
Nicos |
The totems rage powers I think are also non-core.
EDIT: It was core fighter against core barbarians and rangers. If i am not missing someting i use only core in my 3 builds.
Please rebuild the barbarian.
EDIT2: Also, rage give you 4 in strengh not 4 in attack. Unless I am missin somethhing yu attack could not go from 18 (non raging) to 22 (raging)
eDIT 3: about the CMD. it is 10 +10 (BAB)+ str + dex + others.

Rynjin |

Were we looking at Core only? I don't remember that.
I don't believe Furious Focus is from the APG.
If indeed we're doing Core only, then I'll replace the Totem powers.
2. Superstition
4. No Escape
6. Quick Reflexes
8. Increased Damage Reduction
10. Clear Mind
That'll drop my Raging AC to 20.
And I think the Furious weapon is non-Core as well, so I'll swap that back to standard +2 weapon, and that bumps my non-Raging attack/damage up by 1, and my Raging attack/damage down by 1. My DR would increase to 3/-, and I would lose Pounce and my claws.
But I can re-roll a Will save once per Rage, and have an extra AoO. Overall not too much change except the loss of Pounce.
The totems rage powers I think are also non-core.
EDIT: It was core fighter against core barbarians and rangers. If i am not missing someting i use only core in my 3 builds.
Please rebuild the barbarian.
EDIT2: Also, rage give you 4 in strengh not 4 in attack. Unless I am missin somethhing yu attack could not go from 18 (non raging) to 22 (raging)
eDIT 3: about the CMD. it is 10 +10 (BAB)+ str + dex + others.
Forgot CMD was at a base of 10. The Str is from the belt. 18 without it, 22 with it, 26 with Rage. The attack was going up so much because of the Furious weapon. One sec and I'll repost the build.
Human
N
Barbarian 10
=== Stats ===
Str 18 (22), Dex 14, Con 16, Int 12, Wis 12, Cha 7
=== Defense ===
Hp: 110 (10d12+40) (130 Rage)
AC: 22 (+9 armor, +2 Dex)
Raging AC: +23 (+9 Armor, +2 Dex, +1 Deflection, +3 Natural Armor, -2 penalty)
FF AC: 19
Touch AC: 12
DR 3/-
=== Saves ===
Fort: +13
Ref: +8
Will: +9 (+11 Rage)
+4 All vs Spells, Spell-like abilities, and Su abilities.
CMD: 18 (20 Rage)
=== Attacks ===
Melee (Power Attack Included)
+2 Adamantine Falchion: +19/+11 (2d4+20 15-20/x2), RAGING: +21/+13 (2d4+23)
Ranged
+1 Composite longbow (+6 Str): +12/+8 (1d8+6 20/x3)
CMB: +26 (28 Rage)
=== Feats ===
1. Power Attack, Weapon Focus (Falchion)
3. Iron Will
5. Toughness
7. Furious Focus
9. Improved Critical
=== Rage Powers ===
2. Superstition
4. No Escape
6. Quick Reflexes
8. Increased Damage Reduction
10. Clear Mind
=== Skills ===
Perception +19 (10 ranks)
Knowledge (Nature) +14 (10 ranks)
Acrobatics +19 (10 ranks, +5 Boots)
Survival +14 (10 ranks)
Swim +14 (5 ranks)
Climb +14 (5 ranks)
=== Special ===
Fast Movement, Rage (25 rounds), Improved Uncanny Dodge, Trap Sense +3, Damage Reduction
=== Gear ===
+2 Adamantine Falchion (11000)
+3 Breastplate (9000)
+1 Composite longbow (2900)
+4 Belt of giant strength (16000)
+1 Ring of protection (2000)
+3 Cloak of resistance (9000)
Boots of Elvenkind (2,500)
Ring of susteneance (2,500)
Eyes of the eagle (2,500)
4600 left over or spent on minor items like potions.

Rynjin |

I actually screwed up a bit on the non-Raging damage since I forgot to add the weapon's enhancement bonus to damage.
Should be fixed now. +6 Str (+9 two hands), +6 Power Attack (+9 two hands), +2 weapon, for a total of 20. Then raging is +8 Str (+12 two hands), +6 Power Attack (+9 two hands), +2 weapon for a total of 23.

Lemmy |
1 person marked this as a favorite. |

Personally, I never cared much for "core only" builds, as the CRB probably has the most broken stuff of any book, including the fact that it has Wizards, Druids and Clerics sharing pages with Fighters, Rogues and Monks. Pre-errata CRB-only Monks...
My current definition of "core only" is CRB + APG, at least, but I'd add UM and UC as well.
"Power Creep" is not the HORROR THAT SHALL ANNIHILATE PATHFINDER, as many people claim.

Kitsune Knight |

Personally, I never cared much for "core only" builds, as the CRB probably has the most broken stuff of any book, including the fact that it has Wizards, Druids and Clerics sharing pages with Fighters, Rogues and Monks. Pre-errata CRB-only Monks...
My current definition of "core only" is CRB + APG, at least, but I'd add UM and UC as well.
"Power Creep" is not the HORROR THAT SHALL ANNIHILATE PATHFINDER, as many people claim.
I actually think most of the later books have gone a long way to improving the game for the better, even if it was only for thematic reasons. Now the execution may not have been as spot on as I would prefer *glares at the Summoner and rules for firearms* but I much appreciate the risk taking that those types of ideas involved. Also, I'll take anything to move beyond standard medieval fantasy, but that is probably my own personal taste shining through.
In short, +1 Lemmy and I agree.

Nicos |
"Power Creep" is not the HORROR THAT SHALL ANNIHILATE PATHFINDER, as many people claim.
Power creep should exist to correct unbalances. Paizo have done a couple a good thing in this regard (several good arhetypes for monks for example). But in other cases they have make one of the strongst choise even stronger like the master summoner.
IF There is a gap in the game and teh new book only expand the gap then something have been wrong. If there have to be power creep in the future I hope it will be aimed to narrow the gaps in the game.

Nicos |
By the way I was about to post this monk ansering to a challenge made bi ashile but the thread get closed so I post it here.
I will make more monks in thse days (i wnat to rest from building fighters) but I do think I could improve much more.
Quigong 12
Half-Elf
LG
Init +2; Senses low light vision; Perception 25
Speed 70 ft.
=== Stats ===
Str 19 (23),Dex 14,con 14,Int 10,Wis 14(16), Cha 8
=== Defense ===
AC: 28 *
Touch AC: 25
FF AC: 25
*33 with barkskin
CMD: 32
=== Saves ===
Fort: +14
Ref: +14 + Improved Evasion
Will: +15
+2 vs Snchanment spells and effects.
Immune to magic sleep.
Inmmune to Poisons.
=== Attacks ===
Standard
+2 Adamantine ki focused Temple Sword: +19 (1d8+20 17-20/x2)
or
Flurry
+2 Adamantine ki focused Temple Sword: +20/+17/+12/+12/+7 (1d8+17 17-20/x2)
Or
Medusa wrath
+2 Adamantine ki focused Temple Sword: +21/+18/+13/+13 (1d8+17 17-20/x2)
and
Unarmed strike: +15/+15/+4 (2d6 +13 20/x2)
CMB:+19 (+23 for trip)
=== Feats and talents===
1. EXP (Temple sword), Deflect arrow, Weapon focus (temple Sword)
2. Dodge
3. Power attack
4.
5. Furius focus
6. Improved Trip
7. Mantis Style
8.
9. Ability focus (stunning fist, DC 23)
10. Medusa wrath
11. Improved critical (Temple sword)
12.
=== Skills ===
Perception +25
Acrobatics +22 (+28 for jumps)
Stealth +17
Sense motive +16
Swim +10
Climb +10
=== Special ===
Ki Pool (14 ki points)
Stunning fist 13/day (DC 23)
Abundant step
Maneuver training
High Jump
Ki powers
Barskin (1 ki point per use)
Heroic Recovery (1 ki point per use)
Monk Vows
Vow of celibacy (+2 ki points)
Vow of truth (+2 Ki points)
=== Gear ===
+2 Adamantine ki focused Temple Sword (21000)
+3 Bracers of armor (9000)
+3 Cloack of resistance (9000)
+2 Ring of protection (8000)
+1 Bodywrap of mighty strikes (3000)
+4 Belt of Giant strength (16000)
+2 Headband of wisdom (4000)
+2 Amulet of natural Armor (8000)
Cracked plae grims Ioun stone [Saves] (4000)
Cracked pale grism Ioun stone [Saves] (4000)
Dusty rose Ioun stone + Wayfinder (5500)
Boots of elvenkind (2500)
Eyes of the Eagle (2500)
Jingasa of the fortunate soldier (5000)
6000 gp unespended.

Lemmy |

I actually think most of the later books have gone a long way to improving the game for the better, even if it was only for thematic reasons. Now the execution may not have been as spot on as I would prefer *glares at the Summoner and rules for firearms* but I much appreciate the risk taking that those types of ideas involved. Also, I'll take anything to move beyond standard medieval fantasy, but that is probably my own personal taste shining through.
In short, +1 Lemmy and I agree.
Sir, I couldn't agree more with you about the bolded part. Summoners had a lot of potential, but the execution just ruined the class. Some evoltuions are just too good and come too early/cheap (e.g.:Pounce), but what really annoys me to no end is their bizarre spell list (why the f*!+ do they need hast before even wizrds can get it? Why try to cram full spell casting into a 2/3 spell casting list?) and, of course, the archetypes... Which are either completely useless or completely OP. And all of them are at least as badly written as the base class.
Firearms are another disappointment.You know, I actually like Gunslingers. Both thematically and mechanically. They are not even close to being as OP as people claim. But the rules for firearms are just terrible. They're literally the worst weapons in the whole game, unless you're a gunslinger. They have bizarre mechanics just for the sake of having bizarre mechanics. Targeting touch AC doesn't even make sense! It's easier to evade bullets than shield yourself from them! You have a better chance to penetrate an Adamantine Golem's armor than shooting a cat! WTF???
On a related note. CRB has not only the 3 most powerful classes, but the 2 weakest ones too. Maybe 3, I don't know how Cavaliers fare compared to Fighters. I don't care about Cavaliers at all.
Lemmy wrote:"Power Creep" is not the HORROR THAT SHALL ANNIHILATE PATHFINDER, as many people claim.Power creep should exist to correct unbalances. Paizo have done a couple a good thing in this regard (several good arhetypes for monks for example). But in other cases they have make one of the strongst choise even stronger like the master summoner.
IF There is a gap in the game and teh new book only expand the gap then something have been wrong. If there have to be power creep in the future I hope it will be aimed to narrow the gaps in the game.
I agree with this. There are some feats/spells that really shouldn't exist (I'm looking at you, Persistent Spell!).
I'm just so tired of seeing so many people acting so terrified of some supposed power creep... To the point where it seems they think that any improvement to any class is a step closer to the doom of PF.
I see more people complaining about archers, Gunslingers and Paladins than about Wizards, Druids and Clerics! How does that make any sense?

Nicos |
I agree with this. There are some feats/spells that really shouldn't exist (I'm looking at you, Persistent Spell!).
I'm just so tired of seeing so many people acting so terrified of some supposed power creep... To the point where it seems they think that any improvement to any class is a step closer to the doom of PF.
I see more people complaining about archers, Gunslingers and Paladins than about Wizards, Druids and Clerics! How does that make any sense?
Cause they are easy build.
I mean somebody wihout system mastery wanst to make an arher he just need to take the archety feat and then he have powerfull character.And wizards for example shine the most when they work with their groups. It is like bards, IMHO one of the most powerfull class in the right circumstances, his contribution can be enormous but it is just that the bard do not shine, he make other poeple shine . A gunslinger killing in one turn is more visible.
I hate gunslingers by the way, not becuase they use guns but for the gun mechaninc in PF.

Rynjin |

Human
N
Ranger 10
=== Stats ===
Str 14, Dex 20 (22 Belt), Con 14, Int 10, Wis 12 (14 Headband), Cha 7
=== Defense ===
Hp: 94 (10d10+30 FCB: HP)
AC: 25 (+5 Dex, +9 Armor, +1 Deflection)
FF AC: 20
Touch AC: 17
=== Saves ===
Fort: +12
Ref: +16
Will: +10
CMD: 29
=== Attacks ===
Melee
+1 Greatsword: +13/+7 (2d6+3 19-20/x2)
Ranged
+3 Composite longbow (+2): +20/+15 (1d8+5 20/x3) DEADLY AIM: +17/+12 (1d8+11 20/x3), RAPID SHOT: +18/+18/+13 (4 arrows at 1d8+5 20/x3). BOTH: +15/+15/+10 (4 arrows at 1d8+11 20/x3)
With Favored Enemy: Add +6 to-hit/damage against main, +2 to-hit/damage against second and third
CMB: +12
=== Feats ===
1. Weapon focus (longbow), Point Blank Shot
2. Rapid Shot
3. Iron Will, Endurance
5. Precise Shot
6. Improved Precise Shot
7. Deadly Aim
9. Clustered Shots
10. Manyshot
=== Skills ===
Perception +20 (+26 vs main FE, +22 vs 2nd/3rd FE, +24 in main FT, +22 in 2nd)
Stealth +19
Knowledge (Nature) +14 (+20 vs main FE, +16 vs 2nd/3rd FE)
Acrobatics +24
Survival +15 (+20 when tracking, +19 in main FT, +17 in 2nd)
Spellcraft +13
=== Special ===
Favored Enemy (3), Favored Terrain (2), Hunter's Bond, Woodland Stride, Swift Tracker, Evasion, Spells (3 1st level, 2 2nd level)
=== gear ===
Generic +1 Backup Weapon (2000)
+3 Mithral Breastplate (13000)
+3 Composite longbow (+2) (18000)
+3 Cloak of resistance (9000)
Boots of Elvenkind (2,500)
Ring of Susteneance (2,500)
Eyes of the Eagle (2,500)
+2 Belt of Incredible Dexterity (4000)
+2 Headband of Inspired Wisdom (4000)
+1 Ring of protection (2000)
7000 left over or spent on consumables.
So far as I can tell, my archer matches or surpasses yours in just about every way except to-hit (he's behind by 1) and a good chunk of damage (except against FE). His saves (especially Reflex) are all around better, he's got more HP since he took the class bonus in HP, his skill checks match or exceed yours, he can sleep in armor (minor, yeah), he has an Animal Companion to help him out and distract enemies, and he's got spells. Also he can identify magic objects because I felt like giving him that ability, but that could really be any other skill.
I was going to make the switch hitter today but then I realized I actually have no clue what role a switch hitter is supposed to fill. From the name I would assume he's archery focused but wades into melee combat when necessary, but your switch hitter build looks more like a melee focused guy with almost the exact same stats and Feats as the two-hander build, but with one or two archery Feats.

Chengar Qordath |

So, time to show off some more Soulknife goodies, this time by throwing out a pair or matched dwarves that should work nicely together.
Backstab McGee: Dwarf Soulknife (Cutthroat Archetype)
Str: 13
Dex: 14 (16)
Con: 14 (16)
Int: 10
Wis: 20 (24)
Cha: 8
HP: 99.5 (10+9d10+Con+Favored Class)
AC: 26
Touch: 15
Flatfooted: 23
Atk: +21/16 (+18/+13 when Power Attacking)
Dam: 1d10 +13 (+22 w/PA) +3d6 Sneak Attack
Fort: 8 + 4 vs Spells
Refl: 12 + 4 vs Spells
Will: 16 + 4 vs Spells
Feats:
1: Steel Soul
3: Power Attack
5: Extra Blade Skill: Emulate Melee Weapon (Bardiche)
7: Weapon Focus: Mind Blade
9: Speed of Thought
Blade Skills
2: Focused offense
4: Trapfinder
6: Evasion
8: Combat Slide
10: Deadly Blow
Skills:
Acrobatics: +16
Bluff: +15
Disable Device: +16
Perception: +20
Sense Motive: +20
Stealth: +19
Traits:
Armor Master
Suspicious (Sense Motive as a class skill)
Gear:
+3 Keen Bardiche (Mind Blade)
+3 Mithral Breastplate
+4 Headband of Wisdom
+2 Belt of Might (Dex + Con)
+2 Ring of Protection:
+2 Amulet of Natural Armor
+2 Cloak of Resistance
+1 Composite Longbow
1000 or so leftover gold
Pros: Manages to fill the rogue role reasonably well while being a full-BAB character, with all the benefits that entails. Solid defenses thanks to a high will save and Improved Evasion. Combat Slide and a reach weapon give him more options for staying mobile and getting off his sneak attacks.
Cons: Like a lot of sneak attack builds, you'll need a flanking buddy to hit your full potential. Lower sneak attack damage than a proper rogue, though the better base damage and hitting helps offset that. The build also doesn't really have enough dexterity to do well with it's armor choices. While he's got reasonably solid skillmonkey abilities, he's still far from on-par with the likes of the bard.
Tanks McGee: Dwarven Soulknife (Shielded Blade)
Str: 10
Dex: 14
Con: 16 (18)
Int: 10
Wis: 20 (24)
Cha: 8
HP: 109.5 (10+9d10+Con+Favored Class)
AC: 32
Touch: 14
Flatfooted: 30
Atk: +21/16 (+18/+13)
Dam: 1d8 +10 (+16) (3d8 Psychic Strike) 17-20x4
Fort: 10 + 5 vs Spells
Refl: 12 + 5 vs Spells
Will: 17 + 5 vs Spells
Feats:
1: Power Attack
3: Steel Soul
5: Extra Blade Skill (Focused Offense)
7: Emulate Melee Weapon: Falcata
9: Weapon Focus: Mind Blade
Blade Skills
2: Improved Mind Shield
4: Full Enhancement
6: Powerful Strikes
8: Combat Slide
10: Deadly Blow
Skills:
Acrobatics: +7
Autohypnosis: +20
Know: Psionics: +13
Perception: +20
Stealth: +11
Traits:
Glory of Old
Reactionary
Gear:
+3 Keen Falcata (Mind Blade)
+4 Shield (Mind Shield)
+3 Breastplate
+4 Headband of Wisdom
+2 Belt of Con
+2 Ring of Protection:
+2 Amulet of Natural Armor
+3 Cloak of Resistance
+1 Composite Longbow
2000 or so leftover gold
Pros: Very solid defensively, while still packing a pretty respectable offense. Crit potential is mildly terrifying.
Cons: Suffers the usual problems of a sword-and-board build as far as trading off damage, and really can't afford the feats/stats to go into shield bashing. That crit potential goes to waste against any enemies that are immune to crits.

Nicos |
So far as I can tell, my archer matches or surpasses yours in just about every way except to-hit (he's behind by 1) and a good chunk of damage (except against FE). His saves (especially Reflex) are all around better, he's got more HP since he took the class bonus in HP, his skill checks match or exceed yours, he can sleep in armor (minor, yeah), he has an Animal Companion to help him out and distract enemies, and he's got spells. Also he can identify magic objects because I felt like giving him that ability, but that could really be any other skill.
It surpriseme that your ranger archer oly surpass me. I will give and in dept analisis once you post the final build, but for now I want to point that the ranger is behing 4 points in attack angainst non-FE.
EDIT: I found it. You only have a 18 point buy.
I was going to make the switch hitter today but then I realized I actually have no clue what role a switch hitter is supposed to fill. From the name I would assume he's archery focused but wades into melee combat when necessary, but your switch hitter build looks more like a melee focused guy with almost the exact same stats and Feats as the two-hander build, but with one or two archery Feats.
Well, yeah. I have to admit it, i d o not know how to make switch hitters. i suppose there is two ay to make them. Mele with a little of archery, or archer with a little of melee.

Lemmy |

Rynjin wrote:I was going to make the switch hitter today but then I realized I actually have no clue what role a switch hitter is supposed to fill. From the name I would assume he's archery focused but wades into melee combat when necessary, but your switch hitter build looks more like a melee focused guy with almost the exact same stats and Feats as the two-hander build, but with one or two archery Feats.Well, yeah. I have to admit it, i d o not know how to make switch hitters. i suppose there is two ay to make them. Mele with a little of archery, or archer with a little of melee.
Switch-hitters focus on melee, but have some archery feats as backup.
- For Fighters, Point Blank Shot, Rapid Shot and Deadly Aim are probably enough. They can grab Precise Shot and Manyshot too, if they want, but it's unnecessary, IMO.- Rangers can grab the Archery Combat Style and use their bonus feats for Archery and their normal feats for melee. They should avoid Point Blank Shot and Precise Shot, though, because if the enemy is close, it's a better idea attacking him with melee. They'll have to use one of their normal feats if they want Deadly Aim, though.
- Barbarians who want to be switch-hitters are better off just taking Deadly Aim and a Adaptive Bow. The Urban Ranger archetype is a good idea too, though I hate losing Fast Movement.
- Paladins don't have any feats to spare, so they should just grab Deadly Aim and hope his enemies are evil. Some Paladin spells can boost their to-hit and damage too.
There's not much point in a switch-hitter focused on ranged combat because at some point you'll be able to shoot adjacent enemies without any penalty and without provoking AoO, so there is no reason to use melee weapons instead of your bow. You might want to take Power Attack anyway, though, just in case.

Rynjin |

It surprise me that your ranger archer oly surpass me. I will give and in dept analisis once you post the final build, but for now I want to point that the ranger is behing 4 points in attack angainst non-FE.
EDIT: I found it. You only have a 18 point buy.
I do?
Str 14, Dex 20 (22 Belt), Con 14, Int 10, Wis 12 (14 Headband), Cha 7
So that should be 5 points (14), 7 points (15), 5 points (14), 0 points (10), 1 point (11), and -4 points (7).
Oh. Well okay then. That's what I get for screwin' around.
Str 14 (5), Dex 16 (10), Con 14 (5), Int 12 (0), Wis 12 (2) (14 Headband), Cha 7 (-4).
There.
Human
N
Ranger 10
=== Stats ===
Str 14, Dex 20 (22 Belt), Con 14, Int 12, Wis 12 (14 Headband), Cha 7
=== Defense ===
Hp: 94 (10d10+30 FCB: HP)
AC: 25 (+5 Dex, +9 Armor, +1 Deflection)
FF AC: 20
Touch AC: 17
=== Saves ===
Fort: +12
Ref: +16
Will: +10
CMD: 29
=== Attacks ===
Melee
+1 Greatsword: +13/+7 (2d6+3 19-20/x2)
Ranged
+3 Composite longbow (+2): +20/+15 (1d8+5 20/x3) DEADLY AIM: +17/+12 (1d8+11 20/x3), RAPID SHOT: +18/+18/+13 (4 arrows at 1d8+5 20/x3). BOTH: +15/+15/+10 (4 arrows at 1d8+11 20/x3)
With Favored Enemy: Add +6 to-hit/damage against main, +2 to-hit/damage against second and third
CMB: +12
=== Feats ===
1. Weapon focus (longbow), Point Blank Shot
2. Rapid Shot
3. Iron Will, Endurance
5. Precise Shot
6. Improved Precise Shot
7. Deadly Aim
9. Clustered Shots
10. Manyshot
=== Skills ===
Perception +20 (+26 vs main FE, +22 vs 2nd/3rd FE, +24 in main FT, +22 in 2nd)
Stealth +19
Knowledge (Nature) +15 (+21 vs main FE, +17 vs 2nd/3rd FE)
Acrobatics +24
Survival +15 (+20 when tracking, +19 in main FT, +17 in 2nd)
Spellcraft +14
Climb +10
Swim +10
=== Special ===
Favored Enemy (3), Favored Terrain (2), Hunter's Bond, Woodland Stride, Swift Tracker, Evasion, Spells (3 1st level, 2 2nd level)
=== gear ===
Generic +1 Backup Weapon (2000)
+3 Mithral Breastplate (13000)
+3 Composite longbow (+2) (18000)
+3 Cloak of resistance (9000)
Boots of Elvenkind (2,500)
Ring of Susteneance (2,500)
Eyes of the Eagle (2,500)
+2 Belt of Incredible Dexterity (4000)
+2 Headband of Inspired Wisdom (4000)
+1 Ring of protection (2000)
7000 left over or spent on consumables.
I went ahead and left off the +4 belt still because it doesn't do much for me. The +3 bow instead adds +1 hit AND damage and I don't particularly need even more Reflex save points.
I don't see where I'm behind -4 on to-hit, it looks like only 1. Is yours including both Deadly Aim AND Rapid Shot?

![]() |

I just want to add my Aasimar Monk to the thread. I made a few changes to this one. I removed Death from Above and took Improved Natural Attack to make his damage 3d8. I may put Death from Above back in later.
Str: 13
Dex: 22
Con: 14
Int: 13
Wis: 20
Cha: 09
HP: 13d8 + 26
AC: 36 (41 with Barkskin)
Touch: 36
Flat: 29 (34 with Barkskin)
Spd: 70 ft (Fly 60 ft)
Traits: Mizu Ki Hikari Rebel, Honored Fist of the Society
Init: + 6
Fort: + 14 (+ 16 vs Evil Descriptor)
Ref: + 18 (+ 20 vs Evil Descriptor)
Will: + 17 (+ 19 vs Enchantment spells) (+ 19 vs Evil Descriptor)
CMB: + 14
CMD: 37
Attack: Flurry of Blows: + 19 / + 19 / + 14 / + 14 / + 9 3d8 + 8 + 1d6 acid.
Flurry of Blows with Power Attack: + 16 / + 16 / + 11 / + 11 / + 6 3d8 + 8 + 6 + 1d6 acid
Aasimar: Native Outsider, Darkvision 60 ft, Daylight 2/day, Celestial Radiance: Resist Fire, Cold, and Electricity 5,
Monk: Flurry of Blows, Stunning Fist 14/day Fort: DC 21 (Fatigued, Sickened, Staggered), Evasion, Improved Evasion, Fast Movement, Maneuver Training, Still Mind, Ki Pool (12): (Magic, Silver, Cold Iron, Lawful), True Strike 1 Ki point, Barkskin 1 Ki point, Dragon Breath (Gold Dragon 12d6 30 ft Cone of Fire 2 Ki points), Wholeness of Body (13 points healed), Diamond Body, Purity of Body, Diamond Soul (SR 23),
Skills: (78) Acrobatics: + 19, Escape Artist: + 19, Fly: + 22, Perception: + 27, Sense Motive: + 18, Stealth: + 21, Knowledge Religion: + 14
Feats: (11) Weapon Finesse, Weapon Focus (Unarmed), Dodge, Angelic Blood, Heavenly Radiance (Sunbeam 2/day 4d6), Angelic Wings, Power Attack, Mobility, Spring Attack, Flyby Attack, Improved Natural Attack.
Gear: (140,000) +1 agile Amulet of Mighty Fists (16,000), Monk’s Robe (13,000), Belt of Incredible Dex + 4 (16,000), Deliquescent Gloves (8,000), Cloak of Resistance + 4 (16,000), Bracers of Armor + 6 (36,000),Headband of Inspired Wisdom + 4 (16,000), Ring of Protection + 4, Eyes of the Eagle (2,500)

Chengar Qordath |

Time to post another set of builds using the psionics rules. They're just so much fun. This time, I'm going for an archer.
Feathers the Featherer: Aasimar (Garude-Blooded) Marksman
Level 1
Str: 14
Dex: 18
Con: 12
Int: 10
Wis: 16
Cha: 8
HP: 11
AC: 16
Touch: 14
Flatfooted: 12
Atk: +5 (+3/+3)
Dam: 1d8
Fort: +1
Refl: +6
Will: +5
Feats:
Class: Point Blank Shot
1: Rapid Shot
Class Abilities:
Wind Reader: +3 to hit for one round 4x day.
Psionics
Power points: 2
Powers: None
Skills: (Favored Class)
Acrobatics: +8
Intimidate: +3
Perception: +7
Stealth: +8
Survival: +7
Traits:
Armor Master
Reactionary
Gear:
Longbow
Leather Armor
Evaluation: Not much to say for or against him at this point. The only real unique feature so far is Wind Reader, which is a nice little bonus.
Level 3
Stats
Str: 14
Dex: 18
Con: 12
Int: 10
Wis: 16
Cha: 8
HP: 23
AC: 19 (+1 vs. Ranged Attack)
Touch: 14
Flatfooted: 15
Atk: +10 (+8/+8)
Dam: 1d8+2
Fort: +3
Refl: +8
Will: +7
Feats:
Class: Point Blank Shot
1: Rapid Shot
3: Precise Shot
Class Abilities:
Wind Reader: +3 to hit for one round 6x day.
Favored Weapon: +1 with bows
Finesse Mantra: +1 to hit
Psionics:
Power points: 7
Powers:
Offensive Prescience
Foxhole
Skills (Favored Class)
Acrobatics: +10
Intimidate: +6
Perception: +9
Stealth: +10
Survival: +9
Traits:
Armor Master
Reactionary
Gear:
Masterwork Longbow
+1 Chain Shirt
+1 Cloak Resistance
Evaluation: Now he's looking a bit more unique. Having basic damage buff powers is nice, though not really all that unique. Foxhole is handy for creating instant cover, with a handy side-use for countering burrowers.
Level 6
Stats
Str: 14
Dex: 19 (21)
Con: 12
Int: 10
Wis: 16 (18)
Cha: 8
HP: 43.5
AC: 21 (+2 vs. Ranged Attack)
Touch: 16
Flatfooted: 16
Atk: +16/+11 (+14/+14/+9) (+12/+12/+7)
Dam: 1d8+3 (1d8+7)
Fort: +4
Refl: +11
Will: +10
Feats:
Class: Point Blank Shot
1: Rapid Shot
3: Precise Shot
5: Deadly Aim
Bonus 5: Weapon Focus (Longbow)
Class Abilities
Wind Reader: +4 to hit for one round 10x day.
Favored Weapon: +2 with bows
Finesse Mantra: +1 to hit
Dazzling Shot 7x day
Psionics:
Power points: 21
Powers:
Offensive Prescience
Offensive Precognition
Foxhole
Wind Strike
Skills (Favored Class)
Acrobatics: +14
Intimidate: +10
Perception: +13
Stealth: +14
Survival: +13
Traits:
Armor Master
Reactionary
Gear:
+1 Composite Longbow
+1 Studded Leather
+1 Cloak Resistance
+2 Belt of Dex
+2 Headband Wisdom
+1 Ring of Protection
+1 Amulet Natural Armor
Evaluation: Now's when he gets his first Really scary trick: Wind Strike. This is a bit of an odd one, since it's really more like an augment to his Wind Reader feature. It burns power points and a Wind Reader use, but adds a daze effect to your attacks for that round. Makes for some nasty and fun uses. Dazzling shot gives you another debuff—Dazzled is a minor debuff, but there's no reason not to use.
Level 10
Str: 14 (16)
Dex: 20 (22)
Con: 12 (14)
Int: 10
Wis: 16 (18)
Cha: 8
HP: 69.5
AC: 26 (+6 vs. Ranged Attack)
Touch: 17
Flatfooted: 20
Atk: +24/+19 (+22/+22/+17) (+19/+19/+14)
Dam: 1d8+7 (1d8+13)
Fort: +6
Refl: +14
Will: +12
Feats:
Class: Point Blank Shot
1: Rapid Shot
3: Precise Shot
5: Deadly Aim
Bonus 5: Weapon Focus (Longbow)
7: Multishot
Bonus 8: Psionic Shot
9: Clustered Shots
Class Abilities
Wind Reader: +4 to hit for one round 14x day.
Favored Weapon: +3 to hit with bows
Finesse Mantra: +3 to hit
Dazzling Shot 7x day
Psionics:
Power points: 40
Powers:
Offensive Prescience
Offensive Precognition
Foxhole
Wind Strike
Ephemeral Bolt
Flexible Trajectory
Physical Acceleration
Skills (Favored Class)
Acrobatics: +19
Intimidate: +15
Perception: +17
Stealth: +19
Survival: +17
Traits:
Armor Master
Reactionary
Gear:
+3 Adaptive Composite Longbow
Celestial Armor
+1 Cloak Resistance
+2 Belt of Phys Perfection
+2 Headband Wisdom
+1 Ring of Protection
Evaluation: More Good Stuff has come in. Ephemeral Bolt is great for being sneaky, since it lets you make a full attack without being detected. Flexible Trajectory will negate cover, and be augmented to beat concealment too, even stuff like Invisibility and Mirror Image. Finally there's Physical Acceleration, which is Psionic Haste.
The low constitution is really starting to sting a bit, especially combined with a low fort save.

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I just want to add my Aasimar Monk to the thread. I made a few changes to this one. I removed Death from Above and took Improved Natural Attack to make his damage 3d8. I may put Death from Above back in later.
** spoiler omitted **...
Small Nitpick, But they Ruled Improved Natural Attack does not work with Unarmed Strikes..

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shallowsoul wrote:Small Nitpick, But they Ruled Improved Natural Attack does not work with Unarmed Strikes..I just want to add my Aasimar Monk to the thread. I made a few changes to this one. I removed Death from Above and took Improved Natural Attack to make his damage 3d8. I may put Death from Above back in later.
** spoiler omitted **...
Source.

Rynjin |

Endoralis wrote:Source.shallowsoul wrote:Small Nitpick, But they Ruled Improved Natural Attack does not work with Unarmed Strikes..I just want to add my Aasimar Monk to the thread. I made a few changes to this one. I removed Death from Above and took Improved Natural Attack to make his damage 3d8. I may put Death from Above back in later.
** spoiler omitted **...
I dunno about official errata, but the Feat's text seems pretty clear.
Choose one of the creature's natural attack forms (not an unarmed strike).

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shallowsoul wrote:Endoralis wrote:Source.shallowsoul wrote:Small Nitpick, But they Ruled Improved Natural Attack does not work with Unarmed Strikes..I just want to add my Aasimar Monk to the thread. I made a few changes to this one. I removed Death from Above and took Improved Natural Attack to make his damage 3d8. I may put Death from Above back in later.
** spoiler omitted **...
I dunno about official errata, but the Feat's text seems pretty clear.
Improved Natural Attack wrote:Choose one of the creature's natural attack forms (not an unarmed strike).
But Unarmed Strikes are considerd Natural Attacks.

Lemmy |

Rynjin wrote:But Unarmed Strikes are considerd Natural Attacks.I dunno about official errata, but the Feat's text seems pretty clear.
Improved Natural Attack wrote:Choose one of the creature's natural attack forms (not an unarmed strike).
No, they're not. You don't get to make an extra attack at BAB -5 with your unarmed strikes as you do with natural weapons. Another evidence is the fact that many items/spells/effects/feats, such as AoMF and the Brawling armor enhancement, specifically mention natural attacks and unarmed strikes as two different things.
Natural Weapons have these odd rules about them, so they had to make Unarmed Strikes a different thing.
The Elusive Jackalope |

I want the official errata to be posted so I can see it.
Will the PRD work?
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.
PRD Link

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shallowsoul wrote:I want the official errata to be posted so I can see it.Will the PRD work?
** spoiler omitted **
PRD Link
Actually no because that's not what the books say. I would rather see an official errata.

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Beastiary pg 315
Improved Natural Attack
Attacks made by one of this creature’s natural attacks
leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms.
The damage for this natural attack increases by one step on
the following list, as if the creature’s size had increased by
one category. Damage dice increase as follows: 1d2, 1d3, 1d4,
1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
I go by the books over anything else except an official errata.

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Has a dev actually come out and said that it applied to the monk because his Unarmed Strike is not like a non monk's? Sure someone else can take Improved Unarmed Strike but the monk's actually count as Natural Attacks so in effect the monk's unarmed strike is different.
If you notice it says from "an unarmed strike". Now everyone get's an unarmed strike but only the monk get's "the Unarmed Strike" ability.

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Are you claiming unarmed strikes are not unarmed strikes?
A Monk's Unarmed Strike is not the same as a fighter's Unarmed Strike, even if he took the Improved Unarmed Strike feat.
I want to know from the devs if the change to Improved Natural Attack was meant to be for non monks who think they can just use their fist to punch someone.

The Elusive Jackalope |

The Elusive Jackalope wrote:Are you claiming unarmed strikes are not unarmed strikes?A Monk's Unarmed Strike is not the same as a fighter's Unarmed Strike, even if he took the Improved Unarmed Strike feat.
I want to know from the devs if the change to Improved Natural Attack was meant to be for non monks who think they can just use their fist to punch someone.
Why should the developers restate something clearly spelled out rules?
Do monks attack with unarmed strikes?
Does Improved Natural Weapon work with unarmed strikes?
Do you also argue that a fighter can't apply Weapon Focus (longsword) to a flame tongue because the flame tongue isn't like a normal longsword?

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shallowsoul wrote:The Elusive Jackalope wrote:Are you claiming unarmed strikes are not unarmed strikes?A Monk's Unarmed Strike is not the same as a fighter's Unarmed Strike, even if he took the Improved Unarmed Strike feat.
I want to know from the devs if the change to Improved Natural Attack was meant to be for non monks who think they can just use their fist to punch someone.
Why should the developers restate something clearly spelled out rules?
Do monks attack with unarmed strikes?
Does Improved Natural Weapon work with unarmed strikes?Do you also argue that a fighter can't apply Weapon Focus (longsword) to a flame tongue because the flame tongue isn't like a normal longsword?
But a Monk's Unarmed Strike is spelled out as also being a manufactured and natural weapon.

Elosandi |
Level 1:
Human
Lawful good
Paladin 1
Init +2; Perception +4
Stats
Str 15 , DEx 14 , Con 14, Int 12, Wis 7 , cha 14
Defensive
hp: 13
AC: 17
Touch AC: 13
FF AC: 14
CMD: 14
Offensive
Greatsword: +5 (2d6 +3 19-20/x2)
Saves
Fort: +4
Reflex: +2
Will: +0 (+2 vs charm and compulsion)
Traits
Birthmark, Armour Expert
Feats
1: Power Attack, Dodge
Skills:
Acrobatics: 3 ranks (+6)
Bluff: 3 ranks (+8)
Diplomacy: 3 ranks (+8)
Knowledge (Local): 1 ranks (+5)
Knowledge (Religion): 3 ranks (+7)
Perception: 3 ranks (+4)
Perform (Dance): 2 ranks (+7)
Stealth: 3 ranks (+6)
Use Magic Device: 3 ranks (+8)
Special
Smite Evil 1/day, Sneak Attack +1d6, Poison Use, Pressure Points
Gear
Greatsword (50), Chain Shirt (100), 25gp
Level 3
X
Human
Lawful good
Paladin 1 Ninja (Scout) 2
Init +2; Perception +4
Stats
Str 15 , DEx 14 , Con 14, Int 12, Wis 7 , cha 14
Defensive
hp: 27
AC: 20
Touch AC: 13
FF AC: 17
CMD: 14
Offensive
Greatsword: +5 (2d6 +3 19-20/x2)
Saves
Fort: +5
Reflex: +4
Will: +1 (+3 vs charm and compulsion)
Traits
Birthmark, Armour Expert
Feats
1: Power Attack, Dodge
3: Combat Expertise
Skills:
Acrobatics: 3 ranks (+6)
Bluff: 3 ranks (+8)
Diplomacy: 3 ranks (+8)
Knowledge (Local): 1 ranks (+5)
Knowledge (Religion): 3 ranks (+7)
Perception: 3 ranks (+4)
Perform (Dance): 2 ranks (+7)
Stealth: 3 ranks (+6)
Use Magic Device: 3 ranks (+8)
Special
Smite Evil 1/day, Sneak Attack +1d6, Poison Use, Slow Reactions, Ki Pool
Gear
MW Greatsword (350), +1 Agile Breastplate (1550), Cloak of Resistance +1
Level 6
X
Human
Lawful good
Paladin 3 Ninja (Scout) 2 Shadowdancer 1
Init +2; Perception +7
Stats
Str 16 (18) , DEx 14 , Con 14, Int 12, Wis 7 , cha 14 (16)
Defensive
hp: 50
AC: 21
Touch AC: 14
FF AC: 18
CMD: 18
Offensive
+1 Greatsword: +9 (2d6+7 19-20/x2)
Saves
Fort: +9
Reflex: +9
Will: +5 (+7 vs charm and compulsion)
Traits
Birthmark, Armour Expert
Feats
1: Power Attack, Dodge
3: Combat Reflexes
5: Mobility
Skills:
Acrobatics: 3 ranks (+6)
Bluff: 3 ranks (+9)
Diplomacy: 6 ranks (+12)
Knowledge (Local): 2 ranks (+6)
Knowledge (Religion): 6 ranks (+10)
Perception: 6 ranks (+7)
Perform Dance: 2 ranks (+8)
Stealth: 6 ranks (+9)
Use Magic Device: 6 ranks (+12)
Special
Smite Evil 1/day
Sneak Attack +1d6
Poison Use
Slow Reactions
Ki Pool
Divine Grace
Lay on Hands
Divine Health
Aura of Courage
Mercy (Fatigue)
Hide in Plain Sight
Gear
+1 Greatsword (2350)
+1 Agile Breastplate (1550)
Cloak of Resistance +1 (1000)
Belt of Giant Strength +2 (4000)
Headband of Alluring Charisma +2 (4000)
Wand of Cure Light Wounds (750)
Ring of Protection +1 (2000)
450gp
Level 10
X
Human
Lawful good
Paladin 3 Ninja (Scout) 2 Shadowdancer 5
Init +2; Perception +11
Stats
Str 16 (20) , DEx 14 , Con 14, Int 12, Wis 8 , cha 14 (18)
Defensive
hp: 70
AC: 23
Touch AC: 14
FF AC: 20
CMD: 23
Offensive
+2 Greatsword: +14/+9 (2d6+9 19-20/x2)
Saves
Fort: +12
Reflex: +12
Will: +9 (+11 vs charm and compulsion)
Traits
Birthmark, Armour Expert
Feats
1: Power Attack, Dodge
3: Combat Reflexes
5: Mobility
7: Step-up
8: Spring Attack
9: Furious Focus
Skills:
Acrobatics: 10 ranks (+15)
Bluff: 8 ranks (+15)
Diplomacy: 10 ranks (+17)
Knowledge (Local): 6 ranks (+10)
Knowledge (Religion): 10 ranks (+14)
Perception: 10 ranks (+11)
Perform Dance: 2 ranks (+9)
Stealth: 10 ranks (+20)
Use Magic Device: 10 ranks (+17)
Special
Smite Evil 1/day
Sneak Attack +1d6
Poison Use
Slow Reactions
Ki Pool
Divine Grace
Lay on Hands
Divine Health
Aura of Courage
Mercy (Fatigue)
Hide in Plain Sight
Evasion
Darkvision
Uncanny Dodge
Combat Trick
Shadow Illusion
Summon Shadow
Shadow Call 1/day (DC 18)
Shadow Jump 40ft
Defensive Roll
Improved Uncanny Dodge
Gear
+2 Greatsword (8350)
+2 Shadow Mithril Agile Breastplate (12300)
Cloak of Resistance +2 (4000)
Belt of Giant Strength +4 (16000)
Headband of Alluring Charisma +4 (16000)
Wand of Cure Light Wounds (750)
Ring of Protection +1 (2000)
Amulet of Natural Armour +1 (2000)
600gp

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13th level Tiefling Magus *Mercurial”
Str: 13
Dex: 24
Con: 14
Int: 20
Wis: 13
Cha: 05
AC: 33
Touch: 20
Flat: 26
HP: 13d8 + 26
Init: + 9
Spd: 40
Traits: Shadow Stabber, Bandit
Fort: + 14
Ref: + 15
Will: + 13
Attack: +2 Agile Aldori Dueling Sword: + 19 / + 14 1d8 + 11 + 1d6
+ 2 Agile Aldori Dueling Sword + Power Attack: + 16 / + 11 1d8 + 11 + 6 + 1d6
+2 Agile Aldori Dueling Sword + Power Attack + Invisibility(Shadow Stabber): + 18 / + 13 1d8 + 11 + 6 + 2 + 1d6.
+2 Agile Dueling Sword + Spell Combat + Spellstrike+ Power Attack + Invisibility(Shadow Stabber) + (+3 Enhancement buy spending 1 Arcane Pool Point ”Swift Action”) + Intensified Shocking Grasp (10d6): + 19 / + 19 / + 14 1d8 + 14 + 6 + 2 + 1d6 + 10d6.
Several other combos.
Feats: Aldori Dueling Mastery, Exotic Weapon Proficiency (Aldori Dueling Sword), Quick Draw, Weapon Finesse, Weapon Focus (Aldori Dueling Sword), Weapon Specialization, Extra Arcane Pool, Power Attack, Intensified Spell.
Magus Arcana, Cantrips, Spellbook, Spellstrike, Magus Arcana (Hasted Assault, Arcane Accuracy, Close Range, Critical Strike), Spell Recall, Bonus Feat, Knowledge Pool, Medium Armor, Improved Spell Combat, Fighter Training, Improved Spell Recall, Heavy Armor, Arcane Pool (17),
Tiefling: Native Outsider, Darkvision 60ft, Darkness 1/day, Fiendish Resilience Cold, Electricity, Fire Resistance 5, Fiendish Sorcery,
Skills: Fly: + 23, Knowledge Arcana: + 21, Knowledge Dungeoneering: + 21, Knowledge Planes: + 21, Spellcraft: + 21, Stealth: + 25, Perception: + 18
Spells: 5/7/6/5/4/2
0lvl: Arcane Mark, Detect Magic, Acid Splash, Disrupt Undead, Mage Hand
1st lvl: True Strike, Vanish, Ray of Enfeeblement, Shocking Grasp, Shield, Expeditious Retreat, Magic Missile.
2nd lvl: Intensified Shocking Grasp x2, Mirror Image, Scorching Ray, Fire Breath, Glitterdust
3rd lvl: Vampiric Touch, Fireball, Fly, Dispel Magic, Force Punch
4th: Fireshield, Greater Invisibility, Stoneskin, Dragon’s Breath,
5th: Intensified Dragons Breath (17d6), Monstrous Physique III
Spellbook: Various Spells.
Gear: (140,000) Belt of Incredible Dex + 4 (16,000), Headband of Vast Intelligence + 4 (16,000), +2 agile Aldori Dueling sword (18,000), Cloak of Resistance + 4 (16,000), Ring of Protection + 3 (18,000), +4 mithral chain shirt (16,000), Deliquescent Gloves (8,000), Amulet of Natural Armor + 3 (18,000), Boots of Striding and Springing (5,500), Eyes of the Eagle (2,500)

Chengar Qordath |

Yes, let's go back to posting and commenting on builds instead of arguing over rules.
Anyway, time to show off another fun psionic martial class, the Aegis. Or, as I prefer to think of the, "Synthesists done right."
Tanky McSmash: Half-Elf Aegis
Racial Sub: Dual-Minded
Level 1
Str: 18 (20)
Dex: 12
Con: 16 (18)
Int: 12
Wis: 10
Cha: 7
Stats
HP: 14
AC: 18
Flatfooted: 18
Touch: 10
CMD: 16
Fort: +6
Refl: +1
Will: +4
Atk: +6
Dam: 2d8 + 7
Feats
1: Extra Customization
Traits
Valishmal Veteran (+1 Perception & Class Skill)
Elven Reflexes (+2 Initiative)
Class Abilities
Astral Repair
Customization Points: 4 (Favored Class Bonus goes here)
Hardy (Free)
Fortification (Free)
Powerful Build (2)
Brawn (2)
Skills
Craft (Weapon): +4
Know (Psionics): +4
Perception: +7
Spellcraft: +4
Use Magic Device: +2
Gear
Large Nodachi
Evaluation: Off to a nice start already. AC 18 and 14 HP makes for a very tough character at level 1, And he can dish out enough damage to overkill just about anything he's likely to face at this level. The downside is that aside from some decent skills, His non-combat options are pretty limited. Getting 25% fortification is nice too, especially at a level where a crit will probably drop you into negatives.
Level 3
Str: 18 (20)
Dex: 12
Con: 16 (18)
Int: 12
Wis: 10
Cha: 7
Stats
HP: 33
AC: 18
Flatfooted: 18
Touch: 10
CMD: 18
Fort: +8
Refl: +3
Will: +6
Atk: +9 (+8 w/PA)
Dam: 2d8 + 10 (+13 w/PA)
Feats
1: Extra Customization
3: Power Attack
Traits
Valishmal Veteran (+1 Perception & Class Skill)
Elven Reflexes (+2 Initiative)
Class Abilities
Astral Repair
Damage Reduction 2/-
Craftsman 1
Reconfigure 1/day
Customization Points: 6 (Favored Class Bonus goes here)
Hardy (Free)
Fortification (Free)
Stalwart (Free)
Brawn (2)
Improved Damage (2)
Powerful Build [2]
Skills
Craft (Weapon): +7
Know (Psionics): +6
Perception: +9
Spellcraft: +6
Use Magic Device: +4
Gear
Large Masterwork Nodachi
Cloak of Resistance +1
Evaluation: Damage reduction bumps up his tankiness a bit, and reconfigure lets him pick up some of the more situationally useful things like energy resistance on the fly. Picking up Stalwart allows him to get the most out of his good fort and will saves.
Level 6
Str: 19 (21)
Dex: 12
Con: 16 (18)
Int: 12
Wis: 10
Cha: 7
Stats
HP: 61.5
AC: 24
Flatfooted: 24
Touch: 10
CMD: 21
Fort: +10
Refl: +4
Will: +8
Atk: +12/+7 (+10 w/PA)
Dam: 2d8 + 11 (+17 w/PA)
Feats
1: Extra Customization
3: Power Attack
Class: Master Craftsman
5: Craft Magic Arms and Armor
Traits
Valishmal Veteran (+1 Perception & Class Skill)
Elven Reflexes (+2 Initiative)
Class Abilities
Astral Repair
Damage Reduction 3/- (4/- with suit)
Craftsman 2
Reconfigure: 2/day
Augment Suit 1
Customization Points: 12 (Favored Class Bonus goes here)
Hardy (Free)
Fortification (Free)
Stalwart (Free)
Improved Armor (1)
Extra Arms, (Lesser) (1)
Brawn (2)
Extra Arms (2)
Improved Damage (2)
Improved Damage Reduction (2)
Powerful Build [2]
Skills
Craft (Weapon): +13
Know (Psionics): +9
Perception: +12
Spellcraft: +9
Use Magic Device: +7
Gear
+1 Keen Large Nodachi
+1 Crystal Spaulders
+1 Heavy Shield
Cloak of Resistance +2
Ring of Protection +1
Amulet of Natural Armor +1
Evaluation: Now's where he starts to get really interesting. Getting Master Craftsman as a bonus feat along with a class bonus to craft checks is quite nice, especially since Large Nodachis usually aren't very common loot drops. Extra Arms also gives you a nice boost to AC and versatility, since now you can have a two-hand weapon, a shield, and still have another hand free for whatever.
You also unlock a few other nice options that aren't on my basic list, like flight or tremorsense. You'd need to cut down on your punchiness or durability a little to get those, but there are times when it's a worthwhile trade.
Level 10
Str: 20 (26)
Dex: 12 (10)
Con: 16 (18)
Int: 12
Wis: 10
Cha: 7
Stats
HP: 99.5
AC: 29
Flatfooted: 29
Touch: 9
CMD: 29
Fort: +14
Refl: +6
Will: +12
Atk: +21/+16 (+18/+13 w/PA)
Dam: 3d8 + 18 (+27 w/PA)
Feats
1: Extra Customization
3: Power Attack
Class: Master Craftsman
5: Craft Magic Arms and Armor
7: Extra Customization
9: Weapon Focus: Nodachi
Traits
Valishmal Veteran (+1 Perception & Class Skill)
Elven Reflexes (+2 Initiative)
Class Abilities
Astral Repair
Damage Reduction 4/- (6/- with suit)
Craftsman 3
Reconfigure 4/day
Augment Suit 2
Customization Points: 19 (Favored Class Bonus goes here)
Hardy (Free)
Fortification (Free)
Stalwart (Free)
Improved Armor 2 (2)
Extra Arms, (Lesser) (1)
Brawn 2 (4)
Extra Arms (2)
Improved Damage (2)
Improved Damage Reduction 2 (4)
Increased Size (2)
Powerful Build [2]
Skills
Craft: +16
Know (Psionics): +14
Perception: +16
Spellcraft: +14
Use Magic Device: +11
Gear
+3 Keen Large Nodachi
+2 Crystal Spaulders
+2 Heavy Shield
Cloak of Resistance +3
Ring of Protection +2
Amulet of Natural Armor +1
Evaluation: Now he's hitting a whole new level of scary. Being permanently enlarged is just awesome, though this particular build doesn't have the dexterity to get really scary with his attacks of opportunity. He's still punching for 3d8 +27 when he hits, which can ruin just about anyone's day. This build does make me ponder the viability of Vital Strike—it still loses out to a full attack, but swinging a huge-sized sword makes Vital Strike a bit more useful.

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Here is my Aasimar Paladin / Bladebound Magus. I got the idea from my Tiefling Magus who's devil father is trapped in the Blackblade. This time though, it's the Aasimar's celestial father who sacrificed his soul to protect the son he loves so much. He is there to guide his son and give him advice.
Aasimar Paladin 10 / Bladebound Magus 4 “Aeries”
Str: 19
Dex: 16
Con: 14
Int: 20
Wis: 10
Cha: 20
HP: 10d10 + 4d8 + 28
AC: 30
Touch: 17
Flat: 27
Spd: 40 (Fly 30ft)
Init: + 5
Traits: Eyes and Ears of the City, Reactionary
Fort: + 7 + 4 + 2 + 5 + 4 = + 22
Reflex: + 3 + 1 + 3 + 5 + 4 = + 16
Will: + 7 + 4 + 5 + 4 = + 20
Attack: (Blackblade: Bastardsword shaped like a Katana): + 19 / + 14 / + 9 1d10 + 5 + 1d6
Blackblade + Divine Bond + Arcane Pool: + 23 / + 18 / + 13 1d10 + 9 + 1d6
Blackblade + Divine Bond + Arcane Pool + Smite Evil + Power Attack: + 25 / + 20 / + 15 1d10 + 14 + 10 + 1d6
Blackblade + Divine Bond + Arcane Pool + Smite Evil + Power Attack + Intensified Shocking Grasp: + 22 / + 17 / + 12 1d10 + 24 + 1d6 + 8d6
Bladebound Magus: Arcane Pool (6), Cantrips, Spell Combat, Spell Strike, Spell Recall, Spells, Alertness, Black Blade Strike, Telepathy, Unbreakable, Blade's Arcane Pool: (1),
Paladin: Aura of Good, Detect Evil, Smite Evil 4/day, Divine Grace, Lay of Hands 10/day 5d6, Aura of Courage, Divine Health, Mercy, Channel Positive Energy 5d6, Aura of Resolve, Spells
Feats: Exotic Weapon Proficiency, Weapon Focus, Power Attack, Intensified Spell, Flyby Attack, Angelic Blood, Angel Wings,
Skills: Fly: + 18, Diplomacy: + 21, Intimidate: + 20, Knowledge Religion: + 20, Knowledge Arcana: + 21,Knowledge Planes: + 9 Sense Motive: + 19, Perception: + 26, Spellcraft: + 21, Use Magic Device: + 20,
Gear: (185,000) +5 mithral breastplate (29,000), Belt of Physical Might + 4 (40,000), Headband of Mental Prowess + 4 (40,000), Cloak of Resistance + 4 (16,000), Ring of Protection + 4 (32,000), Amulet of Natural Armor + 2 (8,000), Boots and Striding and Springing (5,500), Deliquescent Gloves (8,000), Eyes of the Eagle (2,500)
Magus Spells: 0lvl: Arcane Lock, Mage Hand, Detect Magic, Acid Splash
1st: Shield, True Strike, Ray of Enfeeblement, Burning Hands, Shocking Grasp
2nd: Intensified Shocking Grasp x 2
Magus Spellbook: Various Spells.
Paladin Spells: 1st: Divine Favor, Protection from Evil, Veil of Heaven, Knight’s Calling
2nd: Weapon of Awe, Righteous Vigor,
3rd: Archon’s Aura

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Hey Cheapy, I saw your challenge about not dumping stats. Tell me if this would pass that challenge.
I made a human Inquisitor that dumped Cha to 7. However, I took the Conversion Inquisition which allows me to use Wisdom (which is a 16!) for Bluff, Diplomacy, and Intimidate.
So technically I dumped a stat, but the main skills it's useful for are all my strong suit!

Cpt.Caine |
Below is the most recent PC I've been working on.
Short story first (note, I'm not a writer, so no raging):
Markus was a Constable in the City at the Center of the World, Absalom. The Law was his life. He fully believed in the Law; not only believing in the Law, but living the Law. This all changed on the day his wife was murdered. Not only did the Law fail to hold the criminal responsible, but the Law actually went so far as to protect the murder from the righteous justice he deserved. For the only evidence was a witness who saw the suspect leaving the victim’s home. In the eyes of the Law, this was not guilt, but Markus knew the truth. The criminal was guilty; he betrayed himself every time Markus looked in his eyes.
Markus' world collapsed: despair, grief, hopelessness, became his companions. Overnight his appearance changed. No longer were his feathered wings the shining beacons they had been; they had become black-leathery wings, changed to reflect the dark despair of his soul. The golden eyes that were used to find the truth were now red with hate. Markus was completely and utterly lost; so lost that fleeing in the darkness of the night was the only possibility.
For years he traveled seeking the answer as to why the Law had failed him. Visiting his order's monastery was a year of waste. Other orders failed as well to help his plight. Even the wisdom of religions failed to provide the answer; as the clerics could only offer platitudes and the never ending “will of the gods”. It wasn’t until after a dozen years of disorder and confusion did Markus find his answer.
Unbeknownst to Markus, the answer he had been in search of for over a decade was indeed found in a religion. A happenstance meeting of Skoris, a priest of Dranngvit, provided the answer. After a brief hearing of Markus’ story, Skoris explained that the Law had not failed, but rather man had failed. At first Markus did not believe Skoris, for in that statement was the implication that Markus had failed. Not only had he failed the Law, but also failed his wife. Recognizing the rage building in Markus, which Skoris reasoned was aimed toward him for revealing this truth, Skoris quickly elaborated on the purpose of the Law: Justice. Markus knew this purpose, for he once lived the life of seeking Justice, but he did not understand what Skoris was actually expressing.
Skoris explained: obtaining Justice is above all other considerations, that the end justifies the means. That vengeance against the criminal was justified in the pursuit of Justice. At the instant these words traveled across the seemingly vast distance from Skoris’ mouth to his ears, Markus grasped that this was the answer he sought.
Thus begins the quest of bringing low the murderer, the thief, the betrayer, the accomplice, the criminal. The quest for Justice!
Zen Archer 6 – Synthesist 4 (Skill Monkey with a Bow)
Aasimar (175 years old; middle age)
Stats:
STR 19; DEX 15; CON 15; INT 20; WIS 26; CHA 16
SPD 50; INIT 8
AC 27 (31 with Mage armor); Touch 21; Flat 25
Fort 12; Ref 12; Will 21
CMB 11; CMD 32
HP: 111
BAB: +7; +9 (with flurry)
Longbow +3: +20 (d8+9; 19-20x3); +18 (d8+13 Deadly Aim)
Longbow +3 (flurry): +20/20/15 (d8+9); +17/17/12 (d8+15 DA)
Feats:
Improved Initiative 1; Deadly Aim 3; Craft Wonderous Item 5; ??? lvl 7;
Clustered Shot 9
Point Blank Shot ZA1; Precise Shot ZA2; Weapon Focus ZA2; Point Blank Master ZA3;
Weapons Specialization ZA6; Improved Precise Shot ZA6
Skills:
Acrobatics 10; Climb 8; Diplomacy 25; Fly 20; Intimidate 24; Arcana 18;
Local 18; Planes 18; Linguistics 18; Perception 25; Ride 6; Sense Motive 25;
Spellcraft 18; Swim 8
Special:
Evolutions: Flight; Skilled (Diplo, Fly, Intimidate, Perception, Sense Motive)
Ki 11/day; Ki Powers (Barkskin 1 Ki; Gaseous Form 1 Ki)
Perfect Strike 7/day
Darkvision
Evasion
Resist 5: electric, acid, cold
Truespeaker (alternate racial trait)
Traits: Ease of Faith; Reactionary
Gear:
Longbow +3; Belt of Physical Perfection +2; Headband of Mental Prowess +4;
Bracers of the Falcon Aim; Cloak +2; Ring of Sustenance; Efficient Quiver;
Handy Haversack; Wand of Rejuvenate Eidolon, Lesser x3; Traveler’s Outfit;
Explorer’s Outfit; Ioun Torch; Pathfinder Kit
Spells:
Level 1 (4/day): Mage Armor; Endure Elements; Identify; Rejuve Eidolon, Lessor
Level 2 (2/day): Invisibility; ???
p.s. There is probably an error or two that have slipped through.

Lemmy |

Haven't read the whole thread yet.
Are Melee based Magai and Inquisitors allowed?
I have a couple of Builds that are both spend pretty much all thier time in Melee.
Admittedly they supplement fighting with Magic but both chars can go toe to toe with melee Big Bad's. They just don't fight fair.
Bit of thread necromancy here... But sure, why not?
If it kicks ass, it has a place in here!
I'd rather focus on martial character/classes, but only because you don't need lots of creativity to make a effective full-caster, but any interesting build is welcome!