Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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Silver Crusade

Well technically, an Inquisitor isn't a full caster. He's a spontaneous divine caster that gets half as many spells per day as a cleric.


Bigdaddyjug wrote:
Well technically, an Inquisitor isn't a full caster. He's a spontaneous divine caster that gets half as many spells per day as a cleric.

Oh, I know, I wasn't calling them full casters. I have no problems with Inquisitors at all. In fact, they are probably my favorite class.

What I meant is that full casters (clerics, wizards, druids, witches, sorcerers and oracles, if I'm not forgetting anyone) are pretty easy to build. I won't (I can't) forbid you from posting a build of any of those classes, but it's very likely I won't be particularly impressed or entertained by such builds either. My goal with this thread was to get forum members to post interesting builds. full-casters are a bit to easy to build, and their feat selection doesn't affect much of their performance unless you do make something really bizarre.

Well, to be fair, Oracles can be very fun to build and have great build versatility thanks to the variety of Mysteries they can use. The others are are more predictable.

Then again, if you have a cool build for any class, post it here! Ultra-bonus points if you're able/willing to post it at different levels! If you give us a brief description of its abilities and limitations, even better! Now you get Hyper-bonus points!

Silver Crusade

I don't consider oracles full casters either, although they do get a comparable number of spells to a cleric. It also depends on what mystery you choose for your oracle. A life oracle is a spontaneous cleric, but a battle oracle is more like a paladin than a full caster.

And inquisitor is definitely my favorite class. I got one that is 1 scenario from level 4 in Society play. If it wasn't for society, he would be a serios ranged beast, but I built him as more of a well-rounded character. I do some pretty good ranged DPR, I got all of the knowledge skills covered, I can use a wand of CLW, and I'm a great party face.


Well, I think the general definition of "full-caster" is "any class that gets 9th level spells", so Oracles count.

Oracles are to Clerics what Sorcerers are to Wizards. I agree that Oacles of Battle (probably my favorite Myster, BTW) are very similar to Paladins, but to be fair... Any LG divine caster with decent charisma looks pretty similar to Paladins (it's fluff, at least).

Which reminds me... I don't really understand why Oracles are the only divine caster with poor Fort saves. No that they really need it, but it's rather odd, and make them fall behind Clerics even more.

Sovereign Court

Played a PFS intro last night with my new barbarian - Stats of 20/14/16/7/7/7, greatsword, power attack, combat reflexes.

8 total enemies in combat, he dropped 6 of them with a single hit, 1 with 2 hits and the final one got a lucky crit and brought my barbarian to neg 10 (greataxe crit), but was promptly rewarded by our rogue sneak attacking him to -1.

Very effective, overall. I'm probably going invulnerable rager and sticking with the greatsword.


I am making a guide to fighters were I try to give advice about most combat styles and I am trying to give at least 3 builds (at level 5th, 10 and 15th) for every style.

the styles that I have more or less covered for the moment are

Spoiler:

- non-TWF sword and shield
- TWF sword and shield
- Two-hand with a shield
- DAncing crane ( sheild master archetype + crane style)
- THF
- THF while TWF with unarmed strikes or spiked armor.
- Total DPR archery
- archery and combat maneuvers
- Archer thank (an archer that fights in melee range)
- Combat maneuver
- Crossbow (yeah crossbow)

I am having problems to optimize the following

- Throwing weapons
- Finesse fighters
- Natural weapons
- Mounted combat

So, anyone can share some build so I can ste..borrow some ideas?


bookrat wrote:

Lemmy: I noticed some issues with one of your characters.

Tengu Ranger - when two weapon fighting with the beak, his beak becomes a secondary natural attack, giving him a -5 before the two-weapon fighting penalties kick in. His DPR is actually lower when he two-weapon fights than when he just fights with his falcata. Edit: Nevermind. The error was on my side.

Edit 2: Ok, recalculating. Your level 6 Tengu will be have the following attack options with average DPR

1H Falcata: 10.49
2H Falcata: 12.71
1H Falcata + Beak: 8.69
2H Falcata + Beak: 9.63

None of that includes flanking bonuses to hit. You TWF damage still goes down due to the decreased change to hit. Basically, his beak damage isn't enough to overcome the attack penalty. This is assuming a 20 AC opponent, which is about average for a CR 6 creature. Oh, and I'm using this formula. /edit

Your level 6 tactic says he uses his net one-handed (nice!), but then 2-hands his falcata. He can't do that while wearing a heavy shield. So either his damage will drop or his AC will drop.

Huh... Somehow, I completely missed this post. Oh well...

You're right. Tuck would be better off simply taking the extra natural attack at -5, so that's what I'll do if I ever play him, thanks for the info. Anyway, TWF was necessary for his net feats, and Tuck can at least use it to entangle his enemies and attack with his Falcata 1-handed for the 1st attack,(because his other hand was busy using the net), but 2-handed for other attacks.

Oh, and the shield is only there just in case Tuck faces a situation where AC is more valuable than damage. It's always nice to have the option.

Silver Crusade

Lemmy wrote:

Well, I think the general definition of "full-caster" is "any class that gets 9th level spells", so Oracles count.

Oracles are to Clerics what Sorcerers are to Wizards. I agree that Oacles of Battle (probably my favorite Myster, BTW) are very similar to Paladins, but to be fair... Any LG divine caster with decent charisma looks pretty similar to Paladins (it's fluff, at least).

Which reminds me... I don't really understand why Oracles are the only divine caster with poor Fort saves. No that they really need it, but it's rather odd, and make them fall behind Clerics even more.

I would say it's because for the most part oracles are the only divine caster not built for melee. Although, I'm not certain what all effects fort save is used against.

I see your point about 9th level spells, so I guess I will concede that oracles are full casters. I really can't wait to play the life-link oracle I have been working up. She's gonna be a beastly healer.


Bigdaddyjug wrote:
I would say it's because for the most part oracles are the only divine caster not built for melee. Although, I'm not certain what all effects fort save is used against.

I don't think they'e any less melee focused than Cleric, but I see your point.

Bigdaddyjug wrote:
I see your point about 9th level spells, so I guess I will concede that oracles are full casters. I really can't wait to play the life-link oracle I have been working up. She's gonna be a beastly healer.

Why not post her build here? ^^


Lemmy wrote:
What I meant is that full casters (clerics, wizards, druids, witches, sorcerers and oracles, if I'm not forgetting anyone) are pretty easy to build. I won't (I can't) forbid you from posting a build of any of those classes, but it's very likely I won't be particularly impressed or entertained by such builds either. My goal with this thread was to get forum members to post interesting builds. full-casters are a bit to easy to build, and their feat selection doesn't affect much of their performance unless you do make something really bizarre.

To be fair, there's some interesting things to be done with a few of those classes. Sorc/Dragon Disciple springs to mind as a pretty obvious one to break the mold, and I've actually statted up a transmuter wizard who shapeshifts and fights in melee (or uses natural attacks when not polymorphed).

So, there are some unusual things that can be done. I suppose they might qualify under your 'really bizarre' category, but ya know :P


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You totally overlooked the mobility fighter, Nicos. :|


Ravingdork wrote:
You totally overlooked the mobility fighter, Nicos. :|

Nop. In fact that archetype is one of my favorites, It is just that you can build diferent thinks witht he mobility fighter so they are not tied to a specific style of combat.

For example this is a non-TWF mobility fighter

https://docs.google.com/document/d/13jQDIsKaWbvbtmwmOLduRU_VuAVntBuJb06ddXW D3Xg/edit

I pland to do a TWF and a halfling swicht hitter mobility fighter to show.

(and yeah, I basically stolen your way to organize the sheet :p)

EDIT: I forget to update the 5th level versior of her. The 1oth and 15th level shold be OK.


Darkwolf117 wrote:
Sorc/Dragon Disciple springs to mind as a pretty obvious one to break the mold,

Hey, if it's that obvious, it doesn't count as "breaking the mold"!

Just kidding...

I see your point, and I agree. You can do a lot of interesting stuff with those classes, you can do it with any class, actually, but some offer more build versatility than others.

Things like feat selection usually affect martials much more than it affects casters. A Wizard may be better optimized than the others, but as long as he has enough Int, it doesn't matter much.

A Fighter, Ranger, Paladin or Barbarian completely change their game play style based on their feats. Fighter more so than the others, obviously...

A caster's ability is much more dependent on spell selection than character build, especially for prepared casters. (Well, technically, spell selection is a part of character build, but you know what I mean.)


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Ok,

Here is my kick ass paladin entry:

Statblock:
Traits:Indomidable Will, Bully: Intimidate

Daniel Arrisen CR8
Male Half Orc Paladin of Imodae
LG Medium Humanoid
Init 1+1Trait; Senses Perception +8
--------------------l
DEFENSE
--------------------
AC= 10+10(Enchanted Fullplate)+1(Dex)+3(Enchanted Quickdraw shield)+1(Amulet of Natural Armor)
AC25/touch 11/flat-footed 24
hp 88

Base Saves
Fort +6, Ref +2 Will +6 (+1 Will Trait)
Resist None
--------------------
OFFENSE
--------------------
Spd 30 ft. (20ft in heavy armor)

+1 Evil Outsider Bane 'Heavens Razor' Longsword Attack:+14 (1d8+4/19-20/x2/S)

Melee Alchemical Silver Warhammer +13 (1d8+4/x3/B)

Melee Lucerine Hammer +13 (1d12+6/×2/B Or P)

2x Alchemical Silver Cestus +13 (1d4+3/19-20/x2/B or P)

+1 Composite Longbow (+3 Str) +10 (1d8+3/X3/P)

--------------------
DEFENCE
--------------------

+1 Fullplate Armor: 9 Armor/-5Armor Check

+2 Quickdraw Light Steel Shield: +1/-1AC

--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 14, Int 14, Wis 10, Cha 16
Encumbrance: Light- 100lbs / Medium- 101-200lbs/ Heavy- 201-300lbs

Base Atk +8; CMB +13; CMD +24

Supernatural Abilities::

Tactics Domain-
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. (Cleric level= Pally level-3)

Domain Spells: 1st—magic weapon, 2nd—aid(tactics), 3rd—magic vestment, 4th—divine power

Skills::
2+2(INT)+1Skilled)=5 per level
Acrobatics 3+1(DEX)=4
Appraise 1+2(INT)= 3
Climb 1+4(STR)=5
Craft (Weapons) 4+2(INT)=6
Diplomacy11+3 (CHA)= 14
Heal4+0(WIS)= 4
Handle Animal4ranks+3(CHA)=7
Fly 1+1(DEX)=+2
Intimidate 4+3(CHA)+2Racial+1Trait=10
Knowledge-Arcana (INT)= 1+2(INT)=3
Knowledge-Dungeoneering 1+2(INT)=3
Knowledge-Planes 1+2(INT)=3
Knowledge-Religion 4+2(INT)=6
Knowledge-Nobility 4+2(INT)=6
Linguistics 1rank+2(INT)= 3
Profession (Alchemist) 4+0(WIS)=4
Ride 4+1(DEX)=5
Spellcraft 4+2(INT)=6
Sense Motive 4+0(WIS)=5
Swim 1+4(STR)= 4
Stealth 8+1(DEX)= 6-6AC penalty
Perception 8ranks-1(WIS)=7
Use Magic Device +3(CHA)=

Gear::

Arms/Armor:
+1 Evil Outsider Bane Longsword 8015
+1 Composite (3) Longbow 2400
20 Alchemical Silver arrows 200gp
20 Arrows 1gp
2x Alchemical silver cestus 100
Alchemical Silver Warhammer 98
+1 Fullplate 2500
+2 Quickdraw Light Steel Shield 4059
Lucerne Hammer 15
Armored Coat 50gp

Wonderous Items:
2x Pearl of Power 2000
Belt of Strength+2 4000
+1 AMULET OF natural armor 2000
+1 Cloak of resist 1000
Boots of the cat 1000
Cracked Pale green prism Ioun stone 4000

Disposable Magic:
Wand of Cure Light Wounds
Wand of Divine Favor

Backpack (2gp)
Holy symbol, wooden: Imodae
Pouch, belt
Bedroll
Winter Blanket
Shave kit
6x Trail Rations (3gp)
Spring Loaded Wrist Sheath 5gp

GP: 40gp

SPECIAL ABILITIES:

Reguler Paladin abilities:Here

Sarcred Servant Alt Abilities
Smite Evil (Su)

This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

This ability replaces smite evil.

Spells

At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Divine Bond (Su)

At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol.

As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch.

At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells.

Each bonus can be used to grant one of the following enhancements:

+1 caster level to any paladin spell cast,
+1 to the DC to halve the damage of channel positive energy when used to harm undead,
+1d6 to channel positive energy,
+1 use/day of lay on hands.
These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls.

Call Celestial Ally (Sp)

At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant’s caster level for this effect is equal to her paladin level.

This ability replaces aura of resolve.

Oath of Vengeance
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.

Channel Wrath (Su)

When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

Powerful Justice (Su)

At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR.

This ability replaces aura of justice.

Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance.

Oath Spells

1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath.

Deities: Iomedae, Torag.

Racial Abilities:

Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Half-orcs are Humanoid creatures with both the human and orc subtypes.

Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Half-orcs have a base speed of 30 feet.

Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Feats/Special::

1-Aura of good, detect evil, smite evil 1/day, Tactics Blindfight
2-Divine grace, lay on hands
3-Aura of courage, divine health, mercy (Sickened), Power Attack
4-Channel Wrath
5-Divine bond (Holy Symbol 1/day), Combat Expertise
6-Mercy (Remove Disease)
7-Smite evil 2/day, Unsanctioned Knowledge (featherstep, blur)
8-Student of War, Call celestial Ally

Spellist:

Level 1:
2+d
Prepped: Challenge Evil, Ghostbane Drige, Magic Weapon(d)

Level 2:
2+d
Prepped: Blur, Paladin's Sacrifice, Aid

Basically, this Is a SACRED SERVANT paladin (for access to the Tactics subdomain).

Why is it awesome?
It's a pally that gets 5 skills per level
Has Kick ass saves and the usual Pally awesomeness.
Blindfight is a great feat that comes up all the time (Concealment/Invis is common)
Combat Expertise is a Gateway feat for a ton of feat chains.

Now the Kicker is the STUDENT of WAR domain power.
Swift Action to turn on any combat feat he qualifies for.

IE,
Improved Blindfight
Cleave
Furious Focus
Improved Manuver (Trip,Sunder,Bullrush,Dirty Trick)
Weapon Focus
Big Game Hunter
Shield of Swings
Cornugan Smash
Quickdraw
Moonlight Stalker
Dazing Assault (in a few levels)
and
the list goes on.

Turns you into a fighter in a can. Let's face it. Everybody loves fighters because of the number of feats they get. But besides need to meet preqs how many feats do you use at once?
This makes you a combat expert on Demand.

His Attack to +14/+9 before any buffs is pretty sweet.
2/smites a day (more if he burns 2LOH for more smites)
Extra Domain Spells.
The ability to use Wands of Feather Step (since difficult terrain sucks)
and Wands of Blur (for the Awesomeness that is MOONLIGHT STALKER)

Plus he can Summon a Freakin HOUND ARCHON flank buddy (with it's sweet Aura of Menace)


@ Lemmy: Hmm, generally true enough stuff, though I disagree a bit about the feat selection meaning more to martials. Or rather, I do agree, if the character is only being played as a caster. If you're trying to mix martial and magic, feat selection seems likely, to me at least, to have as much impact for the 'caster' as it would on any martial.

But I do see where you're coming from, and I suppose a caster's fall-back option of spells tend to have more variety when their feats prove ineffective than a martial's fall-back.

Just on the topic of Sorc/DD's (specifically, somewhat melee-oriented ones), here's Varin, who is exactly that, as an example (admittedly level 20 though). I mean, since this is a build thread and all and I've already got him available, I suppose I may as well put him up... but I'll just put the link rather than a full explanation since this is supposed to be more about swinging swords... and he only swings a greatsword on occasion (much prefers to claw people or mega-ice-stab them to death) ;P

-Darkwolf


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Here is the same concept with a Dwarf Inquisitor.

Grimm:

Grimm Sharpest
Height: 4'6" Weight: 200 lbs. Hair: Brown Eyes: Brown
Fame: 3points
Favored Class:
Inquisitor (HP)

Hit Points: 8d8+(2Con per level+Favored)= 67
Initiative: +5
AC: 2628 if next to John using shield wall (2Dex, 6Armor, 1armor enchant, 1shield enchant, 1amulet, 2large shield, 1luck), 2 deflection
/Touch: 15/Flat Footed: 24+4 to AC vs Giants, +2AC vs spells with successful check

Armor/Protective Item: +1 Agile Breastplate (Armor/Shield Bonus: +6; Max Dex: +3; Armor Check: -2, (0 for climb, jump) ; Arcane Spell Failure: 20%; Weight: 40 lbs )

Jingasa of the fortunate warrior +1luck AC

Shield: +1 Large Steel Shield (Shield bonus: +2, +1magic, -1Acheck)

Protective Item(Misc): ROP +2

Speed: 20' (4 squares)Not reduced by Armor or Encumberence

Saves: Add +5 racial to saves vs spells, +2with spellcraft check
Fortitude: +6(2Con)=8
Reflex: +2(2Dex)=4
Will: +6(2Wis)=8

BAB: +6/+1
CMB: +11
CMD: +23 +4 racial to resist bull rush or trip

Weapons::

+1 to Attack vs Giants

Masterwork Alchemical Silver Warhammer
Attack +12 Damage: 1d8+5 Critical x3 Type: B

Masterwork Cold Iron Greataxe
Attack +12 Damage: 2d6+7 Critical x3 Type: S

Cold Iron Heavy Pick
Attack +11 Damage: 1d6+5 Critical x4 Type: P

Cold Iron Battleaxe
Attack +11 Damage: 1d8+5 Critical x3 Type: S

Alchemical Silver Cestus (Both Hands)
Attack +11(Silver)Damage: 1d4+5 Critical 19-20/x2 Type: P or S

Masterwork Composite Longbow
Attack +10 Damage: 1d8+3 Critical x3 Type: P

Skills::

Acrobatics: 3ranks, 2dex: 5
Appraise:
Bluff 7ranks-2Cha: 5
Climb 5ranks, 5Str: 10
Craft (Armor)4 ranks+2 racial:6
Craft (Weapons) 4ranks+2racial[/ b]: 6
[b]Diplomacy 8ranks -2Cha
: 6
Disguise:
Escape Artist:
Fly:
Handle Animal :
Heal 4ranks+ 2Wis:6
Intimidate 10ranks-2Cha+4Stern Gaze: 12
Knowledge (arcana)*5ranks+1Int:6 ranks
Knowledge (dungeoneering)* 5ranks+1Int 6
Knowledge (planes)*: 4ranks+1Int:5
Knowledge (religion)*5ranks+1Int 6
Linguistics*:2+1Int
Perception 6ranks, 2Wis:8
Profession* (Soldier)4ranks, 2Wis:6
Ride, 4ranks, 2Dex: 6
Sense Motive 5ranks, 2Wis+4Stern Gaze: 11
Sleight of Hand*:
Spellcraft*11ranks+1Int 12+Wis mod to id spells, scrolls
Stealth 10ranks, 2Dex:12
Survival 8ranks, 2Wis: 10 +2 to track Giant Subtype
Swim 7ranks, 4Str: 11
Use Magic Device*:

Bold=Class Skill / * Trained only
All Str/Dex based skills take Armor Check Penalty -2, 0 for jump/climb

Racial Traits::

•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
•Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
•Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
•Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Alt racial TraitCraftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Alt racial Trait Giant Hunter Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
•Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Alt Racial TraitRock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Feats/Special::

1-Steel Soul,
3-Power Attack, Paired Opportunist
5-Blindfight
6- Usually Shield wall
7- Combat Expertise
8

possible progression:
9- Moonlight Stalker
11- Cleave
13- Cleaving Finish
15- Cleave through

Traits::
Glory of Old (+1 to Dwarven Racial Save bonus)
Westcrown Firebrand +1 to initiative and attacks in surprise round.

Special Abilities:

Tactics Domain
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
5/day 5 left
Judgement 3/day,3 left DOUBLE JUDGEMENT
Spell Sage (add wis to spellcraft), Orisons
Stern Gaze-Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (+4 Current)
Knowledgeable Defence: Add +2 to AC or Saves vs identified spells.
Cunning Initiative: Add WIS to initiative
Solo Tactics:At 3rd level, all of the inquisitors allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feats:At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.(2xday)

Bane:Can imbune a weapon with the Bane ability as a swift action for (8) lvl/rounds per day. These rounds do not need to be consecutive. 8 lift

Spell Scent At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell's effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location. This ability replaces track.
.

Judgements:

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Gear & Money::

Arms and Armor:
+1 Agile Breastplate 1400g
Masterwork Alchemical Silver Warhammer 3102gp
+1 Large Steel Shield 1020gp
Pair Alchemical Silver Cesti 50gp
cold iron Heavy Pick/weapon cord 16gp
cold iron Battleaxe/weapon cord 320gp
4x Wooden Stakes (10ft range)
Masterwork (+3 Pull) Comp Longbow 700gp
20Arrows

Magic Items:
+1 Amulet of Nat Armor 2000gp
Belt of Strength 4000gp
Craked pale green prisim ioun stone 4000gp
+2 Ring of Protection
Jingasa of the fortunate warrior 5000gps

Wands/Potions:
1× CMW Potion
1x Lesser restoration potion

Other Gear
Holy symbol, wooden; Angradd
4 days trail rations.
3 waterskins
1 bedroll
4x Caltops
Backpack
Scroll case
Flint and Steel
Grapple hook
Hemp rope (50ft)
2 flasks of oil
10 pitons
Signal Whistle (on a string around neck)
Torch
Whetstone

Money:
CP:
SP: 15
GP: 256
PP:

Gems & Jewelry:

Spells:

Spells Known
0-Light, Create Water, Detect Magic, Stabilize, Sift, Detect Poison

1st level, 5/day5 left
Keep Watch Divine Favor, Lock Gaze, Compel Hostility, Weapons Against Evil

2nd Level, 5/day5 left
Invisibility, Cure Moderate Wounds, Surmount Affliction, Silence

3rd level, 2/day 2 left Righteous Vigor, Communal Resist Energy, Gtr Magic Weapon

Player's notes:

When in a line:
Broken Wing Gambit+Paired Oppourtunists= free attack for ally, plus one for me at +4.

When Scouting: Stealth Synergy let's me use Shinon's roll if it's better than mine.

When you want Max AC: Shield wall. Provided I am adjacent to John, my heavy shield grants +4 AC instead of two.

When Flanking:
Outflank +4 to flank attacks.

He might actually be more baddass than the paladin. Mostly because he can use the Student of War Domain power, to add TEAMWORK feats to his feat chains and use them alone with SOLO Tactics.

His SAVES are even higher than the Paladin above.
Strong fort and will
+5 Racial bonus to saves
Witch Hunter Archetpye- KNOWLEDGEABLE DEFENCE.

Attack power is only a touch behind. +13/+8 before applying Judgements.

Again the real power here is being able to switch up roles on the fly.

Facing a caster? Mega Saves and Judgement to save bonus

Need to be a tank? 26 AC to start then add, Judgement to AC and Fast Healing, Combat Exp and Shieldwall teamwork feat if you have another shield user.

Room Full of mooks? Attack Bonus of +13 adding Judgement, Divine Favor for +4 to attack and +5 to damage. then either Cleave if you have adjacent enemies or Furious Focus when needed.


2 people marked this as a favorite.

Here is my Magus Build.

He has 3or 4 main tricks for Melee Combat.

Enforcer+Rime Frostbite with a 1st level slot.- At 8th level that's His Weapon Damage as well as 1d6+8 non lethal, plus Entangled and Fatigued with NO SAVE. Pretty Severe on it's own. But he Maxed out Intimidate as well so Using Enforcer will add Demoralised as well.
Big Damage+Big Debuff. and the spell gives him 8 charges per spell NICE.
So use it for FULL ATTACKS

He does the usual Shocking Grasp bit as well for Burst damage.
So use it for Spellstrike+ Move to close

When he runs out of those he can just spam a Spell combat (Brand) full attack for an Extra Free strike.

At 8th level a Mithral Breastplate+Armored Kilt is a nice +7 to AC. Add shield spell for 25-27 AC depending on ROP and Amulet level.
Not bad when a single cast of Blur grants him +2 to attack and damage.

Before he bothers with that he can just make you save or Slumber. (SLA's don't provoke so in melee is fine).
Varrel really piles on the hurt in melee when he wants to.
Save are decent from strong BASE saves.
7 skills per level.
And unlike normal fighters has TONS of inbuilt options like flight and spells to stack on top.

Statblock:
Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Shocking Grasp)

Varrel CR 4
Male Elf (Chelaxian) Magus 5
NG Medium Humanoid (Elf)
Init +2; Senses Perception +7, Cast Defensively +2 (Racial)
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 16
hp 40
Favored Bonus: Extra Arcana

Fort +6, Ref +3, Will +4 (+2racial vs mind affecting)
Resist None
--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee Spell Combat Masterwork Coldiron Scimitar +5 (1d6+3/19-20/x2/S) or Spellstrike Two Handed Masterwork Scimitar +7 (1d6+4/19-20/x2/S)

Spell Combat Masterwork Alchemical Silver Heavy Pick+5 (1d6-1+3/x4/P) or Spellstrike Two Handed +7
(1d6-1+4/x4/P)

Spell Combat Masterwork Alchemical Silver Warhammer +5 (1d8+3/x3/B) or Spellstrike Two Handed +7
(1d8-1+4/x3/B)

Spell Combat Masterwork Cold Iron Cestus +5 (1d4+3/19-20/x2/B or P) or Spellstrike +7

Spell Combat Masterwork Alchemical Silver Cestus +5 (1d4+2/19-20/x2/B or P) or Spellstrike +7

Ranged Masterwork (+3)Composite Longbow +6 (1d8+3/x3/P) range: 110ft
Note: Spellstrike CAN be used in conjunction with spell combat, granting an extra attack as part of casting the spell.

--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 18, Wis 10, Cha 7
Encumbrance: Light- 76lbs / Medium- 153lbs/ Heavy- 230lbs/ Lift- 460lbs/ Drag- 1,150lbs

Base Atk +3; CMB +6; CMD 18

Supernatural Abilities::

Hexes- Slumber Hex, Will DC16 Range 30ft
Flight Hex- The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Skills::

Acrobatics 1+2(DEX)=3
Appraise 0+4(INT)= 4
Climb 4+3(STR)=7
Craft (Weapons) 4+4(INT)=8
Diplomacy 0-2 (CHA)= -2
Fly 4+2(DEX)=6
Intimidate 8-2(CHA)=6
Knowledge-Arcana 6+4(INT)=10
Knowledge-Dungeoneering 4+4(INT)=8
Knowledge-Planes 4+4(INT)=8
Knowledge-Religion 1+4(INT)=5
Profession-Bodyguard 4+0(WIS)=4
Ride 4+2(DEX)=3
Sense Motive 0=0/w/familiar=2
Spellcraft 8+4(INT)=12
Swim 4+3(STR)+4(racial hex)=11
Stealth 5+2(DEX)=7
Perception 5+0(WIS)+2(racial)=7/
Use Magic Device 0-2(CHA)=-2

Racial Abilities:

Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

•Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits

•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Abilities:
Arcane Pool: 6 points.
Uses: Enchance wpn (+2), At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Arcane Accuracy (Int to hit), Hex Arcana- Flight, Slumber
Empathic Link with Familiar (Su), Share Spells with Familiar

Gear::

Arms/Armor:
Arrows (20),
Masterwork Composite Shortbow (+3str) 700gp
Masterwork Cold Iron Scimitar 330gp
Masterwork Cold Iron Cestus R.Hand 310gp
Masterwork Alchemical Silver Pick 398gp
Masterwork Alchemical Silver War hammer 402gp
Magic+1 Chainshirt
Ring of Protection +1

Other Gear:
Backpack (1 @ 3 lbs),
Holy symbol, wooden: Ragathiel,
Pouch, belt (20 @ 2 lbs),
Spell component pouch,
Spellbook-Magus,
3x Pearl of Power (1st)
Potion of Cure light wounds

GP: 220

To Buy: Belt of Str, Headband of Int

SPECIAL ABILITIES:

Alertness: You gain the Alertness feat while your familiar is within arm's reach.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Magical Lineage: Frostbite -1 LA for Metamagic on this spell.
Share Spells with Familiar The magus may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A magus may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast)

Feats/Special::

1- Arcane Pool, Cantrips, Spell Combat, Rime Spell
2- ] Spellstrike
3-Arcana: Familiar (Pterosaur), Blindfight
4- Slumber Hex
5-Enforcer, Extra Arcana- Hex Arcana/Flight

Arcane Poolpoints 6 6 left

Spellist:

Magus Spells Known (CL 5, P=Prepped)
0- DC14(at will, all spells known)
P-Light
P-Detect Magic
P-Brand
P-Mage Hand

1-DC15 (5/day)
Prepared:
P-Blend (Cast)
P-Silent Image
P- Shocking Grasp
P-Shield
P- Frostbite (Rime Spell)
Known-Blend, Enlarge Person, Vanish, True Strike, Silent Image, Reduce Person, Mount, Frostbite, Shield, Color Spray, Grease, Shocking Grasp, Ill Omen, Weaponwand, Infernal Healing, Obscuring Mist

2- DC16 2/day
Prepared:
P- Glitterdust
P- Frigid Touch
P- Blindness

Known-Glitterdust, Frigid Touch, Invisibility, Brow Gnasher, Blindness/Deafness, Tactical Acumen, Blur, Bladed Dash, Serren's Armor Lock

Disposable Magic:
Scroll of Infernal Healing 25gp
Magic Missile 25gp
Magic Weapon 25gp
Warding Weapon 25gp
Enlarge Person 25gp
Silent Image 25gp
Mount x2 50gp
Invisibility 150
2x Keep Watch 25gp

To buy: Ablative Barrier, Mirror Image, Bulls Str, Gust of wind, Scoching Ray, Flaming Sphere, Gust of Wind, Mirror Image, Stone Call

3- Cloak of Winds, Displacemnt, Haste, Ray of Exhaust, Sleet Storm, Slow, Vampiric Touch
Wand of SHIELD, Wand of INFERNAL HEALING

Chatterbeak:
CHATTERBEAK CR 1/8
Male Raven
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+2Dex,+2Size,+3Natural)
hp 20 (5HD)
Fort +3, Ref +4, Will +6

--------------------
OFFENSE
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4, min1)
Space 2-1/2 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills:
Craft (Weapons) 4-2(INT)=2
Fly 4+2(DEX)=6
Intimidate 5-2(CHA)= 3
Knowledge-Arcana 6-2(INT)= 4
Knowledge-Dungeoneering 4-2(INT)= 2
Knowledge-Planes 4-2(INT)= 2
Knowledge-Religion 3-2(INT)= 1
Profession-Bodyguard 4+2(WIS)= 6
Spellcraft 6-2(INT)= 4
Stealth 2+2(DEX)+8(Size)=12
Perception 5+2(WIS)+3(SkillFocus)=10
Use Magic Device 5-2(CHA)=3

Languages - Common
SQ Improved Evasion (Ex), Share Spells, Deliver Touch Spells
--------------------
SPECIAL ABILITIES
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Proposed Level 20 Build:

1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (either raven or pterosaur), Enforcer
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise
6- Hex Arcana: Misfortune, Racial: Hex Arcana- Flight
7-Knowledge Pool, Medium Armor, Moonlight Stalker
8-Improved Spell Combat
9-Hex Arcana-Evil Eye, Improved Familiar (Fairie Dragon)
10-Fighter Training
11-Power Attack, Spell Recall, Intensify Spell
12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or major healing
13- Heavy Armor, Extra Arcana: Arcane Accuracy
14 Greater Spell Combat
15- Arcana- Bane Blade, Craft Rod
16- Counterstrike
17-Quicken Spell, Spell Perfection:Chain Lightning
18- Hex Arcana- Summon Spirit, Racial: Lifegiver
19- Greater Spell Access, Dazing Spell
20- True Magus

Also please keep in mind, all 3 chars are from REAL PBP games I am in so there equipment is not totally optimised or up to WBL.

Dark Archive

This is a great thread, and I'm totally willing to throw in an interesting martial build!

One of the big problems I have with ranged builds is how bored they make me. If my combat option is constantly just "ranged full attack", I'm not interested. With that in mind, here's Musket Axe Mike, who makes use of Opening Volley for the better part of his career, and enjoys being relevant in both melee and at mid-range!

This is a pretty MAD build, so I will be giving up any bonus points Cheapy may be offering. :)

Musket Axe Mike - 1st Level:
Musket Axe Mike
Human gunslinger (musket master) 1
N Medium humanoid (human)
Init +4; Senses Perception +6

DEFENCE

AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2

OFFENCE

Speed 30 ft.
Melee battleaxe +4 (1d8+3/x3) or club +4 (1d6+3)
Ranged musket +3 (1d12/x4) or shortbow +4 (1d6/x3)

STATISTICS

Str 16, Dex 15, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Gunsmithing, Power Attack, Rapid Reload (axe musket), Rapid Reload (musket)
Traits Reactionary, Suspicious
Skills Craft (alchemy) +4, Craft (firearms) +4, Knowledge (engineering) +4, Perception +6, Sense Motive +7
Languages Common
SQ deeds, grit (2)
Gear alchemist's fire (2), battleaxe, club, musket with 30 bullets, shortbow and 20 arrows, studded leather, gunslinger's kit, black powder (30 doses), 7 gp

Musket Axe Mike is a soldier who loves shooting his gun, but he also loves hitting people with his battleaxe. He dreams of a day when he doesn't have to choose between two weapons, but that day is far off right now. He's a pretty standard skirmish build right now. He can't stand up to heavy punishment in melee, but he hits hard enough with Power Attack and a good flank. His first action is often firing his musket, and then he will see if he has time to reload, or if it's time to run in with his battleaxe. He doesn't get 1.5x his strength with his battleaxe because he's not stupid enough to drop such a rare weapon to the ground.

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

Musket Axe Mike - 3rd Level:
Musket Axe Mike
Human gunslinger (musket master) 1/fighter (weaponmaster) 2
N Medium humanoid (human)
Init +4; Senses Perception +8

DEFENCE

AC 16, touch 12, flat-footed 13 (+4 armour, +2 Dex)
hp 27 (3d10+6)
Fort +7, Ref +4, Will +2; +1 vs. things that target Sparky

OFFENCE

Speed 30 ft.
Melee mwk axe musket +7 (1d8+4/x3) or club +6 (1d6+4)
Ranged mwk axe musket +6 (1d8/x4) or shortbow +5 (p[1d6/x3)

STATISTICS

Str 16, Dex 15, Con 14, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +6; CMD 18 (19 vs. disarm or sunder)
Feats Furious Focus, Gunsmithing, Opening Volley, Point-Blank Shot, Power Attack, Rapid Reload (axe musket), Rapid Reload (musket)
Skills Craft (alchemy) +4, Craft (firearms) +6, Knowledge (engineering) +6, Perception +8, Sense Motive +9
Traits Reactionary, Suspicious
Languages Common
SQ deeds, grit (2), weapon guard (axe musket)
Gear alchemist's fire (3), oil of magic weapon, potion of cure light wounds, "Sparky" (mwk/mwk axe musket) with 30 bullets and 20 paper cartridges, club, spare musket, shortbow and 20 arrows, mwk chain shirt, gunslinger's kit, black powder (30 doses), 175 gp

Saving almost every penny has finally earned Mike his dream. He names his new axe musket Sparky, and it will hopefully be with him for the rest of his career. He is now focusing completely on the use of this weapon, and his favoured class of fighter shows itself. His most common tactic is to move up to almost-melee range and fire at his foe, then take advantage of his Opening Volley feat to make a Furious Focus Power Attack with the blade of his weapon. His only problem now is the slow speed of reload of his weapon, but he has plans to rectify that, and for now he only has a single attack a round anyway.

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

Musket Axe Mike - 6th Level:
Musket Axe Mike
Human gunslinger (musket master) 3/fighter (weaponmaster) 3
N Medium humanoid (human)
Init +5; Senses Perception +11

DEFENCE

AC 19, touch 14, flat-footed 15 (+5 armour, +3 Dex, +1 Dodge)
hp 49 (6d10+12)
Fort +9, Ref +8, Will +5; +1 vs. things that target Sparky

OFFENCE

Speed 30 ft.
Melee +1 axe musket +12/+7 (1d8+8/x3) or club +10/+5 (1d6+6)
Ranged +1 axe musket +11/+6 (1d8+2/x4) or mwk musket +10/+5 (1d12/x4)

STATISTICS

Str 18, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +10; CMD 24 (25 vs. disarm or sunder)
Feats Furious Focus, Gunsmithing, Opening Volley, Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload (axe musket), Rapid Reload (musket)
Skills Craft (alchemy) +6, Craft (firearms) +9, Knowledge (engineering) +9, Perception +11, Sense Motive +12
Traits Reactionary, Suspicious
Languages Common
SQ deeds, grit (2), weapon guard (axe musket), weapon training +1 (axe musket)
Gear alchemist's fire (3), oil of mending (CL 6th), potion of cure moderate wounds, potion of spider climb, "Sparky" (+1/+1 axe musket) with 50 bullets and 50 paper cartridges, club, mwk musket, belt of giant's strength +2, +1 chain shirt, cloak of resistance +1, gunslinger's kit, handy haversack, black powder (50 doses), 59 gp

Mike's offensive prowess is coming along nicely. At range he hits reliably with touch attacks, and at melee he smashes his enemies with the axe head of his gun. Opening Volley gives him +16 on his first attack after successful ranged attack, which means he can skirmish with enemies reliably. He also FINALLY has Precise Shot, and the ability to reload his muskets as a free action.

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

Musket Axe Mike - 10th Level:
Musket Axe Mike
Human gunslinger (musket master) 4/fighter (weaponmaster) 6
N Medium humanoid (human)
Init +6; Senses Perception +15

DEFENCE

AC 23, touch 16, flat-footed 18 (+7 armour, +1 deflection, +4 Dex, +1 Dodge)
hp 79 (10d10+20)
Fort +13, Ref +12, Will +7; +6 vs. things that target Sparky

OFFENCE

Speed 30 ft.
Melee +1 axe musket +19/+14 (1d8+12/19-20/x3) or club +14/+9 (1d6+6)
Ranged +1 reliable axe musket +19/+14 (1d8+6/19-20/x4) or mwk musket +15/+10 (1d12/x4)

STATISTICS

Str 18, Dex 19, Con 14, Int 10, Wis 14, Cha 8
Base Atk +10; CMB +14; CMD 30 (36 vs. disarm or sunder)
Feats Clustered Shots, Deadly Aim, Furious Focus, Gunsmithing, Improved Critical (axe musket), Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload (axe musket), Rapid Reload (musket), Rapid Shot, Weapon Focus (axe musket), Weapon Specialization (axe musket)
Skills Craft (alchemy) +7, Craft (firearms) +13, Knowledge (engineering) +13, Perception +15, Sense Motive +16
Traits Reactionary, Suspicious
Languages Common
SQ deeds, grit (2), reliable strike 1/day, weapon guard (axe musket), weapon training +1 (axe musket)
Gear alchemist's fire (3), oil of mending (CL 8th) x3, potion of cure serious wounds x3, potion of fly x3, wand of cure light wounds, "Sparky" (+1/+1 reliable axe musket) with 100 bullets (50 with ghost salt, 20 silver, 30 cold iron) and 100 paper cartridges, club, mwk musket, belt of physical might (Str/Dex) +2, gloves of dueling, +1 mithral breastplate, cloak of resistance +2, gunslinger's kit, handy haversack, ring of protection +1, black powder (100 doses), 99 gp

Musket Axe Mike has focused well on both ranged and melee, and he ends up being quite competent at both! He has a wide range of bullets for DR purposes, but he has also picked up Clustered Shots so that he only needs to use his special stock of bullets for serious damage reduction. He has also finally traded away Opening Volley to improve his chances of getting those nice 3x or 4x crits. He will be acting more and more like a ranged character as time goes on, but he is still more than capable of swinging his axe and getting some good DPR with it. He has upgraded his belt of giant's strength so that he can qualify for Improved Precise Shot next level. Other than the weapon itself, Mike's most valuable acquisition has been his gloves of dueling, that improve his attack and damage by +2 at both melee and range!

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

Weaknesses: Poor will save, meh AC. Focus on a single weapon leaves him very vulnerable to sundering and stupid plot hooks where his weapon gets stolen.

Strengths: The mental picture is amazing. Once the build locks in, good damage can be expected at range or melee.


Garth
Human Weapon master
_________________________

lvl 5:
Garth
Human Weapon master 5
Init +2; Senses perception +4
Languages
Str 18, Dex 14, Con 14, Wis 12, Int 12, Cha 7
================= Defense ====================
AC 20, touch 11, FF 19 (+9 armor, +1 dex)
hp: 57 (5d10+20)
CMD: 21 (23 against sunder and disarm)
SAVES: Fort +6, Ref +3, Will +4
================= Offense ====================
Speed 20ft
CMB +9
Melee: +1 Nodachi: +12 (1d10+16 18-20/x2)
or
MW armor spikes: +8 (1d4+8 20/x2)
Ranged: MW composite longbow: (1d8+4 20/x3)
================== Traits ====================
Talented organizer, Child of the temple.
================== Feats ====================
Power attack, Weapon focus (Nodachi), Furious focus, Improved Unarmed strike, Iron will, Weapon specialization, Intimidating prowess.
================== Skills =====================
Knowledge (dungeoneering) +9, Knowledge (Religion) +10, Sense motive +10, Intimidate +10, Perception +4, Climb +0, Swim +0.
================== Special ===================
Weapon training 1, Weapon guard 1, Reliable strike 1/day.
================== Gear ====================
+1 Nodachi, MW Composite longbow, MW Armor spikes, MW full plate,
At this level there is nothig special to see here, just a typical fighter
_______________________________________

lvl 10:

Garth
Human Weapon master 10
Init +2; Senses Perception +7
Languages
Str 20(22), Dex 14, Con 14 (16), Wis 12, Int 12, Cha 7
================= Defense ====================
AC 25, touch 15, FF 24 (+11 Armor, +1 dex, +1 Insight, +1 luck +1 def)
hp: 89 (10d10+30)
CMD: 30 (34 Against grapple, 35 Against sunder and disarm
SAVES: Fort +14, Ref +9, Will +10
================= Offense ====================
Speed 20ft
CMB +16 (+29 With Hamatula strike)
Melee:+2 Silversheen Nodachi: +23/+15 (1d10+22, 15-20/x2)
Ranged: +1 Adaptative Longbow: +18/+13 (1d8+7, 20/x3)
================== Traits ====================
Talented organizer, Child of the temple.
================== Feats ====================
Power attack, Weapon focus (Nodachi), Furious focus, Improved Unarmed strike, Iron will, Intimidating prowess, Improved grapple, Hamatula strike, Improved critical hit, Greater grapple (retrained from Weapon specialization), Hamatula grasp, Rapid grapple.
================== Skills =====================
Knowledge (dungeoneering) +14, Knowledge (Religion) +15, Sense motive +15, Intimidate +19, Perception +7, Climb +3, Swim +3.
================== Special ===================
Weapon training 2, Weapon guard 3, Reliable strike 2/day, Mirror move 2.
================== Gear ====================
+2 Silversheen Nodachi (8,7K), +2 Full plate (5,5K), +2 Belt of Str and Con (10K), +1 Adaptative Longbow (3K), +3 Cloak of resistance (9K), Cracked pale grism Ioun stone [saves] (4,5K), Dusty rose Ioun stone + wayfinder (5,5K), Jingasa of the fortunate soldier (5K), +1 Ring of protection (2K), MW tool intimidate (0,3K).

At this level the build it on its own. With hamatula strike, greater grapple rapid graple Garth is a dangerous Foe.

He can hit do a decent amount of damage and then start a grapple ad do more damage dueto armor spikes. In the 2nd round of grapple he ca attempt to attack twice with his nodachi and have extra damage thanksagain to the armor spikes.
___________________________________________________

lvl 15:

Garth
Human Weapon master 15
Init ; Senses
Languages
Str 21 (25), Dex 14, Con 14 (18), Wis 12 (14), Int 12 (14), Cha 7
================= Defense ====================
AC 28, touch 16, FF 27 (+13 Armor, +1 dex, +1 Insight, +1 luck +2 def)
hp: 147 (15d10+60)
CMD: 38 (42 Against grapple, +48 against under and disarm)
SAVES: Fort +19, Ref +13, Will +15
+4 against Fear effect
Fire resistance 10.
================= Offense ====================
Speed 20ft
CMB +22 (+45 With Hamatula strike)
Melee: +4 Dueling FG Silversheen Nodachi: +36/+27/+22 (1d10+32, 15-20/x2)
or +1 Corrosive armor spikes: +24 (1d4+8 +1d6 (acid) 20/x2)
or +1 Corrosive armor spikes: +20 (1d4+14 +1d6 (acid) 20/x2)
Ranged: +1 Adaptative Longbow: +18/+13 (1d8+7, 20/x3)
================== Traits ====================
Talented organizer, Child of the temple.
================== Feats ====================
Power attack, Weapon focus (Nodachi), Furious focus, Improved Unarmed strike, Iron will, Intimidating prowess, Improved grapple, Hamatula strike, Improved critical hit, Greater grapple (retrained from Weapon specialization), Hamatula grasp, Rapid grapple, Greater weapon focus, Critical focus, Staggering critical, Critical mastery, Blinding critical.
================== Skills =====================
Knowledge (dungeoneering) +20, Knowledge (Religion) +21, Sense motive +21, Intimidate +27, Perception +17, Climb +4, Swim +4.
================== Special ===================
Weapon training 4, Weapon guard 4, Reliable strike 3/day, Mirror move 6, Deadly critical 1/day.
================== Gear ====================
+4 Dueling FG Silversheen Nodachi (50,7K), +4 Rallying fire resistant Full plate (39,5K), +4 Belt of Str and Con (40K), +1 Adaptative Longbow (3K), +5 Cloak of resistance (25K), Cracked pale grism Ioun stone [saves] (4,5K), Cracked pale grism Ioun stone [Attack] (4,5), Dusty rose Ioun stone + wayfinder (5,5K), Jingasa of the fortunate soldier (5K), +2 Ring of protection (8K), MW tool (Intimidate) (0,3K), +2 Headband of Int and Wis (10K), Circlet of Persuasion (4,5K), gloves of dueling (15K), +1 Corrosive armor spikes (8,3K), Boots of flying (16K), Eyes of the Eagle (2,5K).

In Spite the rapid scaling of the CMD of a lot of monster the grapple technique of Garth is still very viable (In fact he auto succes against 50%+ of the CR 15 list and need at most a 10 against the harder CMD of that list).
The critical feats give him more punch.


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I thought I would go ahead and post some multi-class type builds. This is designed to be a lightly armored melee oriented fighter type w/ some magic on the side.

I now present Misamoto, the Dragon of the West

Spoiler:
Angel-Blooded Aasimar
Male Paladin 2/Sorcerer 3/Dragon Disciple 5/Eldritch Knight 2
LG Outsider (Native)
Initiative:+6 Senses:+10 Blindsense 30 ft.

Defenses
AC:27 Touch:17 Flat-Footed:23
HP:109
Fort:+18 Reflex:+14 Will:+18
Resist 5 Fire

Offense
Speed:30 ft.
Melee:+3 Adamantine Greatsword +20/+15 (2d6+10)
Special Attacks:Smite w/ Power Attack +24/15 (2d6+24) Usable once per day

Natural Attacks +17/+17/+17/+12 (Bite: 1d6+10+1d6 Fire Damage; Claw: 1d6+7) Usable seven times per day

Natural Attacks w/ Power Attack +17/+17/+17/+8 (Bite: 1d6+22+1d6 Fire Damage; Claw: 1d6+19) Usable 7 times per day

Natural Attacks w/ Power Attack and Smite +21/+21/+21/+12 (Bite: 1d6+24+1d6 fire damage; Claw: 1d6+21) Usable Once Per Day

Breath Weapon: 1d6 Fire damage 30 ft. Cone DC:18 Reflex Save

Spells Known:(CL 6, +10 Concentration; +14 casting defensively or while in a grapple)

3rd (4/day):Haste, Fly DC:18
2nd (6/day):Blur, Mirror Image, Resist Energy DC:17
1st (7/day):Protection from Evil, Mage Armor, Shield, Enlarge Person, Endure Elements DC:16
0 (At-Will):Detect Magic, Read Magic, Prestidigitation, Resistance, Dancing Lights, Message, Mage Hand

At-Will: Detect Evil

Statistics
STR:24 CON:14 DEX:14 INT:10 WIS:10 CHA:19
BAB:+8/+3 CMB:+15 CMD:27
Feats: Weapon Focus (greatsword), Power Attack, Toughness, Dodge, Combat Casting, Improved Initiative, Furious Focus, Improved Critical, Critical Focus, Improved Initiative, Furrious Focus, Improved Critical, Critical Focus
Skills: Knowledge (Arcana) +17, Spellcraft +8, Perception +10
Special Qualities:Deathless Spirit, Immortal Spark, Scion of Humanity, Smite, Aura of Good, Detect Evil, Lay on Hands, Divine Grace, Blood of Dragons, Natural Armor (+3), Ability Boost (STR +4), Dragon Bite, Breath Weapon, Blindsense 30 ft., Diverse Training
Combat Gear:+4 Cloak of Resistance, +3 Adamantine Greatswrod, +4 Silken Ceremonial Armor, +2 Belt of Giant Strength, +2 Headband of Alluring Charisma, +2 Ammulet of Natural Armor, +2 Ring of Protection, Dusty Rose Prism Ioun Stone, Cracked Pale Green Ioun Stone, Jingasa of the Fortunate Soldier
Traits:Secret Knowledge (arcana), Adrift

Edit: Should be fine early and late however will probably run into problems levels 4-8 so careful planning will be needed. Also, yes he is slightly over wealth by level (by under 100 gp but still).

Sczarni

Here's my contribution. I know it's the board's general consensus that monks don't, in fact, kick ass, but here's my attempt to rectify that.

Sukiyumi the Silken Cyclone:

Human Monk of the Sacred Mountain 1
Initiative +4, Perception +6

Defenses:
AC 17, 9 HP, CMD 18
Saves: Fort +3, Ref +6, Will +4

Offense:
Speed 30 feet, CMB +2
Melee unarmed strike +2 (1d6+2) OR
Melee unarmed strike +1/+1 (1d6+2) OR
Ranged rope dart +5 (1d4+3) OR
Ranged rope dart +4/+4 (1d4+3)
Special Attacks: Stunning Fist 1/day (DC 13)

Statistics:
STR 14, DEX 18(16+2), CON 10, INT 10 , WIS 14, CHA 10
Feats: Exotic Weapon Prof.[rope dart], Point-Blank Shot, Improved Unarmed Strike, Stunning Fist, Dodge
Skills: Perception +6, Acrobatics +8, Knowledge(local) +5, Sense Motive +6, Sleight of Hand +5
Traits: World Traveler, Resilient

Gear: Rope Dart, small tent, 24 gp

Born into a family of performers, Sukiyumi was bred to be a dancer and picked up the physical but not the social grace necessary. She's a handy ally to have in a barfight-- with her trusty rope dart she can hit two drunks on opposite ends of the bar in one fluid motion. And her rope dart is always on hand-- she enjoys taking advantage of the weapon's obscurity by hiding the sharp end on her person and claiming the trailing rope is an ordinary coil of rope.

I'll post later-level builds later, if anyone shows any interest.


I have a mistake with the 15lv of gart, the real CMB for grapple is 48 not 45.


I've kinda wanted to see this kinda build for a while, so here goes:

Agrash The Cannoneer.

At first level, he's not much. Just a Gunslinger lookin' to make his name, with nothin' but his trusty musket by his side.

Agrash the Cannoneer:

Lawful Evil Male Hobgoblin Gunslinger (Musket Master) 1

Initiative: +6
AC: 19
Saves: Fort +5, Ref +6, Will +2

HP: 14 (FC)

Str: 12
Dex: 18
Con: 16
Int: 12
Wis: 14
Cha: 7

Traits: Reactionary (+2 Initiative), Sensing Imperfection (+1 Sense Motive)

Alternate Racial Traits: Scarred (+1 Natural Armor, no Darkvision) and Engineer (+2 Craft Alchemy and Kn. Engineering, no Stealthy)

Skills:

Acrobatics +8
Craft: Alchemy +7
Kn. Engineering +7
Perception +6
Sense Motive +7

Feats:

Bonus: Gunsmithing
1.) Point Blank Shot

Class Features: Gunsmithing,Grit (2), Deeds

Melee: Longsword +2 (1d8+1/19-20 x2)
Ranged: Musket +6 (1d12/x4)

Equipment: Musket, Studded Leather Armor, Miscellaneous gear

As you can see, not very impressive really.

Fast forward to level 6, and he's done a bit of martial arts training in his spare time, in the hopes of improving his aim or something. He's dropped his armor in favor of going with the flow a bit. I think he looks a lot better this level, and fun to play.

Spoiler:

Gunslinger (Musket Master) 5/Monk (Master of Many Styles/Sacred Mountain) 1

Initiative: +9
AC: 20 (+4 Dex, +3 Armor, +2 Natural Armor, +1 Nimble), Touch AC: 17

Saves: Fort +9, Ref +11, Will +5

HP: 59 (FC)

Str: 14
Dex: 20
Con: 16
Int: 12
Wis: 14
Cha: 7

Traits: Reactionary (+2 Initiative), Sensing Imperfection (+1 Sense Motive)

Alternate Racial Traits: Scarred (+1 Natural Armor, no Darkvision) and Engineer (+2 Craft Alchemy and Kn. Engineering, no Stealthy)

Acrobatics +14
Craft: Alchemy +12
Kn. Engineering +12
Perception +11
Sense Motive +12

Feats:

Bonus: Gunsmithing
Bonus: Rapid Reload (Muskets)
1.) Point Blank Shot
Bonus: Crane Style
Bonus: Toughness
Bonus: Stunning Fist (DC 13)
3.) Weapon Focus: Culverin
4.) Rapid Shot
5.) Deadly Aim

Class Features: Gunsmithing, Grit (2), Deeds, Nimble +1, Musket Training, Improved Unarmed Strike, Fast Movement (Deactivated), AC Bonus (Deactivated)

Melee: Longsword +7 (1d8+2/19-20 x2), Unarmed Strike +7 (1d6+2)
Ranged: Musket +11 (1d12+5/x4), +1 Culverin +13 (2d6+6/x4) (-4 when not braced)

OR

Musket +7/+7 (1d12+9/x4), +1 Culverin +9/+9 (2d6+10/x4)(-4 when not braced)

Equipment: Musket, Studded Leather Armor, +1 Culverin, Belt of Physical Might (Str and Dex) +2, Miscellaneous gear

As a note, without his armor he's at -1 AC, but his Touch AC is higher. When he fires the Culverin he gets knocked over. The Belt of Physical Might with Str is so he can actually carry all of his s!#@.

And finally, on to level 10, where I think it all comes together a bit into a goofy, but workable build.

Spoiler:

Gunslinger (Musket Master) 6/Monk (Master of Many Styles/Sacred Mountain) 4

Initiative: +9
AC: 24 (+4 Dex, +6 Armor, +2 Natural Armor, +2 Nimble), Touch AC: 17

Saves: Fort +15, Ref +17, Will +12

HP: 77 (FC)

Str: 14
Dex: 20
Con: 16
Int: 12
Wis: 16
Cha: 7

Traits: Reactionary (+2 Initiative), Sensing Imperfection (+1 Sense Motive)

Alternate Racial Traits: Scarred (+1 Natural Armor, no Darkvision) and Engineer (+2 Craft Alchemy and Kn. Engineering, no Stealthy)

Acrobatics +23
Craft: Alchemy +16
Kn. Engineering +16
Perception +24
Sense Motive +17

Feats:

Bonus: Gunsmithing
Bonus: Rapid Reload (Muskets)
1.) Point Blank Shot
Bonus: Crane Style
Bonus: Toughness
Bonus: Stunning Fist (DC 13)
3.) Weapon Focus: Culverin
4.) Rapid Shot
5.) Deadly Aim
Bonus: Crane Wing
7.) Precise Shot
9.) Clustered Shots

Class Features: Gunsmithing, Grit (3), Deeds, Nimble +2, Musket Training Improved Unarmed Strike, Fast Movement (Deactivated), AC Bonus +1 (Deactivated), Bastion Stance, Still Mind, Ki Pool (5)

Melee: Longsword +11 (1d8+2/19-20 x2), Unarmed Strike +11 (1d6+2)
Ranged: Musket +16 (1d12+5/x4), +3 Culverin +20 (2d6+8/x4) (-4 when not braced)

OR

Musket +11/+11/+6 (1d12+11/x4), +3 Culverin +15/+15/+10 (2d6+14/x4)(-4 when not braced)

Equipment: Musket, +2 Mithral Chain Shirt, +3 Culverin, Belt of Physical Might (Str and Dex) +2, Cloak of Resistances +3, Headband of Inspired Wisdom +2, Bracers of Falcon's Aim, Eyes of the Eagle, Boots of Elvenkind, Miscellaneous gear, 8,900k remaining

I kinda like the way this turned out, unless I dun goofed somewhere. The remaining 8.9k is likely for ammo, by the by. Alchemical cartridges to be exact, since he can make them for a fraction of the price with his Craft: Alchemy.

Sczarni

Sukiyumi's merits really don't show at 1st level-- here's a 3rd-level build to make it look a little clearer.

Sukiyumi the Silken Cyclone, 3rd level:

Human Monk of the Sacred Mountain 3
Initiative +4, Perception +8

Defenses:
AC 19, HP 20 (3d8+3), CMD 16
Saves: Fort +4, Reflex 7, Will +5

Offense:
Speed 40 feet, CMB +5
Melee unarmed strike +4 (1d6+2) OR
Melee unarmed strike +3/+3 (1d6+2)

Ranged rope dart +8 (1d4+3) OR
Ranged rope dart +7/+7 (1d4+3) OR
Ranged rope dart +5/+5/+5 (1d4+3)

Ranged Shuriken +7 (1d2+2) OR
Ranged Shuriken +6/+6 (1d2+2) OR
Ranged Shuriken +4/+4/+4 (1d2+2)

Special attacks: Stunning Fist 3/day (DC 13)

STR 14, DEX 18(16+2), CON 10, INT 10 , WIS 14, CHA 10
Feats: Exotic Weapon Prof.[rope dart], Point-Blank Shot, Improved Unarmed Strike, Stunning Fist, Dodge, Toughness, Rapid Shot
Skills: Perception +8, Acrobatics +10, Knowledge(local) +5, Sense Motive +8, Sleight of Hand +5, Stealth +9, Knowledge(history) +5
Traits: World Traveler, Resilient

Gear: Masterwork Rope Dart, small tent, Bracers of Armor +1, Masterwork Shuriken(25), Potion of Enlarge Person(2), 1434 gp

Monk of the Sacred Mountain actually shores up a lot of the monk's MAD ness-- if she can live to level 2, then Toughness and a +1 natural armor bonus means she doesn't need to invest in CON or WIS quite so heavily. Her 20-foot reach with her rope dart means she stands a better chance of actually getting to flurry each turn, and Rapid Shot means she's got up to three attacks per round at level 3-- though maybe I should've gone for Precise Shot first.

It's not a perfect build. She's not much better in melee as you'd expect a dedicated archer to be, and yet her rope dart can only reach 20 feet, which means she's no good at long ranges either. The shuriken I listed are there just in case she needs to hit something she can't get within rope dart range of, but they're far from being Plan A material.

I don't have HeroLab, so it'll take me some time to get her lv6 and lv10 builds posted. Also I need to decide if I want to dip a level or two of fighter to pick up Weapon Focus and Close-Quarters Thrower.


Whoops.

I forgot to add Toughness' extra 10 HP to The Cannonner. His HP should be 87 at 10th and 65 at 6th.

I kinda really wanna play him now. Assuming I could come into a game at at least 6th. He seems like he'd be fiddly to play until then.


There are some really cool builds here. You guys even made them at different levels! Ultra bonus points for those!

STR Ranger's builds are a bit hard to read, though.

I haven't built anything particularly interesting over the last 2 weeks. I think I'll mess around with HL to see if I can find some inspiration...

How come noone is commenting on the other builds! I'll share my opinion on them!

Musket Axe Mike has a pretty cool concept, but he gives up both Gunslingers' greatest advantages: SADness and Gun Training. Now, SADness is compensated for his melee weapons, but he really could use that 5th level of Gunslinger to add Dex to damage. That's the one class feature that make Gunslingers really awesome. All the others are just gravy. His will saves are a bit on the low side, but not anynmore than anyother class with poor will saves.

Garth is an interesting one, I haven't seen a Grappler build in a while. His saves aren't amazing, but not bad either, an he has great AC. it's a bit sad that Nodachis aren't considered light weapons to be use during grapples, though... Maybe Garth could buy a small nodachi? It reduces the damag edie, but it's considered a light weapon, IIRC.

Misamoto Seems pretty effective. Paladin + Sorcerer has always been a great combo, and Dragon Disciple are a nice way to turn Sorcerers into melee monsters. I'm not a big fan of Eldritch Knight, though, but I hardly remember the class' details because I never cared much for it. (Magi are the first gishes that are fun and actually work, IMO)

I can't say much about Sukuyumi. Being a 1st level character, there isn't much to her yet. She shows some progress by 3rd level, but still not what I consider a "full build" I'd like to see how she turns out by 6th and/or 10th level. (BTW, nowadays Monk can be pretty effective, but they do require a lot more effort and resource investment than most other classes).

Aggrash is another interesting Gunslinger. MoMS truly is a great dip for any martial class. His saves are really good, and his AC is not bad either (especially if we consider he also has Crane style). He wasted a few skill ranks in Craft(Alchemy) though. (Really, all he needs is a 1~3 skill ranks and he's ready to go) and I'm not sure Bracers of Falcon's Aim is worth the price, all it gives him is a bonus to perception check, which is nice, but not 4,5k nice. I don't think he'll be using bows or crossbows anytime soon.


Lemmy wrote:


Garth is an interesting one, I haven't seen a Grappler build in a while. His saves aren't amazing, but not bad either, an he has great AC. it's a bit sad that Nodachis aren't considered light weapons to be use during grapples, though... Maybe Garth could buy a small nodachi? It reduces the damag edie, but it's considered a light weapon, IIRC.

From hamatula strike

"While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple."

and hamatula grasp

"When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a -2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage."

Afther grappling with the nodachi (impaling it in the enemy) he can attempt to do damage twice thanks to rapid grapple. He also add the damage from spiked armor.


Lemmy wrote:


Musket Axe Mike has a pretty cool concept, but he gives up both Gunslingers' greatest advantages: SADness and Gun Training. Now, SADness is compensated for his melee weapons, but he really could use that 5th level of Gunslinger to add Dex to damage. That's the one class feature that make Gunslingers really awesome. All the others are just gravy. His will saves are a bit on the low side, but not anynmore than anyother class with poor will saves.

I think mergy already posted that build elsewhere and I opined the same as you. It would be nice to see the level 12 version of Mike (were he have weapon training 2 and gun training).


Lemmy wrote:
Aggrash is another interesting Gunslinger. MoMS truly is a great dip for any martial class. His saves are really good, and his AC is not bad either (especially if we consider he also has Crane style). He wasted a few skill ranks in Craft(Alchemy) though. (Really, all he needs is a 1~3 skill ranks and he's ready to go) and I'm not sure Bracers of Falcon's Aim is worth the price, all it gives him is a bonus to perception check, which is nice, but not 4,5k nice. I don't think he'll be using bows or crossbows anytime soon.

Yeah, I love MoMS (well I love Monk in general, but especially MoMS). The Craft: Alchemy and Kn. Engineering is mostly a flavor choice, especially since there was that nice racial bonus to them. I figured it'd be cool to make Grenades and such as well since they're like DC 20-25 I believe.

Perhaps I misread them, but don't the Bracers of Falcon's Aim just add a static +1 to any Ranged Attack rolls? That's why I got them (though Perception never hurts).

*Looks at Aspect of the Falcon*

Yep. Though the gun misses out on the "19-20/x3 modifier" change (which is matched by the x4 crit I think) it SEEMS like the +1 counts, so all in all it feels worth it to me.

All in all I think he'd be hella fun to play, like I said, but I'd be hesitant to do so if I was coming in below 4th or 5th, since it seems like he'd be hard to keep alive through the first few levels.

I actually had to force myself to make him wear armor, since I was slapping myself for "wasting" a class ability until I realized his AC (though not Touch AC) would be a good bit higher with it. Still, it's nice to have that backup IUS and only a bit lower AC if the usually gear dependent Gunslinger gets captured and stripped of gear.

And (lots of ands) I really like the Hobgoblin race. It seems like just a really good one if you want a tanky type build or anything else. Not many races give a bonus to Con I don't think, and the way I always picture them (stocky, yellowish humanoids with tusks on the bottom lip like Orcs) always looked very cool to me.

I had another idea for a build but it really flew out of my head before I could write it down. I think it was a Dragon Disciple concept of some sort.

Silver Crusade

Here's the epic healer I was referring to earlier. I know this is supposed to be a thread about swinging swords, but you asked for it.

Human Life Oracle 6, Hospitaler Paladin 4

Traits: Dangerously Curious, World Traveller

Level 1 stats:
Str: 10, Dex: 14, Con: 14, Int: 12, Wis: 8, Cha: 18

Level 10 stats:
Str: 10, Dex: 18, Con: 14, Int: 12, Wis: 8, Cha: 24

Saves at level 10:
Fort: 15 (+2 Oracle, +2 stat, +11 Paladin)
Reflex: 14 (+2 Oracle, +4 stats, +8 Paladin)
Will: 17 (+5 Oracle, -1 stats, +13 Paladin)

Level progression:
1-3: Oracle
4-7: Paladin
5+: Oracle

Oracle information:
Mystery: Life
Curse: Tongues

Paladin information:
Hospitaler archetype

Feat Progression:
Human bonus: Tribal Scars (Slothjaw tribe)
Level 1: Fey Foundling
Level 3: Selective Channeling
Level 5: Quick Channeling
Level 7: Extra Channeling
Level 9: Extra Channeling

Revelations:
Level 1: Channeling
Level 3: Life Link
Level 7: Energy Body

Basically what you've got at level 8+ is an oracle that can Life Link to every member of her party. At the beginning of each turn, all party members other than the oracle will be healed of up to 5 points of damage and the oracle will take 1 point of damage for each point her party members are healed. The character can channel as an Oracle for 3d6 points of healing 14 times per day and as a Paladin for 1d6 points of healing 10 times per day. Every die of magical healing she herself takes will automatically add 2 HP from Fey Foundling. She can also Lay on Hands 9 times per day for 2d6 points of healing.

One turn of healing would look something like this:

Lay on Hands (self): 2d6 +4, avg 11
Quick channel as Oracle: 3d6, avg 10.5 per person healed (Oracle gets an extra 6)
Normal channel as a Paladin: 2d6, avg of 7 per person healed (Oracle gets an extra 4)

Assuming she hits 3 party members with her channeling, that's 91 points of damage she can heal in 1 round, and that's NOT counting the points that Life Link healed at the beginning of the her turn. Oh, and she can heal like this 9 times per day. NINE!!! And if nobody needs healing that round, she's got a bunch of nice buff spells AND she's pretty handy with a longbow.

Tell me you don't want this character as your party healer.


I just remembered a character build I've always wanted to try, which involves a PrC that is impossible to qualify for in most campaigns due to the circumstances involved: The Pain Taster.

I dub thee the corniest name I can think of: Lashe.

Level 1:

Chaotic Neutral Male Human Fighter (Weapon Master) 1

Initiative: +4
AC: 17
Saves: Fort +8, Ref +1, Will +1

HP: 14 (FC)

Str: 18
Dex: 12
Con: 16
Int: 10
Wis: 12
Cha: 7

Traits: Reactionary (+2 Initiative), Resilient (+1 Fort Save)

Alternate Racial Traits: Heart of the Wilderness (1/2 level to Syrvival, +5 Con checks to stabilize, and 1/2 level to -Con score to kill. No Skilled)

Skills:

Intimidate +2
Perception +2

Feats:

1.) Endurance, Diehard, Great Fortitude

Class Features:

Melee: Greatsword +5 (2d6+6/19-20 x2)
Ranged:

Equipment: Greatsword, Breastplate, Miscellaneous gear

Not much to look at here. His Fort save is ludicrously high for a level 1, and he's pretty resilient in the not dying department as well (for a level 1).

Level 6:

Chaotic Neutral Male Human Fighter (Weapon Master) 6

Initiative: +4
AC: 20 (9 armor, +1 Dex)
Saves: Fort +13, Ref +5, Will +5

HP: 61 (FC)

Str: 21
Dex: 12
Con: 16
Int: 10
Wis: 12
Cha: 7

Traits: Reactionary (+2 Initiative), Resilient (+1 Fort Save)

Alternate Racial Traits: Heart of the Wilderness (1/2 level to Syrvival, +5 Con checks to stabilize, and 1/2 level to -Con score to kill. No Skilled)

Skills:

Intimidate +7
Perception +12
Survival +3

Feats:

1.) Endurance, Diehard, Great Fortitude
2.) Power Attack
3.) Weapon Focus: Scorpion Whip
4.) Weapon Specialization: Scorpion Whip
5.) Whip Mastery
6.) Improved Whip Mastery

Class Features: Weapon Guard +1, Weapon Training (Scorpion Whip) +1, Reliable Strike 1/day

Melee: Greatsword +11/+6 (2d6+7/19-20 x2), Scorpion Whip +14/+9 (1d4+9/x2 plus 5 ft. reach)

OR Greatsword +9/+4 (2d6+13/19-20 x2), Scorpion Whip +12/+7 (1d4+13/x2)
Ranged:

Equipment: Greatsword, +1 Scorpion Whip, Full Plate, Cloak of Resistances +2, Eyes of the Eagle, Belt of Giant's Strength +2, 3000 gp leftover or Miscellaneous gear

Bit better here, does pretty good with the whip and his Fort save is doin' fine, while the rest aren't so much. I toyed with the idea of just eating the -2 to-hit to grab a Large Scorpion Whip instead so I could add 1.5x Str to damage. Any thoughts on that?

I also thought about going Fighter 4/Barbarian (Invulnerable Rager) 2, but I wasn't sure on that one.

Of course, now the real fun begins. Just for fairness' sake, we roll a Fort save to see if he passes it (DC 15) 1d20 + 13 ⇒ (14) + 13 = 27

Assuming he passed it and didn't die (no 1 or 2 please), here's level 10:

Level 10:

Chaotic Neutral Male Human Fighter (Weapon Master) 6/Pain Taster 4

Initiative: +4
AC: 22 (11 armor, +1 Dex)
Saves: Fort +15, Ref +6, Will +9
DR 2/- (5/- vs nonlethal)

HP: 61 (FC)

Str: 26
Dex: 12
Con: 16
Int: 10
Wis: 14
Cha: 7

Traits: Reactionary (+2 Initiative), Resilient (+1 Fort Save)

Alternate Racial Traits: Heart of the Wilderness (1/2 level to Syrvival, +5 Con checks to stabilize, and 1/2 level to -Con score to kill. No Skilled)

Skills:

Intimidate +11
Perception +16
Survival +5

Feats:

1.) Endurance, Diehard, Great Fortitude
2.) Power Attack
3.) Weapon Focus: Scorpion Whip
4.) Weapon Specialization: Scorpion Whip
5.) Whip Mastery
6.) Improved Whip Mastery
7.) Iron Will
9.) Improved Critical

Class Features: Weapon Guard +1, Weapon Training (Scorpion Whip) +1, Reliable Strike 1/day, Cruelty +2d6, Masochism, Disciple of Pain, Uncanny Dodge

Melee: Greatsword +18/+13 (2d6+12/19-20 x2), Scorpion Whip +23/+18 (1d4+14/ 19-20 x2 plus 5 ft. reach plus 2d6 Cruelty)

OR Greatsword +15/+10 (2d6+24/19-20 x2), Scorpion Whip +20/+15 (1d4+20/19-20 x2 plus 5 ft. reach plus 2d6 Cruelty)
Ranged:

Equipment: Greatsword, +3 Scorpion Whip, +2 Full Plate, Cloak of Resistances +2, Eyes of the Eagle, Belt of Giant's Strength +4, Headband of Inspired Wisdom +2, Disciple of Vigor 9000 gp leftover or Miscellaneous gear

This is where it kinda all comes together. Looking at it, it seems somewhat sad and pathetic that the Greatsword still outdamages the Whip even though he's specialized in it.

Still, he'd be fun to play. Dies at -21 instead of -16, which is a bit of a help, and can keep acting (though staggered) until then. Next level he'd probably add Vicious to the whip, damaging him for 1d6 and activating Pain Mastery (the Pain Taster capstone) for an extra +2 attack and damage every round, which is cool. In addition, he can either add +4 to his Str or spend another 2k and add +2 to Str and another attribute (such a Con) which is gravy.

I'm thinkin' the Large Whip might be a good idea. Drops his to-hit by two but would increase his damage to 1d4+30 plus 2d6 Cruelty when Power Attacking since he can two-hand that whip, which would be the more impressive numbers I'm looking for.

After Pain Taster finishes I was thinking 2 more Fighter levels (for Weapon Training 2 and Greater wepaon focus) and then cap it all off with 8 Barbarian levels could create a monster. With just his current gear and the Pain Mastery he could potentially be hitting 30 Str when Raging, which seems hella nice to me, and by level 20 he'd have DR 6/- (22 nonlethal), which seems like icing.

This guy sounds fun right up until he gets pasted by a Reflex or Will save, though anything that targets Fort would probably just be shrugged off.

Silver Crusade

I got a pretty wicked Str-based ninja build that I'm still trying to figure out all of the feats for. I'll post it as soon as I get all of the feats figured out.


Nicos wrote:

From hamatula strike

"While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple."

and hamatula grasp

"When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a -2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage."

Afther grappling with the nodachi (impaling it in the enemy) he can attempt to do damage twice thanks to rapid grapple. He also add the damage from spiked armor.

Ah, indeed... I forgot about Hamatula Strike (like I said, it's been a long time since I last saw a Grapple build)

Nicos wrote:
Lemmy wrote:
Musket Axe Mike has a pretty cool concept, but he gives up both Gunslingers' greatest advantages: SADness and Gun Training. Now, SADness is compensated for his melee weapons, but he really could use that 5th level of Gunslinger to add Dex to damage. That's the one class feature that make Gunslingers really awesome. All the others are just gravy. His will saves are a bit on the low side, but not anynmore than anyother class with poor will saves.
I think mergy already posted that build elsewhere and I opined the same as you. It would be nice to see the level 12 version of Mike (were he have weapon training 2 and gun training).

Once more this thread proves the theory that great minds think alike. Heh.

Bigdaddyjug wrote:
Tell me you don't want this character as your party healer.

Honestly, I don't.

I mean, Epic Healer there certaintly does heal a lot of HP, and full spell-casting makes anything viable. But he could do so much more. His low Str and Dex mean he is not very good at striking enemies. And while healing in combat can be useful, most of the time, it's a bit of a wasted action. At higher levels, when some creatures can kill you with a single full attack, healing won't be too helpful either (although Life Link might be).
Don't get me wrong, I like healers/buffers, and healing + full spell casting is nice, but I think this character would be a lot more effective if he had some offensive tools as well.

Lashe gains bonus points for using whips, simply because I like whips. That said, I think he should reevaluate his priorities. He have amazing Fort saves, but they'd be pretty good anyway. There was no need of using a trait and a feat for that.
Also, I think he should grab Whip Mastery and Improved Whip Mastery ASAP, instead of waiting 'til 6th level to do so, at which point he should grab Lunge. Raising his Int to 13 in order to grab Combat Expertise (stupid feat prerequisites...) and Improved Disarm/Trip might be a good ide as well, as that would help him to make better use of the whips advantages (as noted, DPR is not a whip's forte)
Oh, and IIRC, there's a trait that increases whip damage by +1. It may be restricted to Tieflings only, though... I'm not sure.


Great Fortitude is actually one of the prereqs for the PrC, so I figured I might as well go whole hog with the trait.

And yeah, I'll look into re-ordering his Feats. I decided to wait on Whip Mastery/Improved because the Scorpion Whip already does lethal, but I just realized I think it still has the "Doesn't affect people in armor" thing so that should be a higher priority.

Silver Crusade

My PFS character.

Gabriel Ravencroft:

“Gabriel Ravencroft” Aasimar Paladin of Yaheine 1 / Inquisitor 1

Str: 14
Dex: 11
Con: 12
Int: 12
Wis: 16
Cha: 16

HP: 15 (1d10 + 1 + 1d8 + 1)

AC: 17 (Scale Mail + Heavy Shield)

Move: 20ft

Init: + 2

Traits: Reactionary, Dangerously Curious

Fort: + 5
Ref: + 0
Will: + 7

Attack: Bastardsword: + 4 1d10 + 2 19-20 x 2

Feats: Weapon Focus (Bastardsword), Exotic Weapon Proficiency (Bastardsword),

Skills: (11) Bluff: +7 , Diplomacy: + 9, Intimidate: +8, Knowledge Arcana: + 7, Knowledge Religion: +7, Knowledge Dungeoneering: +7, Knowledge Planes: + 3, Knowledge Nature: + 7, Knowledge Nobility: + 3, Perception: + 9, Sense Motive: +8, Survival: +7, Use Magic Device: +8,

Aasimar: Darkvision 60ft, Skilled, Daylight 1/day, Celestial Radiance (Resist 5 Acid, Cold, and Elec), Languages (Common, Celestial, Elven),

Paladin: Aura of Good, Detect Evil, Smite Evil 1/day,

Inquisitor: Domain (Protection), Judgment 1/day, Monster Lore, Orisons, Stern Gaze,

Spells:
0: Stabilize, Disrupt Undead, Virtue, Guidance
1: cure Light Wounds, Shield of Faith

Gear: Scale Mail, Heavy Shield, Bastardsword, Adventuring Gear.

Silver Crusade

I'm having trouble choosing feats for a katana-wielding, Str-based ninja. I'm taking Weapon Focus through ninja tricks, and I'm taking Improved Intiative at first level. The only other feats I know I need are Power Attack at 3 and Furious Focus via combat trick at 4.


Bigdaddyjug wrote:
I'm having trouble choosing feats for a katana-wielding, Str-based ninja. I'm taking Weapon Focus through ninja tricks, and I'm taking Improved Intiative at first level. The only other feats I know I need are Power Attack at 3 and Furious Focus via combat trick at 4.

Let me see...

Combat Reflexes is really good if you have a decent Dex score (14+ is when it starts to shine, and you're likely to eventually get belts that boosts all physical stats anyway...)

Defensive Combat Training is always nice for any character without Full BAB.

Great Fort and Iron Will, as well as any trait that boosts your poor saves, is a nice choice, although you may be a bit too feat starved for them.

Cornugon Smash: Is a very fun feat, and it synergizes well with Furious Focus and decent Cha score.

Lunge is very useful, and if you have a reach weapon it becomes incredible.

Improved Critical comes late, but it's a really good way to raise your DPR.

RPG Superstar Season 9 Top 16

bookrat wrote:

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

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

** spoiler omitted **

I'm guessing given how many pages this thread has, it's been mentioned. The Sylvan Bloodline's animal companion also costs them their Bloodline Arcana, as well as Laughing Touch.

Silver Crusade

Ok, here's the ninja I have been putting together. I'm going to do a level 1 version and a level 10 version.

Level 1:
Angel-Blooded Aasimar
Female Ninja 1
NG Outsider (Native)
Senses: Initiative: +8, Perception: +5, Darkvision 60 ft

Defenses
AC: 15 Touch: 12 Flat-Footed: 13
HP: 10
Fort: +1 Reflex: +4 Will: +1
Acid resistance 5, Cold Resistance 5, Electricity 5

Offense
Speed: 30 ft.
Melee: Katana +4 (1d8 + 6)
Ranged: Shortbow +2 (1d6)
Special Attacks: Sneak Attack 1d6

Special Abilities: Alter Self (1/day)

Statistics
Str: 18, Dex: 14, Con: 12, Int: 7, Wis: 12, Cha: 16
BAB: +0, CMB: +4, CMD: 16
Feats: Improved Initiative
Skills: Acrobatics +6, Diplomacy +7, Disable Device +6, Perception +5, Stealth +6, Use Magic Device +7
Traits: Armor Expert, Elven Reflexes (via Adopted)

Gear: Katana, Studded Leather, Shortbow w/ Cold Iron Arrows, Knotted Silk Rope, Grappling Arrow

Nothing special at this point, although she does do 14 average damage per round on a sneak attack. That's not too bad for any class and damn good for a ninja.

Level 10:

Angel-Blooded Aasimar
Female Ninja 1
NG Outsider (Native)
Senses: Initiative: +8, Perception: +12, Darkvision 60 ft

Defenses
AC: 21 Touch: 12 Flat-Footed: 19
HP: 65 (10d8 + 10 + 1)
Fort: +8 Reflex: +11 Will: +8
Acid resistance 5, Cold Resistance 5, Electricity 5

Offense
Speed: 30 ft.
Melee: Keen Katana +3 (1d8 + 6)
Ranged: Masterwork Composite Shortbow (1d6)
Special Attacks: Sneak Attack 5d6

Typical attack sequence:
Keen Katana +3 (+16/+9) 1d8 + 15 + 5d6 sneak attack = Avg damage per hit of 37
Note, if the ninja is in flanking position, this becomes +18/+11 and all allies also flanking gain +2 to hit.

Special Abilities: Alter Self (1/day) (when used, grants Str +2 for 1 minute per character level)

Character also has a Ki pool of 7 and can spend 1 to either cast Greater Inviviblity on herself or add an attack at her full attack bonus to any full attack action.

Statistics
Str: 22, Dex: 14, Con: 12, Int: 7, Wis: 12, Cha: 18
BAB: +7, CMB: +13, CMD: 25
Feats: Improved Initiative, Weapon Focus (Katana), Power Attack, Furious Focus, Iron Will, Great Fortitude
Ninja Tricks: Vanishing Trick, Fast Stealth, Pressure points, Weapon Training (grants Weapon Focus)
Master Trick: Invisible Blade
Skills: Acrobatics +6, Diplomacy +7, Disable Device +6, Perception +5, Stealth +6, Use Magic Device +7

Gear: Keen Katana +3, Masterwork Composite Shortbow, Mithral Breastplate +3, Belt of Giant Strength +2, Boots of Elvenkind, Headband of Alluring Charisma +2, Menacing Amulet of Might Fists, Cloak of Resistance +2

If anybody knows the DPR formula, I'd love to know what this build's DPR is.


Bigdaddyjug wrote:
If anybody knows the DPR formula, I'd love to know what this build's DPR is.

You should have posted its offensive options with its attack/damage bonuses, critical threat range and crit damage multiplier already included, (e.g.: Melee: +3 Keen Katana +17/+12 (1d8+9/15-20/x2) it'd have made it easier, but no problem...

At 10th level against AC24 (average AC for CR10), according to my Excel DPR spreadsheet, your Aasimar Ninja's DPR is...

16,74 (without SA)
28.99 (SA only for the 1st attack)
36.87 (Not flaking but still getting SA on all attacks) -> Up to 60.19 using Ki for an extra attack
44.69 (Flanking - SA on all attacks) -> Up to 71.92 using Ki for an extra attack

Not mind-blowing, but not bad either, IMHO.


It is always better to have multiple loweritems instead of a couple most powerful ones.

Fore example that +3 mithral breastplate cost 15,000 gp. A +2 mithral breastplate and a +1 ring of protection cost 11,000 gp.

It is a shame that ninja have a amult of mighty fist. a +1 mitral breastpalte + ring of protection +1 amulet of natural armor cost 10,000. That save you 5,000 so you can buy a pale grism Ioun stone to rise your attack.


Lemmy wrote:
Bigdaddyjug wrote:
If anybody knows the DPR formula, I'd love to know what this build's DPR is.

You should have posted its offensive options with its attack/damage bonuses, critical threat range and crit damage multiplier already included, (e.g.: Melee: +3 Keen Katana +17/+12 (1d8+9/15-20/x2) it'd have made it easier, but no problem...

At 10th level against AC24 (average AC for CR10), according to my Excel DPR spreadsheet, your Aasimar Ninja's DPR is...

16,74 (without SA)
28.99 (SA only for the 1st attack)
36.87 (Not flaking but still getting SA on all attacks) -> Up to 60.19 using Ki for an extra attack
44.69 (Flanking - SA on all attacks) -> Up to 71.92 using Ki for an extra attack

Not mind-blowing, but not bad either, IMHO.

Lemmy do you make those calculation by hand or do you use a program? I would like to know how much is the DPR of gart when he is grappling.


Nicos wrote:
Lemmy do you make those calculation by hand or do you use a program?

I'm not telling you, Nicos, you'll have to figure it out yourself. Here, I'll give you a tip...

Lemmy wrote:
(...) At 10th level against AC24 (average AC for CR10), according to my Excel DPR spreadsheet, your Aasimar Ninja's DPR is (...)

Can you solve this little mystery? ^^

Nicos wrote:
I would like to know how much is the DPR of gart when he is grappling.

I'll post it here later (I'm not home right now). Does grappling give him any bonus to attack/damage/critical confirmation rolls?


Lemmy wrote:
Nicos wrote:
Lemmy do you make those calculation by hand or do you use a program?

I'm not telling you, Nicos, you'll have to figure it out yourself. Here, I'll give you a tip...

Lemmy wrote:
(...) At 10th level against AC24 (average AC for CR10), according to my Excel DPR spreadsheet, your Aasimar Ninja's DPR is (...)

Can you solve this little mystery? ^^

:P

Lemmy wrote:


I'll post it here later (I'm not home right now). Does grappling give him any bonus to attack/damage/critical confirmation rolls?

he hit automatically with his armor spikes (I believe) and can attempt twice to do his weapon damage, both attemps are grapple combat maneuvers at -2.

Silver Crusade

Nicos: I chose the AoMF because it can be enchanted with Menacing to give an extra +2 when flanking. I wasn't aware of the Ring of Protection. I've never played a character beyond level 4 so I don't know most of the higher level gear.

Lemony: Was that DPR including Power Attack and Furious Focus? The katana should have been +16/+9 (1d8+18/15-20/x2).

The +15 comes from Str (9), weapon (3), and Power Attack (6).


Bigdaddyjug wrote:

Nicos: I chose the AoMF because it can be enchanted with Menacing to give an extra +2 when flanking. I wasn't aware of the Ring of Protection. I've never played a character beyond level 4 so I don't know most of the higher level gear.

MMM i see. Does not amulet of mighty fist only work with unarmed strikes/natural weapons?

Either way, consider instead the pale grism Ioun stone. It coes 500 gp more and only give you a +1. BUT it work always and with all your attacks and/or weapons.

On the other hand, Lemony? LOOOOOL


It does only work with Unarmed Strikes/Natural Weapons but Menacing is really just a static bonus (enhances flanking bonuses for allies or summat).

Silver Crusade

Yes Menacing just increases he flanking bonus by 2 for all allies when the wielder of the enchantment is adjacent to the monster.


Nicos wrote:
Lemmy wrote:
I'll post it here later (I'm not home right now). Does grappling give him any bonus to attack/damage/critical confirmation rolls?
he hit automatically with his armor spikes (I believe) and can attempt twice to do his weapon damage, both attemps are grapple combat maneuvers at -2.

So now I have to find out the average CMD for CR10 creatures... Where the hell I find that? Tsc... Okay, just because I like you...

According to 11 creatures from Bestiary 1, the average CMD for CR10 is 31.73, which I'll round up to 32. Your CMB with Hamatula strike is +29, not bad. (Do both your attacks use this bonus? I think so, but I can't be sure)
How many attacks does he get with his armor spikes? I'm assuming it's only 1. Does he add his full Str modifier?
Now, I assume Hamatula also let's you add your Str score to your damage rolls, not only your weapon damage, but correct me if I'm wrong.

Well, including the extra 1d6 from Hamatula Grasp... Garth's DPR (while grappling) is 80,28. Pretty cool.

Although I can't be sure if that's correct because Hamatula Strike/Grapple is confusing and I don't know exactly the order of actions and their respective bonuses... -.-'

Bigdaddyjug wrote:
Lemony: Was that DPR including Power Attack and Furious Focus? The katana should have been +16/+9 (1d8+18/15-20/x2).

I assume by Lemony you mean Lemmy. Don't worry, I forgive you.

And no, I didn't account for PA. I forgot about it. Of course I'd forget about something while calculating the DPR for the build with higher number of significant variables... -.-' Oh well, here is it.

20.70 (without SA)
32.08 (SA only for the 1st attack)
37.33 (Not flaking but still getting SA on all attacks) -> Up to 65.35 using Ki for an extra attack
48,03 (Flanking - SA on all attacks) -> Up to 81.40 using Ki for an extra attack

Are you sure your attack bonus is not +17/+9?
+7 BAB + 3 Enhancement + 1 Weapon Focus + 6 Str = +17


Lemmy wrote:
Nicos wrote:
Lemmy wrote:
I'll post it here later (I'm not home right now). Does grappling give him any bonus to attack/damage/critical confirmation rolls?
he hit automatically with his armor spikes (I believe) and can attempt twice to do his weapon damage, both attemps are grapple combat maneuvers at -2.

So now I have to find out the average CMD for CR10 creatures... Where the hell I find that? Tsc... Okay, just because I like you...

According to 11 creatures from Bestiary 1, the average CMD for CR10 is 31.73, which I'll round up to 32. Your CMB with Hamatula strike is +29, not bad. (Do both your attacks use this bonus? I think so, but I can't be sure)
How many attacks does he get with his armor spikes? I'm assuming it's only 1. Does he add his full Str modifier?
Now, I assume Hamatula also let's you add your Str score to your damage rolls, not only your weapon damage, but correct me if I'm wrong.

Well, including the extra 1d6 from Hamatula Grasp... Garth's DPR (while grappling) is 80,28. Pretty cool.

Although I can't be sure if that's correct because Hamatula Strike/Grapple is confusing and I don't know exactly the order of actions and their respective bonuses... -.-'

To be honest I am not sure of the mechanics myself. But this is what I think happens

- I do not have an "attack" with the armor spikes, i just do add the damage with every succesful grapple check.

"Armor Spikes
Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon."

So I suppose that with rapid grapple gart could add his damage twice.

The damage is 1d4+12.

- With the penalty to hamatula strike it would be +27/+27 to the grapple checks

and the total damage per hit (nodachi+hamatula strike+armor spikes) is
1d10+1d6+1d4+ 34

but a critical hit wold only add an extra of 1d10+22.

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