: 10
    Cha: 13

    HP: 12 = 10 + 1 (con) + 1 (Favored class bonus until I can actually take the human's FCB)

    Skill Ranks Per Level: 5
    Skills: Bluff +3 (0 ranks), Diplomacy +7 (1 rank), K(nobility) +5 (1 rank), Perception +4 (1 rank), Profession (Soldier) +4 (1 rank), Sense Motive +4 (1 rank)

    Feats:
    HB) Weapon Focus (Longsword)
    1) Power Attack

    Equipment:
    mwk longsword 315 gp
    mwk buckler 155 gp
    breastplate 200 gp

    Traits:
    Rich Parents (+900 gp)
    Resilient (+1 Fort)

    Special Abilities:

    Battle tactics (assail, countering tactics, covering maneuvers, deployment) [Focuses on Covering Maneuvers and Deployment.]

    Silver tongued: Can raise Attitude by 3 steps.

    Defenses:

    Base AC:
    10 + 1 (dex) + 6 (breast plate) = 17

    Base AC, with Buckler:
    17 + 1 = 18

    Base Saves:
    Fort: 0 + 1 (fort) + 1 (trait) = +2
    Ref: +2 + 1 (dex) = +3
    Will: +2

    Attack Routine:

    Attack Routine:
    To-hit: +7 = 1 (BAB) +4 (str) + 1 (mwk) + 1 (WF)
    Damage: 1d8+4 (avg: 8.5) = 1d8 + 4

    Base Attack Routine, Without Buckler:
    +7 1d8+4

    2H:
    +7 1d8+6

    PA:
    +6 1d8+6

    PA 2H:
    +6 1d8+8

    Base Attack Routine, With Buckler:
    +7 1d8+4

    2H:
    +6 1d8+6

    PA:
    +6 1d8+6

    PA 2H:
    +5 1d8+8

    Equipment:

    Gold to play with:
    1,075

    Masterwork Backpack (50 gp)
    Fighter's Kit 9 gp
    Potion of CLW 25 gp
    Masterwork Tool (K(nobility): Book of Nobles)
    Chalk Board (1)
    Chalk 10 (1 sp)
    Gear Maintenance Kit (5 gp)
    Book (Mixed Tactics v1: Cats vs Wood Elves Galore!)
    silk rope (10 gp)
    Traveler's Dictionary (50 gp)
    small tent (10 gp)
    soldier's uniform (1 gp)
    Mule (Sir Bray) (8 gp)
    pack saddle (5gp)
    bloodblock (25 gp)
    2 armor ointments (60 gp)
    traveler's any-tool (250 gp)
    crystal skull etched with runes (80 gp)


    ciretose wrote:

    I agree you can talk to people, reason and negotiate with them, convince them to work with you. But, (and I will leave it at that as I really I don't want to derail), I don't agree with equating diplomacy and "charming".

    "McCharming" is a bridge to far for me. If it was "McDiplomat", I'd be right there with you, and I do love that these threads exist and keep going and wish you all the best with the thread.

    People should post lots of builds for all of us to steal :)

    Well, I agree that McCharming would fit more if he had invested in Bluff, rather than Diplomacy (I usually let Bluff be used for social checks that fit the "Charming Rogue" theme)

    It's just that Dr.McDiplomat just doesn't sound as... well... charming.

    bookrat wrote:
    Oh yeah; they are a blast to play. We're playing the Ruby Phoenix Tournament right now, so it's arena style combat. It's really fun. Not only in combat, but roleplay-wise as well. I envisioned Leela to be the face of the two of them, while Laris is the disgusting disease-ridden tumor-covered socially repugnant one.

    Heh.. These two could have their own n a Pixar movie. I'd watch that!

    bookrat wrote:
    While I haven't read any teamwork threads, one of my friends tells me that they are generally hated on the messageboard. I think these two characters serve as a good counterargument to that. :)

    I think people have a problem with teamwork feats (they are pretty bad), not the concept of working as a team (which is what I meant).

    Laris and Leela help each other in many ways, not just sharing a feat. This gives them my Seal of Approval.


    Dotting :)

    Dark Archive

    Cheapy wrote:

    Time for Cheapy's Rating List Of Awesome Characters Who Get Bonus Points! What are the rules you ask? It's simple! If they have a base Charisma score of at least 10, they get bonus points!

    Let's see how our contestants are stacking up.

  • Xurtr: Cha: 7. No bonus points! Call him socially inept and he'll tear your mind apart in one of two different ways!
  • Well, the original version was a half-orc barbarian sorcerer who thought he was the strongest mage in the world... At level 2. The original version had a charisma of 11, I think. He had a female weasel familiar named mr pussycat.

    Then the GM said Psionics was okay, and the strongest medium in the world was born. When using expansion and rage his to hit becomes +10, and his damage is 4d6+12.

    Liberty's Edge

    Lemmy wrote:

    About the build: Using Eldritch Heritage to get the animal companion was pretty clever. You could have used Leadership for a better result, but you'd have to wait other 4 levels.

    Speaking of Eldritch Heritage, you could take Rakshasa if you wanted to really make a McCharming.

    "Silver Tongue (Su): At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier."

    At that point you would have a 13 Charisma (significantly above average) be able to bluff the hell out of people, and have a bonus to disguises (since you need to take Skill focus Disguise).

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