Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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Errant Inlad wrote:

Aight, so my build doesn't come inta much of anything until 5th level, an as I've got no notes on 'em up until then I'm gonna skip 1st an' 3rd level.

Jugger Mcnaughty fights with nothing more than his sheer athletic prowess and a suit of heavy armor. He punches, grapples and tramples to death any who would stand in his way.

I have a fw provblems with this build:

1- He can't take Power Attack at 1st level, since by that point Monks don't have the necessary +1 BAB.
2 - He also can't take Dragon Ferocity before having Dragon Style.
3- I'm under the impression that Overrun is a pretty weak combat maneuver. I think Improved Trip would be a better choice, but that also means investing in Int and getting Combat Expertise, which is an extremelly sucky feat.

Points 1 and 2 are just a question of reordering your feat selection, though, so no biggie.


Well...I guess Zandu wasn't special...

Also, do ninja's meet the martially aligned requirement? Cause I would like to try my hand at a Paladin/Ninja Build.


New guy! This one is Hayato, a Paladin of Irori who devotes his life to perfecting himself and the world around him. He's fearless in his ever-lasting battle against the forces of Chaos and Evil.

Hayato - 1st Level:
Hayato
Male Aasimar Paladin 1
LG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 11 (1d10+1)
Fort +4, Ref +1, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Longsword +4 (1d8+3/19-20/x2) and
. . Spiked gauntlet +4 (1d4+3/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 12, Wis 14, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Power Attack -1/+2
Traits Heart of Clay, Reactionary
Skills Acrobatics -3, Climb -1, Diplomacy +8, Escape Artist -3, Fly -3, Perception +5, Ride -3, Sense Motive +6, Stealth -3, Swim -1
Languages Celestial, Common, Sylvan
SQ aura of good
Combat Gear Alchemist's fire; Other Gear Chain shirt, Heavy wooden shield, Longsword, Spiked gauntlet, 6 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

So far, Hayato is your standard sword and board Paladin. The only notable thing about him the celestial blood running through his veins, wich gives him darkvision, the ability to cast Daylight as SLA once per day and a few energy resistances, which are nice to have, but will fade in importance as the game progresses.
Like most of my builds, at 1st level he's more worried about survivability than damage output, so he uses a shield most of the time.

-o-o-o-o-o-o-o-o-o-

Hayato - 3rd Level:
Hayato
Male Aasimar Monk 1 Paladin 2
LG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 22 (2d10+1d8+3)
Fort +9, Ref +5, Will +9
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +5 (1d4+3/x2) and
. . Masterwork Cold Iron Temple sword +6 (1d8+3/19-20/x2) and
. . Silversheen Temple sword +6 (1d8+3/19-20/x2) and
. . Unarmed strike +5 (1d6+3/x2)
Ranged Masterwork Composite longbow (Str +3) +4 (1d8+3/x3)
Special Attacks flurry of blows -1/-1, smite evil (1/day)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 12, Wis 14, Cha 14
Base Atk +2; CMB +5; CMD 16
Feats Combat Reflexes (2 AoO/round), Improved Unarmed Strike, Power Attack -1/+2, Snake Style, Stunning Fist (1/day) (DC 13)
Traits Heart of Clay, Reactionary
Skills Acrobatics +1, Climb -1, Diplomacy +8, Escape Artist -3, Fly -3, Knowledge (religion) +7, Linguistics +2, Perception +10, Ride -3, Sense Motive +10, Stealth -3, Swim -1
Languages Celestial, Common, Draconic, Sylvan
SQ aura of good, lay on hands (1d6) (3/day), stunning fist (stun), unarmed strike (1d6)
Combat Gear Wand of cure light wounds; Other Gear Chain shirt, Heavy wooden shield, Masterwork Cold Iron Temple sword, Masterwork Composite longbow (Str +3), Silversheen Temple sword, 281 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Hayato's faith and discipline made his will power, health and reflexes that much stronger. His saves are amazing for a character of this level. He has finally taken his 1st steps on the path to Irori's enlightment, but he still doesn't feel confident enough to rely on his martial arts for defense, so he's still donning armor and using a shield, and his practice in the old style of the Way of The Snake taught him how to read his opponents moves to avoid their attacks, although he must have at least one free hand, so when not using a shield Hayato will attack his targets with a 2-handed temple sword then hold it with only 1 hand to until he has the chance to attack again. He also learned how to use his bare fists to pierce the enemy's flesh
He now carries a couple Temple Swords made of different materials and a masterwork longbow so he at least have some way to attack flying enemies.

-o-o-o-o-o-o-o-o-o-

Hayato - 6th Level:
Hayato
Male Aasimar Champion of Irori 1 Monk 3 Paladin 2
LG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +1 deflection)
hp 39 (2d10+4d8+6)
Fort +12, Ref +8, Will +12; +2 vs. enchantment spells and effects
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Silversheen Temple sword +11 (1d8+7/19-20/x2) and
. . Masterwork Cold Iron Temple sword +11 (1d8+4/19-20/x2) and
. . Silversheen Sansetsukon +10 (1d10+6/19-20/x2) and
. . Unarmed strike +9 (1d8+4/x2)
Ranged Masterwork Composite longbow (Str +4) +7 (1d8+4/x3)
Special Attacks flurry of blows +2/+2, smite chaos, smite evil (2/day)
Spell-Like Abilities Daylight (1/day), Detect Chaos (At will), Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 12, Int 12, Wis 14, Cha 14
Base Atk +5; CMB +10 (+12 Grappling); CMD 24 (26 vs. Grapple)
Feats Combat Reflexes (2 AoO/round), Improved Grapple, Improved Unarmed Strike, Power Attack -2/+4, Snake Style, Stunning Fist (3/day) (DC 15), Weapon Focus (Temple sword)
Traits Heart of Clay, Reactionary
Skills Acrobatics +5 (+9 jump), Diplomacy +12, Intimidate +6, Knowledge (religion) +9, Linguistics +6, Perception +13, Sense Motive +13
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Infernal, Sylvan, Undercommon
SQ ac bonus +3, aura of good, fast movement (+10'), ki pool, lay on hands (1d6) (3/day), maneuver training, stunning fist (stun, fatigue), unarmed strike (1d8)
Combat Gear Wand of cure light wounds, Wand of Mage Armor, Wand of Restoration, Lesser; Other Gear +1 Silversheen Temple sword, Masterwork Cold Iron Temple sword, Masterwork Composite longbow (Str +4), Silversheen Sansetsukon, Amulet of natural armor +1, Belt of giant strength +2, Cloak of resistance +1, Ring of protection +1, 52 GP
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Chaos (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (3/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

Finally, Hayato learned how to combine his faith and his discipline to beter fight (and smite) evil and chaos. He also ditched his armor and shield, now relying on his training and insight to avoid incoming attacks. He's also a remarkable grappler now.
He has his 1st magic weapon now, and a couple other magical items to increase his survivability, including 2 wands he can use himself, one of CLW and another one of Lesser Restoarion, and a 3rd wand charged with Mage Armor, which he bought himself, but asked his arcanist friend to carry and use it on him when necessary.

-o-o-o-o-o-o-o-o-o-

Hayato - 10th Level:
Hayato
Male Aasimar Champion of Irori 5 Monk 3 Paladin 2
LG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 19, touch 18, flat-footed 18 (+1 Dex, +1 natural, +2 deflection)
hp 71 (2d10+8d8+20)
Fort +16, Ref +11, Will +16; +2 vs. enchantment spells and effects
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Cold Iron Temple sword +16/+11 (1d8+6/19-20/x2) and
. . +1 Silversheen Sansetsukon +15/+10 (1d10+8/19-20/x2) and
. . +2 Silversheen Temple sword +17/+12 (1d8+9/19-20/x2) and
. . Unarmed strike +14/+9 (1d10+5/x2)
Ranged +1 Composite longbow (Str +4) +11/+6 (1d8+5/x3)
Special Attacks flurry of blows +6/+6/+1/+1, smite chaos, smite evil (2/day), sweeping smite
Spell-Like Abilities Daylight (1/day), Detect Chaos (At will), Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 12, Wis 16, Cha 16
Base Atk +9; CMB +15 (+17 Grappling); CMD 32 (34 vs. Grapple)
Feats Combat Reflexes (2 AoO/round), Cornugon Smash, Improved Grapple, Improved Unarmed Strike, Power Attack -3/+6, Skill Focus (Sense Motive), Snake Style, Stunning Fist (4/day) (DC 18), Weapon Focus (Temple sword)
Traits Heart of Clay, Reactionary
Skills Acrobatics +5 (+9 jump), Diplomacy +18, Intimidate +14, Knowledge (religion) +11, Linguistics +6, Perception +18, Sense Motive +24
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Infernal, Sylvan, Undercommon
SQ ac bonus +5, aura of good, fast movement (+10'), ki pool, lay on hands (1d6) (4/day), maneuver training, shield the weak (3 allies), stunning fist (stun, fatigue, sicken), unarmed strike (1d10), valiant stand +2
Combat Gear Wand of cure light wounds, Wand of Mage Armor, Wand of Restoration, Lesser; Other Gear +1 Cold Iron Temple sword, +1 Composite longbow (Str +4), +1 Silversheen Sansetsukon, +2 Silversheen Temple sword, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Cloak of resistance +1, Headband of mental prowess (Wis & Cha +2), Ring of ki mastery (2 at a time), Ring of protection +2, 52 GP
--------------------
Special Abilities
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of ki mastery (2 at a time) Store up to 2 ki as swift action, if 1 then +2 to some CMDs, if 2 then reduce ki costs by 1 (min 1).
Shield the Weak (3 allies) Give up your save against area effect to grant allies +4 Ref. and improved evasion.
Smite Chaos (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (4/day) (DC 18) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Sweeping Smite (Ex) As standard action, use smite against extra target if first attack hits.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Valiant Stand +2 (Su) Bonus to attack and AC if adjacent to multiple opponents but no allies.

Hayato is growing stronger and stronger, now he is apretty good at putting fear into his enemies' hearts when he strikens them with a particullary powerful blow.
His physical defenses become particullary good when he's surrounded with no nearby allies, getting a +2 to AC during such occasions.
Hayato will also use his own body to protect his allies from blasting effects, sacrificing his own safety to improve their chances of surviving unharmed.
Hayato also got a ring thats boosts his inner reserves of spiritual energy, greatly increasing his combat effectiveness.

-o-o-o-o-o-o-o-o-o-

I like this build because I love the flavor of the Champion of Irori, but I honestly don't know where to go from here. Maybe taking more levels in Paladin is a better deal than following through with this PrC. I really don't know.
I think he's pretty versatile, though, being capable of dealing a good amount of damage, using healing wands and handling social situations just fine. Unfortunatelly, his AC is really low and bracers of armor are damn expensive. Luckly, Smite Evil/Chaos and Snake Style help him to deal with that.
His main combat tactic is flurrying with a 2-handed Temple Sword, then holding it with only 1 hand inbetween his turns, so that he's capable of using Snake Style to defend himself.

Not an optimized character, but definitely a viable one.

Oh, and he has a Cha of 14 and no dump stats! So not only I get more of Cheapy's bonus points, I also win again! >:D


Kitsune Knight wrote:

Well...I guess Zandu wasn't special...

Also, do ninja's meet the martially aligned requirement? Cause I would like to try my hand at a Paladin/Ninja Build.

Sorry, KK, it's just that we have so many builds, it's hard to commentate on all of them... -.-'

I just checked Zandu, and he seems very solid, although a bit uninspired (Human Lore Wardens Trip Monkey are not exactly unique).

Personally, I'd delay all of the weapon spec feats and get Lunge instead. It's a really good feat. Even more so if you use reach weapons.

About his gear, I'd buy more backup weapons and replace the mithral morningstart with armor spikes, so you get to use them with your Guisarme even if you GM doesn't allow you to use Catch-Off Guard to attack with the shaft of your weapon. I like that he didn't rush Power Attack, as so many martial characters do.

EDIT: Oh, and feel free to post that Ninja/Paladin build. Like I said, if it kicks ass, it's welcome in here! Besides I'm pretty curious to know how that turns out.


Lemmy wrote:
Kitsune Knight wrote:

Well...I guess Zandu wasn't special...

Also, do ninja's meet the martially aligned requirement? Cause I would like to try my hand at a Paladin/Ninja Build.

Sorry, KK, it's just that we have so many builds, it's hard to commentate on all of them... -.-'

I just checked Zandu, and he seems very solid, although a bit uninspired (Human Lore Wardens Trip Monkey are not exactly unique).

Personally, I'd delay all of the weapon spec feats and get Lunge instead. It's a really good feat. Even more so if you use reach weapons.

About his gear, I'd buy more backup weapons and replace the mithral morningstart with armor spikes, so you get to use them with your Guisarme even if you GM doesn't allow you to use Catch-Off Guard to attack with the shaft of your weapon. I like that he didn't rush Power Attack, as so many martial characters do.

EDIT: Oh, and feel free to post that Ninja/Paladin build. Like I said, if it kicks ass, it's welcome in here! Besides I'm pretty curious to know how that turns out.

It's ok, I just wanted some feed-back just to make sure he wasn't completely herp derp.

Also, most of my fighters tend to be rather uninspired in terms of how they fight because I tend to view "how they fight" to have very little to do with "who they are". Sort of like how a person's job doesn't define them as a person. (Also, their tend to be only so many paths when building a character, and I tend to take the path of least resistance.)

As far as magic items if I where to try and change them up their are several things I would do. First, I honestly had not considered the ramifications of not allowing Catch-Off-Guard to not allow me to bash someone with the shaft of my Guisarme, and thank you for the suggestion of adding armored spikes. Second, if I where to expand/change his magic items I would probably add more scrolls/wands seeing as of right now he has a high UMD and nothing to use it on and risk not having an assortment of back-up weapons. Also, a Lunging Dazing Assault would probably be quite scary at this level. I imagine adding in some whirlwind attack at some point would be quite terrifying as well...

As far as my Paladin/Ninja goes I'll probably develop a concept tonight (and by concept I mean find a deity that would allow for a Lawful Good Paladin vengefully stab people in the back) and have a post sometime tomorrow.


Kitsune Knight wrote:
Also, most of my fighters tend to be rather uninspired in terms of how they fight because I tend to view "how they fight" to have very little to do with "who they are". Sort of like how a person's job doesn't define them as a person.

I agree with you there, although I must add that a person's abilities do influence their personality and life style.

I'm just pointing out that the cool thing about these build threads is the possibility to either find a build you hadn't thought of before and creating/chekcing out how such odd builds fare.

Since you don't have to spend hours playing them through a campaing, go crazy with their abilities, feat selection, archetype and etc! ^^


Ok, It seems like this thread has died down but I put through the effort of putting together this Paladin/Ninja so I'm going to post it anyway. :P

So, I now present my Half-Drow Paladin (Oath of Vengence) of Tsukiyo 4/Ninja 8 Dorvic Shirota.

Spoiler:
Male Half-Drow Paladin of Tsukiyo 4/Ninja 8
LG Medium Humanoid (Human, Elf)

Defense:
AC:30 Touch:18 Flat-Footed:26
HP:92
Fort:+15 Reflex:+18 Will:+12

Offense:
Speed: 30ft.
Melee:
+3 Adamantine Short Sword +18/+13 (1d6+6)
+3 Adamantine Short Sword w/ Divine Favor +20/+15 (1d6+8)
+3 Adamantine Short Sword w/ Combat Advantage +20/+15 (1d6+6+4d6)
+3 Adamantine Short Sword w/ Combat Advantage and Divine Favor +22/+17 (1d6+8+4d6)
+3 Adamantine Short Sword w/ Concealment +22/+17 (1d6+8+4d6)
+3 Adamantine Short Sword w/ Concealment and Divine Favor +24/+19 (1d6+10+4d6)
+3 Adamantine Short Sword w/ Smite +21/+16 (1d6+9)
+3 Adamantine Short Sword w/ Smite and Divine Favor +23/+18 (1d6+11)
+3 Adamantine Short Sword w/ Smite and Combat Advantage +23/+18 (1d6+9+4d6)
+3 Adamantine Short Sword w/ Smite and Combat Advantage and Divine Favor +25/+20 (1d6+11+4d6)
+3 Adamantine Short Sword w/ Smite and Concealment +25/+20 (1d6+11+4d6)
+3 Adamantine Short Sword w/ Smite and Concealment and Divine Favor +27/+22 (1d6+13+4d6)
Special Attacks: Smite Evil 2/day, Sneak Attack +4d6
Paladin Spell-like Abilities: At-Will Detect Evil

1/day:
Racial Spell-Likes:Darkness, Fairie Fire, and Dancing Lights
Paladin Spell:Divine Favor

Statistics:
Str:16 Dex:18 Con:14 Int:13 Wis:8 Cha:16
BAB:+10/+5 CMB:+15 CMD:29
Feats:Weapon Finesse (Short Sowrd), Extra Lay-On-Hands, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Weapon Focus (Short Sword)
Skills:Acrobatics +15, Bluff +14, Climb +14, Diplomacy +18, Escape Artist +15, Knowledge (Nobility) +16, Stealth +20, Slight of Hand +20 (+28 when hiding weapons), Swim +14
SQ:Aura of Good, Code of Conduct, Divine Grace, Lay on Hands (2d6 7/per day), Aura of Courage, Divine Health, Mercy (Sickend), Channel Wrath, Elven Immunities, Keen Senses, Drow-Blooded, Drow Magic, Ninja Tricks (Hidden Weapons, Vanishing Trick, Fast Stealth, Combat Trick), No Trace +2, Light Steps, Uncanny Dodge, and Improved Uncanny Dodge
Combat Gear: +3 Adamantine Short Sword, +2 Belt of Dexterity, +2 Headband of Charisma , +4 Cloak of Resistance, +3 Mithral Breastplate, +3 Ring of Protection, +3 Amulet of Natural Armor, Dusty Rose Prism Ioun Stone, and Jingasa of the Fortunate Soldier
Traits: Child of the Streets and Slippery

Mainly has a lack of a back up weapon out of laziness on my part. Non-combat gear was dropped for the same reasons. Really just adds up to being a proof of concept idea.


Lemmy wrote:

Aha! One of Bob's build! Now this build thread is officialy awesome!!!

That said... I don't really like Phellyn. He spent all of his feats on a situational +3 to attack rolls. Might as well go with (Greater) Weapon Focus, as it has similar results and is much less situational.
I understand you wanted to make Phellyn benefit from his "Gnomeness" and all, but it feels too much like trying to fit a square peg in a round hole.

Using poisons is pretty cool, but ineffective. For some reason poisons often cost the equivalent to a commoner's income for a whole year, but have lowish save DC and subpar effects. (Which is really weird, as I can probably grab a bunch of random leaves around my house, put than in someone's drink and have a good chance of making that poor someone sickened and/or nauseated.)

I'm also not a big fan of carrying a single powerful weapon at the cost of having no backups and no good ranged weapon, but I suppose that's easily fixed if needed, just buy different items while leveling up.

But I understand that some of his weaknesses is due to using a lower point buy and being a Gnome.

Come on, Bob! Show us some of that LOBLAW BUILDING AWESOMENESS who brought us Turret and Kor! ^^

Sorry it took so long to respond. I've been a little occupied. I know poison isn't the best until you can get it stacked and it's very expensive to do. I haven't really looked at it much. I was hoping that with the cost being at 1/3 since he's crafting it himself it may be worth it. Since he would be dealing with mostly NPCs as a city-dweller it might be ok. Then again, it may not.

As for the +3 situational bonus, it's actually better than the ranger's favored enemy which I hear is one thing that makes rangers so awesome (not necessarily by you). I was hoping that since it was better than the ranger's class ability, it would get a little more joy. Oh well.

The last gnome I built and played was an illusionist/thief in a 2nd edition game back in 92 or so. I've never been a big fan of them.

Silver Crusade

Working on a PFS ultimate melee build based around an Urban Barbarian, Ranger, fighter build will post later today

Liberty's Edge

I might take a swing with a gnome fighter later. They get the +2 to Con, which is helpful and looking at the alternate racial traits. (Bond to the Land, Fell Magic, Pyromaniac) and the AC and attack bonuses from small, I can see some interesting ideas working.


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Bob_Loblaw wrote:

Sorry it took so long to respond. I've been a little occupied. I know poison isn't the best until you can get it stacked and it's very expensive to do. I haven't really looked at it much. I was hoping that with the cost being at 1/3 since he's crafting it himself it may be worth it. Since he would be dealing with mostly NPCs as a city-dweller it might be ok. Then again, it may not.

As for the +3 situational bonus, it's actually better than the ranger's favored enemy which I hear is one thing that makes rangers so awesome (not necessarily by you). I was hoping that since it was better than the ranger's class ability, it would get a little more joy. Oh well.

The last gnome I built and played was an illusionist/thief in a 2nd edition game back in 92 or so. I've never been a big fan of them.

I think what makes FE really good is that it scales with level and comes for free. Great/Vast Hatred wouldn't be too bad if Phellyn had taken it only for his 2~3 most common enemies and then invested in different combat styles and stuff like that, which is the real strength of Fighters, IMO.

Crafting and using poisons is a cool idea, but PF rules for them are just... Terrible. Unless you an get them for free (like a Vishkanya), they're really not worth it. Well, maybe an alchemist or ninja might be able to make them work, I don't know.

I'm also not a big fan of Gnomes. PF managed to give them some interesting fluff, but I still feel like they're the poor man's Halfling.

I didn't mean to thrash your build or building skills, I just don't think Phellyn is as awesome as what I've come to expect from you.

After all, you're the guy who made really cool builds based on Presidents! ^^

Kor and Turret are still two of my favorite builds!

Liberty's Edge

Lemmy wrote:

I like this build because I love the flavor of the Champion of Irori, but I honestly don't know where to go from here. Maybe taking more levels in Paladin is a better deal than following through with this PrC. I really don't know.

The next level of monk is pretty nice. You get Ki pool, +1 to AC, fast movement, still mind and a +1 to BaB and all saves.

Grab that at least.


Lemmy wrote:


I didn't mean to thrash your build or building skills, I just don't think Phellyn is as awesome as what I've come to expect from you.

After all, you're the guy who made really cool builds based on Presidents! ^^

Kor and Turret are still two of my favorite builds!

I've made a lot more crappy builds than awesome builds, you just haven't seen most of my crappy builds. I still don't have my heart in this as much as I used to. Maybe I should look for some inspiration and see what I can find.


ciretose wrote:
Lemmy wrote:

I like this build because I love the flavor of the Champion of Irori, but I honestly don't know where to go from here. Maybe taking more levels in Paladin is a better deal than following through with this PrC. I really don't know.

The next level of monk is pretty nice. You get Ki pool, +1 to AC, fast movement, still mind and a +1 to BaB and all saves.

Grab that at least.

At the time I didn't think much about it, but now I imagine going for Paladin 3/Monk 3/Chapion of Irori 4, then following with any of those classes would have been a better deal. And he'd be capable of taking Improved Critical at 9th level.

I'm not very impressed by the high level abilities of Champion of Irori. So I'd go with one more monk level, then follow with Paladin.


Bob_Loblaw wrote:
Lemmy wrote:


I didn't mean to thrash your build or building skills, I just don't think Phellyn is as awesome as what I've come to expect from you.

After all, you're the guy who made really cool builds based on Presidents! ^^

Kor and Turret are still two of my favorite builds!

I've made a lot more crappy builds than awesome builds, you just haven't seen most of my crappy builds. I still don't have my heart in this as much as I used to. Maybe I should look for some inspiration and see what I can find.

Perhaps. But when you made awesome builds, you made them really awesome!

I remember I also really liked the builds based on different military forces. And what can I say about a build based on Mighty Mouse? lol

Silver Crusade

Ok, so this is Carlos Ragepants

He's built using WBL and is PFS legal. I may have some flaws in my saves (both by my design and my confusion at times to how multiclassing and save works). But here we go.

Level 1:
Carlos Ragemuch
Human Urban Barbarian 1
NG Medium Humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Falchion +5 (2d4+9) or
Falchion +6 (2d4+10) or
Falchion +7 (2d4+12)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Furious Focus
Traits Hermean Paragon, Berserker of the Society
Skills Acrobatics +2, Diplomacy +3, Know (local) +4, Perception +5, Spellcraft +1
Languages Common
Combat Gear Alchemist's fire (2); Other Gear Chain shirt, Falchion
--------------------
Special Abilities
--------------------
Rage 10 rounds/day
Controlled Rage When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to herStrength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Crowd Control At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

Pretty standard Urban Barbarian Build, I might actually consider making him more range focused early on due to my low AC, but he hits hard and often.

Level 3:
Carlos Ragemuch
Human Urban Barbarian 1, Ranger 1, Fighter 1
NG Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+6 armor, +1 Deflection +2 Dex,)
hp 31 (1d12+2d10+7)
Fort +8, Ref +3, Will +1;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Falchion +8 (2d4+9) or
Falchion +9 (2d4+10) or
Falchion +10 (2d4+12)

Range Composite (4 Str) Longbow +5 (1d8+4) or
Composite (4 Str) Longbow +6 (1d8+4) or
Composite (4 Str) Longbow +7 (1d8+4)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15 (+1), Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Furious Focus, Extra Rage
Traits Hermean Paragon, Berserker of the Society
Skills Acrobatics +3, Climb +5, Diplomacy +5, Know (local) +5, Perception +7, Spellcraft +6, Survival +5 (+6 to follow tracks)
Languages Common
Combat Gear Alchemist's fire (2); Other Gear Masterwork Breastplate, Master Work Falchion, Masterwork Composite Long Bow +4 Str, Ring of Protection +1 (325g)
--------------------
Special Abilities
--------------------
Rage 16 rounds/day
Controlled Rage When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Crowd Control At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
Favored Enemy Bonus Evil Outsider At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

I like building characters that have a burning hatred for Demons, especially in PFS, so a dip for 1 level of Ranger so I can take Favored enemy against Evil Outsiders makes sense for me here. Now because of the feat intensiveness of this build, we start on the long road of Fighter Levels

Level 6:
Carlos Ragemuch
Human Urban Barbarian 1, Ranger 1, Fighter 4
NG Medium Humanoid (human)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+6 armor, +1 Deflection +2 Dex,)
hp 61 (1d12+5d10+)
Fort +12, Ref +6, Will +4;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Falchion +12/+5 (2d4+15) or
Falchion +13/+6 (2d4+16) or
Falchion +14/+7 (2d4+18)

Range Composite (4 Str) Longbow +8 (1d8+4/+5/+6) or
Composite (4 Str) Longbow +9 (1d8+4/+5) or
Composite (4 Str) Longbow +10 (1d8+4)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Furious Focus, Extra Rage, Toughness, Weapon Focus (Falchion), Weapon Specialization (Falchion), Deadly Aim
Traits Hermean Paragon, Berserker of the Society
Skills Acrobatics +7, Climb +9, Diplomacy +5, Know (local) +5, Perception +10, Spellcraft +6, Survival +5 (+6 to follow tracks)
Languages Common
Combat Gear Alchemist's fire (2); Other Gear Masterwork Breastplate, +1 Falchion, +1 Masterwork Composite Adaptive Long Bow +4 Str, Ring of Protection +1, Cloak of Resistance +2 (4325gp)
--------------------
Special Abilities
--------------------
Rage 16 rounds/day
Controlled Rage When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to herStrength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Crowd Control At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
Favored Enemy Bonus Evil Outsider At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Armor Training Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexteritybonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.


For ttis one shield master is alittle too conveninet but he was designed for an "arena" type of play.

Spoiler:

Human
Neutral
Gendarme 1*/ spellbreaker 4/ /Armor master 6

Order of the Tome

Str 18(24)
Dex 15
Con 14
Int 12
Wis 14
Cha 7

=== Defense ===
Hp: 80

AC: 30 (10 + 9 armor+ 2 dex +7 shield +1 def +1 dodge)
FF AC: 28
Touch AC: 15

DR: 6/-

CMD: 32 (38 against grapple and trip)

=== Offense ===
Thf and power attacking

+5 adamantine heavy shield : +23/+15/+10 (1d4+23 20/x2)

CMB: +17 (+24 for shield slam)

=== Saves ===

Fort +16
Ref +9
Will +13 (+16 against charm and compulsion)

=== Traits ===
Birthmark, deft dodger

=== Skills ===
Perception +17
Acrobatics +9
Swim +11
Climb +11
Survival +13
Intimidate +23

=== Feats ===
1. Power attack, Iron will
2. Step up
3. Improved shield bash
4.
5. Twf, Improved bullrush
6. Shield slam
7. Lunge, Furious focus
8.
9. Intimidating prowess, Cornugon smash
10.
11. Shield master, dazing assault

=== SQ ===
Relentless Footing 57day ,Challenge 1/day, mount, order,Strong-Willed, Defense against Magic (enchanment), Foil Casting, Inquisition (persistance), judgment 2/day, orisons, stern gaze, Cunning initiative, detect alignment, track, spells.
=== Spells ===

1th.
Wrath, CLW, Burst Bonds, expeditious retreat
2th
see invisibility

=== gear ===[7b]

+5 adamantine heavy shield (28 K), Adamantine full plate mail (16,5), cloak of protection +3 (9K), belt of giant str +4 (16K), Ioun torch, +1 ring of protection (2 K), cracked Pale Green Prism Ioun stone [saves] (4K), Wand of cure light wounds x 2(1,5 K), cracked Pale Green Prism Ioun stone [attack] (4K), tanglefoot bag x2, Armor spikes.

[b]Scrolls:
see invisibility 150 gp
Portection from evil, chaos 50 gp
Invisibility x2 300 gp
expeditious retreat (caster level 3)x2 150
Delay poison 150 gp
Resist energy (fire) 150 gp
Remove fear 50 gp


Nice to see more builds here... I think I still have 1 or 2 left, it's just the thread lost steam and since I wasn't even seeing it on the frong page, I ended up forgetting about it. -.-'

When I get home I'll try to remind myself of actually posting my builds and checking and commenting on P33J's and Nicos' builds.

BTW, P33J, judging by the format of your stat blocks, I'm guessing you're using HeroLab. if that's so, you can select the BBCode tab in the "Output Hero Stat Block" option, so that HL adds the code for bold words for you.


This thread needs an oficial DPR calculator, I nominated Lemmysncethis is his thread :p

Mai-li:

Assimar (Archon blooded)
lawful good
unarmed fighter 2/ Flowing Monk 4 /Ninja 4.

=== Stats ===

Str 18 (22), Dex 12, con 14 , Int 10, Wis 18 (20), Cha 7

=== Defense ===

hp: 71 (2d10+8d8 + 20)

AC: 21
touch AC: 19
FF AC: 13

CMD: 30

=== Saves ===

Fort +13
Ref +12 (+ Evasion)
Will +13

+4 Against Charm
+2 against compulsion
+1 exhausted, fatigued, and staggered efect

=== Attacks ===

attack action
+2 Silversheen Temple Sword: +18 (1d8 + 20 19-20/x2)

AoO
+2 Silversheen Temple Sword: +15 (1d8 + 20 19-20/x2)

Full attack
+2 Silversheen Temple Sword: +17/+14/+9 (1d8 + 17 19-20/x2)

or

Standar
Unarmed: +14 (1d8 +12 20/x2)

Full attack
Unarmed: +13/+13/+8 (1d8 +6 20/x2)

Ranged
Shurikens: +8/+8/+3 (1d3+6)

CMB: +15 (+19 trip)

=== Traits===
Birthmark,deft dodger

=== Feats and ninja tricks===

1. Weapon focus (Temple sword), Snake style, Improved unarmed strike
2. Power attack
3. Intimidating prowess, Improved trip
4.
5. Furius focus
6.
7. Cornugon smash
8. Acrobatic master
9. Skill Focus (Sense motive)
10. High Jumper

=== Skills ===

Sense motive: +31
Intimidate: +21
stealth: +14
Perception: +21
Acrobatics: +12
Climb: +13
swim: +13
Survival: +12
Knowledge (dungeonering): +7

=== Special ===
Unbalancing Counter DC 17
Evasion
Continual flame 1/day
Poison use
No Trace +1
Unncany dodge
Ki pool (9 points)
Sneak attack: +2d6
Flurry of blows
Maneuver training
Still mind
Redirection
Acid resistance 5
Cold resistance 5
Electricity resistance 5.

=== gear ===

+2 Silversheen Temple Sword (8700)
+3 Cloak of resistance (9000)
+4 Belt of str (16000)
+2 Headband of wisdom (4000)
+1 Ring of protection (2000)
+2 Bracers of Armor (4000)
Craked pale grism Ioun stone (4000)
Dusty Rose Prism Ioun stone + wayfinder (5500)
Inquisitor’s Monocle (6800)
Eagle eyes (2500)
Masterwork tool (intimidate) (300)


Nicos wrote:

This thread needs an oficial DPR calculator, I nominated Lemmysncethis is his thread :p

** spoiler omitted **...

The only problem is that I'm far too lazy to calculate DPR...

I had a DPR-calculator spread sheet, but I never figured how to use it correctly. -.-'.

I might try doing it the old fashioned way, but I can't garantee the math will be perfect.


Let me see... The average AC for CR-appropriate enemies...

CR1 = 12
CR3 = 15
CR6 = 19
CR10 = 24

At 1st level, Fighty McCharming's average damage is 8.5. His to-hit is +5, so he needs a 7 to successfully strike his enemies, a 60% chance. He threatens a critical with 19-20 for x2 damage.

So... It's (hit% x non-critical average dmg) + (critical hit% + critical hit average dmg + critical confirmation %), right?

(0.6 x 8.5) + (.1 x 17 x .6) = 6.12 average DPR? Is this math correct?

EDIT: Oops, average dmg is 8.5! Fixed.


Nicos wrote:

This thread needs an oficial DPR calculator, I nominated Lemmysncethis is his thread :p

** spoiler omitted **...

For this guy...

Level 10, and average AC for CR 10 I would guess around 22.

Full attack with sword (using numbers provided): 43.86 average damage against AC 22

I'm confused on some things:

Compared to his standard attack

1)why does his attack and damage decrease on a full attack?
2)why does his attack decrease on an AoO?

Also, I can't tell if any of his attacks already have flurry or power attack (with furious focus) already included. Maybe I'm just too tired.


bookrat wrote:


1)why does his attack and damage decrease on a full attack?

Flurr of vlows decrease his attacks and add an aextra attack. I also believe that with flurry you do not apply 1.5 your str bonus.

bookrat wrote:


2)why does his attack decrease on an AoO?

on a standar attack he use furous focus. in an AoO he have to sucks the penalty from power attack.


So, what is the DPR of the human gendarme/spellbreaker/armor master?


Nicos wrote:
So, what is the DPR of the human gendarme/spellbreaker/armor master?

If I didn't make any mistake, your builds average DPR against a CR10 creature (AC 22) is 53.3.

He takes about 3 rounds to kill the enemy by himself. (CR 10 creatures have about 130hp)


Nicos wrote:

For ttis one shield master is alittle too conveninet but he was designed for an "arena" type of play.

** spoiler omitted **

Looks like level 11. Average AC is 25.4, we'll round up to 26.

+5 adamantine heavy shield : +23/+15/+10 (1d4+23 20/x2)

Average DPR: 42.075 against AC 26.


Lemmy wrote:
Nicos wrote:
So, what is the DPR of the human gendarme/spellbreaker/armor master?

If I didn't make any mistake, your builds average DPR against a CR10 creature (AC 22) is 53.3.

He takes about 3 rounds to kill the enemy by himself. (CR 10 creatures have about 130hp)

:(


Oh, hadn't noticed the Gendarme was at 11th level... lol... My bad.


At 10th level, Fighty McCharming's average DPR is 43,4. Or, if he's Power Attacking, 53. He too takes 3 rounds to kill the enemy. Assuming I didn't make any mistakes, of course.

EDIT: Oh, wait, I think I miscalculatred the average damage from his weapon damage dice, I think it's 5, not 4.5. If so, his DPR is 44.64 (54 with PA).


Nicos wrote:
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 omitted **

** spoiler omitted **...

Ellie at Level 10:

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

Assuming AC of 23, average DPR will be:

1) 29.2175
2) 33.3125


At 10th level, while Raging, Foxy Slicey has an average DPR of 33.62. Pretty low for a Barbarian, but then again, she's makes up for that with great mobility, AC and saves.

Against enemies with any supernatural ability (which means pretty much every enemy ever by this level), her DPR increases to 43,3. Not bad.


my armor master have a low crit range, but are you people sure you are taking into acount the crit for the calculation?


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Nicos wrote:
my armor master have a low crit range, but are you people sure you are taking into acount the crit for the calculation?

Yup. It's part of the formula.

The damage formula is h(d+s)+tchd.

h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

So for the crits, it's the same average damage (h*d) multiplied by the crit factor and the percent crit (that would be 0.05 for a crit on a 20 only, or 0.10 for a 19-20 crit, or 0.15 for a 18-20 crit, etc)


Grumpy Mcthug:
Half-Orc Rogue (Thug/Scout) 11
N Medium Humanoid
Initiative +1
=== Stats ===
Str 20 (24),Dex 12,con 14,Int 10,Wis 14, Cha 8

=== Defense ===
Hp: 86 (11d8+33)

AC: 22

=== Saves ===

Fort +8
Ref +11 (plus Improved Evasion)
Will +11

=== Offense ===

+3 Adamantine Falchion: +21/ +13 (2d4+22 15-20 x2)

And

bite +13 (1d4+6 20x2)

Sneak attack: +6d6

=== Feats, taits and talents===
1. weapon focus (Falchion), armor expert, indomitable Faith.
2. Strong impression (intimidating prowess).
3. Power attack.
4. offensive defense.
5. Iron will.
6. Combat trick (furious focus).
7. Cornugon Smash.
8. Slow reaction.
9. Lunge.
10. Improved Evasion
11. Improved critical.

=== Skills ===

Acrobatics +19, stealth +15, perception +18, Swim +13, Climb +12, Knowledge (dungeoneering) +14, Intimidate +27, Sense motive +16, Survival +13.

=== Special ===
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack

that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Frightening (Ex)

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.

Brutal Beating
At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies.
This ability replaces trap sense.

scout's charge, skirmisher, Sneak damage 6d6.

=== gear ===

+3 Adamantine falchion (21 K), Boots of striding and sprinting (5,5 K), Ioun stone (clear spindle) + wayfinder (4,5 K), craked pale grim Ioun stone (attack) (5K), Cloak of reistance +3 (9K), Mithral Breastplate +3 (13K), +1 amulet of natural armor (2K), +1 Ring of protection (2K), +4 belt of Str (16K), Circlet of persuasion (4,5 K), MW tool (intimidate) (0,3 K)


Nicos wrote:
my armor master have a low crit range, but are you people sure you are taking into acount the crit for the calculation?

Yup. At least, I hope I'm doing it correctly... This is my math:

(average damage x chance to hit without critical) + (average damage x chance to threaten a critical hit x chance to confirm x critical multiplier)


bookrat wrote:
Nicos wrote:

This thread needs an oficial DPR calculator, I nominated Lemmysncethis is his thread :p

** spoiler omitted **...

For this guy...

Level 10, and average AC for CR 10 I would guess around 22.

Full attack with sword (using numbers provided): 43.86 average damage against AC 22

this is with or tihout taking into accunt the 2d6 from sneack attack? what if she spend a ki point for an extra attack at

+14 (1d8 + 17 19-20/x2)


And I just found a mistake in my previous calculations... f!@%... -.-'


I've been a little unsure how to calculate DPR for awhile now. So, I'm curious, using the baseline above, would this be accurate for Tira's Level 10 DPR, without taking Deadly Aim or Point-Blank Shot into account? (And am I the only one that finds it slightly ironic that a thread dedicated to making versatile martial characters now has official DPR calculation? :P )

Mathz:
Going with this baseline for each attack: (hit% x non-crit dmg) + (crit% + critdmg + crit confirm%)

So, if Tira flurries, her +20's hit on a 4 or higher, so 85%, but .1 less because she threatens a crit on 19-20. She confirms with sense motive, which is 1 higher than her Attack Bonus, and for x3 damage, so:
(.75 * 13.5) + (.1 * 27 * .9) = (10.175 + 2.43) = 12.605 Damage

Her +15's have lower hit chance, though same crit confirm. So:
(.45 * 13.5) + (.1 * 27 * .9) = (7.425 + 2.43) = 8.505 Damage

So then, 2*(12.605) + 2*(8.505). Plus one more 12.605 if she uses a Ki point to add another +20 to the mix.

Making 54.825 DPR after spending a Ki point, or 42.22 without doing so. Would that be correct? (Again, not taking deadly aim or point-blank shot into account, 'cuz there's enough to get mixed up on already.)


Spoiler

Valees Half Elven Loremaster

Level 1:
Valees
Male half elf LoreMaster 1
CG Medium Humanoid
Init +6; Senses Low Light Vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +4 (1d6+4/18-20/x2) and
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 17
Feats Power Attack -1/+2 Weapon Finesse
Traits Indomnitable Faith, Reactionary
Skills Acrobatics +3, Climb 0, Diplomacy -2, Escape Artist +2, Fly +2, Knowledge Dungeoneering +5, Knowledge Engineering +5, Perception +3, Ride +6, Sense Motive 0, Stealth +2, Swim 0
Languages Common, Elven, Draconic
Other Gear Chain shirt, Rapier, 30 gold
--------------------
Special Abilities
--------------------

Level 3:
Valees
Male half elf LoreMaster 1
CG Medium Humanoid
Init +6; Senses Low Light Vision; Perception +9
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 28 (3d10+6)
Fort +5, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +6 (1d6+4/18-20/x2) and
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 13, Wis 11, Cha 7
Base Atk +3; CMB +9 (+11 Trip); CMD 19 (21 Trip)
Feats Power Attack -1/+2, Weapon Finesse, Improved Trip, Agile Maneuvers
Traits Indomnitable Faith, Reactionary
Skills Acrobatics +7, Climb +2, Diplomacy -2, Escape Artist +4, Fly +4, Knowledge Dungeoneering +7, Knowledge Engineering +7, Perception +5, Ride +10, Sense Motive 0, Stealth +4, Swim +2
Languages Common, Elven, Draconic
Other Gear Mithral Shirt+1, Rapier, 900 gold
--------------------
Special Abilities
--------------------

Level 6:
Valees
Male half elf LoreMaster 1
CG Medium Humanoid
Init +6; Senses Low Light Vision; Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 52 (6d10+12)
Fort +7, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +11 (1d6+7/18-20/x2) and
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 13, Wis 12, Cha 7
Base Atk +6; CMB +13 (+22 Trip, 15 Dirty Trick); CMD 24 (29 Trip, 27 Dirty Trick, 31 Disarm, 31 Overrun)
Feats Power Attack -1/+2, Weapon Finesse, Improved Trip, Agile Maneuvers, Fury's Fall, Improved Dirty Trick, Greater Trip
Traits Indomnitable Faith, Reactionary
Skills Acrobatics +10, Climb +2, Diplomacy -2, Escape Artist +4, Fly +4, Knowledge Dungeoneering +10, Knowledge Engineering +10, Perception +9, Ride +13, Sense Motive +1, Stealth +4, Swim +2
Languages Common, Elven, Draconic
Other Gear Mithral Shirt+1, Belt of Dexterity +2, Rapier+1, 7900 gold
--------------------
Special Abilities
--------------------

Level 10:
Valees
Male half elf LoreMaster 1
CG Medium Humanoid
Init +6; Senses Low Light Vision; Perception +13
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 17 (+7 armor, +5 Dex, +1 Deflection)
hp 94 (10d10+30)
Fort +11, Ref +10, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +18 (1d6+17/18-20/x2) and
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 16, Int 13, Wis 12, Cha 7
Base Atk +10; CMB +19 (+31 Trip, 26 Dirty Trick); CMD 30 (34 Trip, 34 Dirty Trick, 40 Disarm, 40 Overrun)
Feats Power Attack -3/+6, Weapon Finesse, Improved Trip, Agile Maneuvers, Fury's Fall, Improved Dirty Trick, Greater Trip, Felling Smash, Greater Dirty Trick, Quick Dirty Trick, Combat Reflexes
Traits Indomnitable Faith, Reactionary
Skills Acrobatics +15, Climb +2, Diplomacy -2, Escape Artist +5, Fly +5, Knowledge Dungeoneering +14, Knowledge Engineering +14, Perception +13, Ride +18, Sense Motive +1, Stealth +5, Swim +2
Languages Common, Elven, Draconic
Other Gear Mithral Shirt+3, Belt of Physical Superiority +2,agile Rapier+2, Gloves of Dueling, Cloak of Resistance +2, Ring of Protection +1 1900 gold
--------------------
Special Abilities
--------------------

Level 12:
Valees
Male half elf LoreMaster 1
CG Medium Humanoid
Init +6; Senses Low Light Vision; Perception +15
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 18 (+7 armor, +6 Dex, +1 Deflection, +1 Nat Armor)
hp 124 (12d10+48)
Fort +14, Ref +14, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +22 (1d6+20/18-20/x2) and
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 18, Int 13, Wis 12, Cha 7
Base Atk +12; CMB +25 (+40 Trip, 33 Dirty Trick); CMD 37 (41 Trip, 41 Dirty Trick, 49 Disarm, 49 Overrun)
Feats Power Attack -4/+8, Weapon Finesse, Improved Trip, Agile Maneuvers, Fury's Fall, Improved Dirty Trick, Greater Trip, Felling Smash, Greater Dirty Trick, Quick Dirty Trick, Combat Reflexes, Stand Still, Steady Engagement
Traits Indomnitable Faith, Reactionary
Skills Acrobatics +19, Climb +2, Diplomacy -2, Escape Artist +7, Fly +7, Knowledge Dungeoneering +16, Knowledge Engineering +16, Perception +15, Ride +22, Sense Motive +1, Stealth +7, Swim +2
Languages Common, Elven, Draconic
Other Gear Mithral Shirt+3, Belt of Physical Superiority +4, agile Rapier +2, Gloves of Dueling, Cloak of Resistance +4, Ring of Protection +1, Amulet of Natural Armor +1 3900 gold
--------------------
Special Abilities
--------------------


Well, if my math is correct, Grumpy's DPR is... 39,2 with out SA.

If he gets to apply SA damage to all his attacks, his average DPR rises to 102,44. Pretty awesome!


Oh, wait... I think I made another mistake...

Grumpy's DPR sans SA: 49
Grumpy's DPR with SA on all attacks: 109,07

Even better.

My compliments, Nicos.


Lemmy wrote:

Oh, wait... I think I made another mistake...

Grumpy's DPR sans SA: 49
Grumpy's DPR with SA on all attacks: 109,07

Even better.

My compliments, Nicos.

n.n


Ok well since this is back up on the front page then I guess I'll post my Catfolk Barbarian build. Gains all the bonuses from Rage, Pounce, Power Attack, Full Attack routine with none of the Penalties.

Spoiler:
Juliana Duline
Female Catfolk Barbarian(Invulnerable Rager/Urban Barbarian) 12
NG Medium Humanoid (Catfolk)
Initiative:+6 Senses:+20

Defense
AC:28 Touch:17 Flat-Footed:25
HP:124
Fort:+14 Reflex:+10 Will:+11
Defensive Abilities: Invulnerability (DR 6/- and DR 7/- while raging), Extreme Endurance (endure elements against hot climate only and Resist 4 fire and Resist 10 fire while raging)

Offense:
Speed: 30 ft. (40 ft. on a charge)
Melee: +3 Adamantine Greatsword +19/+14/+9 (2d6+9/19-20/x2/S)
+3 Adamantine Greatsword w/ Power Attack +16/+11/+7 (2d6+21/19-20/x2/S)
+3 Adamantine Greatsword w/ Power Attack and Charging +18 (2d6+21/19-20/x2/S)
+3 Adamantine Greatsword w/ Rage +22/+17/+12 (2d6+13/19-20/x2/S)
+3 Adamantine Greatsword w/ Rage and Power Attack +22/+17/+12 (2d6+25/19-20/x2/S)
+3 Adamantine Greatsword w/ Rage, Power Attack, and Charge +24/+19/+14 (2d6+25/19-20/x2/S)
Special Attacks: Greater Rage (Controlled Rage +6) 28 Rounds, Rage Powers (Reckless Abandon, Lesser Beat Totem, Beast Totem, Increased Damage Reduction, Greater Beast Totem, and Energy Resistance)

Statistics:
Str:18(24 w/ Rage) Dex:14 Con:14 Int:10 Wis:17 Cha:10
BAB:+12/+7/+2 CMB:+16(+18 while raging) CMD: 26(+28 while raging)
Feats: Power Attack, Nimble Striker, Improved Initiative, Dodge, Catfolk Exemplar (Enhanced Senses), and Skill Focus (Diplomacy)
Skills: Survival +22, Perception +20, Stealth +20, Kowledge (Local) +15, Profession (Bounty Hunter) +7, and Diplomacy +20
Languages: Common and Catfolk
SQ: Scent, Low-Light Vision, Sprinter, Natural Hunter, Cat's Luck, and Crowd Control
Combat Gear: +3 Adamantine Greatsword, +3 Mithral Breastplate, +2 Belt of Strength, +2 Headband of Wisdom, Dusty Rose Prism Ioun Stone, Jingasa of the Fortunate Soldier, +4 Cloak of Resistance, +2 Amulet of Natural Armor, and +2 Ring of Deflection
Traits: Slippery and Militia Veteran

Scarab Sages

Sorry for hijacking the thread witha question but i have to ask where can I find the dervish dance feat? Im trying to buiot a two weapon barbarian /rogue and i need it and dont know where to find it to show the DM? I will post the character when im done polishing it but its not ready yet (also hes 15 point buy so technically under specs for the thread)


Cymric wrote:
Sorry for hijacking the thread witha question but i have to ask where can I find the dervish dance feat? Im trying to buiot a two weapon barbarian /rogue and i need it and dont know where to find it to show the DM? I will post the character when im done polishing it but its not ready yet (also hes 15 point buy so technically under specs for the thread)

http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat


Hey, Nicos, I think there might be a problem with Grumpy's math.

Falchion: +8 BAB + 7 Str + 1 WF + 3 Enhancement 1 Iun Stone = +20 to hit.
Bite: +8 BAB + 7 Str + 1 Ioun Stone -5 secondary attack = +11 to hit.

During PA it'd be:

Falchion +20/+12 (2d4+22/15-20)
Bite +8 (1d4+6)

Am I missing something?

Silver Crusade

Question, does raging vitality work with Urban Barbarian

Scarab Sages

@thomas long 175
thank you


Lemmy wrote:

Hey, Nicos, I think there might be a problem with Grumpy's math.

Falchion: +8 BAB + 7 Str + 1 WF + 3 Enhancement 1 Iun Stone = +20 to hit.
Bite: +8 BAB + 7 Str + 1 Ioun Stone -5 secondary attack = +11 to hit.

During PA it'd be:

Falchion +20/+12 (2d4+22/15-20)
Bite +8 (1d4+6)

Am I missing something?

You are right. If i remember correctly the sames mistaks were pointed out in that rogue thread (I think you were there, right?). I deserved for not double check what I post.

The correct DPR calculated in that tread was about 80-85.


I wanted to publish this for a while. I think he is a decent swicht hitter with not much hit points but decent enough AC.

Tidirien the fullplate moonwalker:

Elf
Mobile figter 10
LE

=== Stats ===

Str 14 ,Dex 20 (24) ,con 12, Int 14(16) ,Wis 12, Cha 7

=== Defense ===

Hp: 87 (11d10 +22)
AC: 31
Touch AC: 18
Ff AC: 25

CMD: 31

=== Saves ===

Fort: +12
Ref: +14
Will: +10

Inmune to magical Sleep
+4 Against charm and compulsion

=== Attacks ===

Melee

+1 Agile Silversheen Elvencurved blade: +20/+15/+10 ( 1d10 + 19, 15-20/x2)

Ranged

+1 Composite longbow: +18/+18/+13/+8 (1d8+11, 19-20/x3)*

2d8+22 on the first hit.

===Traits===
Acrobatic as class skill, +2 against charm and compulsion.

=== Feats ===

1. Power attack, Weapon finesse
2. Point blank shot
3. Toughness
4. Rapid shot
5. Iron will
6. Quick Draw
7. Manyshot
8. Deadly Aim
9. Nimble moves
10. Improved critical hit (Elven blade)
11. Weapon focus (Elven blade)

=== Skills ===

Acrobatics: +27
Stealth: +18
Knowledge (dungeonering): +17
Knowledge (Nature) +14
Perception: +19
Climb: +8
Swim: +7
Survival: +6

=== Special ===

Agility +3
Leaping Attack +2
Rapid Attack
Silent Hunter

=== gear ===

+1 Agile Silversheen Elvencurved Blade (8700)
+1 Composite longbow (3000)
+2 Mitrhal Fullplate + Armored kilt (14,500)
+1 Ring of protection (2000)
+1 Amulet of natural Armor (2000)
+3 Cloak of resistance (9000)
+4 Belt of incredibly dexterity (16000)
+2 headbandof inteligence (4000)
Cracked pale grism Ioun stone (Attack) (4000)
Cracked pale grism Ioun stone (Saves) (4000)
Bracers of the falcom Aim ( 4000)
Boots of springing and striding (5,500)
Eyes of the eagle (2500)
Ring of susteneance (2500)
Handy havershack (2500)

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