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Condition dealing fighter (ie "Martial Controller"):
Male Human Fighter 9
LG Medium Humanoid (human)
Init +3; Senses Perception +10
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Defense
--------------------
AC 31, touch 15, flat-footed 28 (+11 armor, +4 shield, +3 Dex, +1 natural, +1 deflection)
hp 85 (9d10+27)
Fort +12, Ref +9, Will +7 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Ghost touch Whip +17/+12 (1d3+7/x2) and
+1 Shock Heavy Shield Bash +15/+10 (1d6+6+1d6 electricity/x2) and
Gauntlet (from Armor) +14/+9 (1d3+5/x2) and
Masterwork Scorpion whip +17/+12 (1d4+6/x2) and
Shortsword +13/+8 (1d6+4/19-20/x2) and
Unarmed strike +14/+9 (1d3+5/x2)
Ranged Masterwork Light crossbow +13/+8 (1d8/19-20/x2) and
Sling +12/+7 (1d4+4/x2)
Special Attacks weapon training abilities (close +1, flails +2)
--------------------
Statistics
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Str 18, Dex 16, Con 16, Int 16, Wis 12, Cha 14
Base Atk +9; CMB +13 (+17 Tricking, +17 Tripping); CMD 28 (30 vs. Dirty Trick, 30 vs. Trip)
Feats Combat Expertise +/-3, Exotic Weapon Proficiency (Whip), Greater Dirty Trick, Greater Trip, Improved Dirty Trick, Improved Shield Bash, Improved Trip, Improved Whip Mastery, Quick Dirty Trick, Weapon Focus (Whip), Whip Mastery
Traits Armor Expert, Eyes and Ears of the City
Skills Acrobatics +12, Climb +12, Fly +12, Knowledge (engineering) +14, Perception +10, Profession (engineer) +12, Stealth +12, Survival +9, Swim +12
Languages Celestial, Common, Halfling, Skald, Vudrani
Combat Gear Potion of enlarge person, Wand of Cure Light Wounds, Wayfinder, shining (1 @ 0 lbs), Sunrod (2); Other Gear +2 Mithral Full plate, +2 Shield Spikes Mithral Heavy steel shield, +1 Ghost touch Whip, Crossbow bolts (20), Masterwork Light crossbow, Masterwork Scorpion whip, Shortsword, Sling, Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +3, Headband of mental prowess (Int & Cha +2) (Fly), Ioun stone (dusty rose prism), Ring of protection +1, Winged boots (3/day), Bit and bridle, Bread, Cheese, Cold weather outfit, Flask (2), Hot weather outfit, Signal whistle, Whetstone, 177 PP, 2 GP, 5 SP
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TRACKED RESOURCES
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Absalom Townhouse (empty) (1/session) - 0/1
Crossbow bolts - 0/20
Potion of enlarge person - 0/5
Sunrod - 0/2
Wand of Cure Light Wounds - 0/32
Winged boots (3/day) - 0/3
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Special Abilities
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Absalom Townhouse (empty) (1/session) +2 to interaction skills in own district, +4 to Know (local) & gather info if active.
Armor Expert -1 Armor check penalty.
Bravery +2 (Ex) +2 to Will save vs. Fear
Cold weather outfit +5 Fort save vs. cold weather.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Quick Dirty Trick May perform a dirty trick in place of your first melee attack.
Silver Crusader +3 to Intimidate vs evil clerica and antipaladins.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Weapon Training (Close) +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Flails) +2 (Ex) +2 Attack, Damage, CMB, CMD with Flails
Whip Mastery Using a whip does not provoke attacks of opportunity
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.
--------------------

Nicos |
Wait, I'm confused...
You grapple the target.
Then you automatically cause damage with your armor spike twice, for 1d4+12
Then you make two grapple checks using your nodachi, each time you hit, you cause 1d10+22 damage?
By Odin's beard, Nicos, couldn't you come up with an simpler build?
:P
The round Afther Gart start a grapple he can make two grapple attemps to do damage with the nodachi (due to rapid grapple), and one to maintain the grapple.
Soooooooooooooooo, I supose gart could add the armor spikes damage trhee times "EEEEEEEEEEEEEEVIL LAUGH"
EDIT: the armor spikes add the extra damage with every succesful grapple check.

Lemmy |

Lemmy wrote:Wait, I'm confused...
You grapple the target.
Then you automatically cause damage with your armor spike twice, for 1d4+12
Then you make two grapple checks using your nodachi, each time you hit, you cause 1d10+22 damage?
By Odin's beard, Nicos, couldn't you come up with an simpler build?
:P
The round Afther Gart start a grapple he can make two grapple attemps to do damage with the nodachi (due to rapid grapple), and one to maintain the grapple.
Soooooooooooooooo, I supose gart could add the armor spikes damage trhee times "EEEEEEEEEEEEEEVIL LAUGH"
EDIT: the armor spikes add the extra damage with every succesful grapple check.
And do you add your Str bonus to the damage cause by armor spikes?

Nicos |
Nicos wrote:Lemmy wrote:Wait, I'm confused...
You grapple the target.
Then you automatically cause damage with your armor spike twice, for 1d4+12
Then you make two grapple checks using your nodachi, each time you hit, you cause 1d10+22 damage?
By Odin's beard, Nicos, couldn't you come up with an simpler build?
:P
The round Afther Gart start a grapple he can make two grapple attemps to do damage with the nodachi (due to rapid grapple), and one to maintain the grapple.
Soooooooooooooooo, I supose gart could add the armor spikes damage trhee times "EEEEEEEEEEEEEEVIL LAUGH"
EDIT: the armor spikes add the extra damage with every succesful grapple check.
And do you add your Str bonus to the damage cause by armor spikes?
Well I said I am not sure of the mechanics, but they are otherwise considered martial weapons, I do not see why the str damage would not be added but I do not know for sure.
I already made a thread asking about it
http://paizo.com/threads/rzs2pnyb?Armor-spikes-and-grapple#1
But It had few posts.

Lemmy |

I see... It goes something like this:
1) Normal Grapple check to mantain grapple (CMB +16): Armor Spike damage
2) Attack Action: 1st Hamatula Grapple Check with Nodachi (CMB +27); also get Armor Spike damage as a bonus +1d6 extra damage (Hamatula Grasp).
3) Swift Action (through Rapid Grappler): 2nd Hamatula Grapple Check with Nodachi (CMB +27); also get Armor Spike damage as a bonus +1d6 extra damage (Hamatula Grasp)..
Well, I'll post two different DPR calculations... One where you add your Str bonus to armor spike damage caused when you make the grapple checks, and one where you don't.
I'll consider Armor Spike damage precision damage, since it doesn't get critical hits (after all, you're not making any attack rolls with them, just automatically causing damage with every grapple check, if I understand correctly), but I think your Hamatula strikes with Nodachi can get critical hits.
Let's see... No Str added:
Your DPR is 65.00...
Not very high, but the fact that this damage is dealt while you keep your enemy immobilized is pretty awesome.
Now, Adding Str to armor spike damage:
Your DPR rises to 76.10.
Pretty good, considering you did all this while grappling your opponent. Enhancing your armor spikes would make this even better. (Maybe you did, but since you didn't list them in your build, I'm assuming they're 100% mundane)

Rynjin |

Initiative: +4
AC: 22 (11 armor, 1 Deflection)
Saves: Fort +15, Ref +5, Will +7
DR 2/- (5/- vs nonlethal)
HP: 99 (FC)
Str: 26
Dex: 10
Con: 16
Int: 14
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:
Heal +10
Intimidate +11
Kn. Dungeoneering +15
Perception +17
Sense Motive +15
Survival +15
Feats:
1.) Endurance, Diehard, Weapon Focus: Scorpion Whip
2.) Whip Mastery
3.) Power Attack
4.) Combat Expertise
5.) Great Fortitude
6.) Improved Whip Mastery
7.) Improved Trip
9.) Improved Critical
Class Features: Weapon Guard +1, Weapon Training (Scorpion Whip) +1, Reliable Strike 1/day, Cruelty +2d6, Masochism (Gain +1 Attack/Damage after taking damage previous round), Disciple of Pain, Uncanny Dodge
Melee: Greatsword +18/+13 (2d6+12/19-20 x2), Large Scorpion Whip +21/+16 (1d6+16/ 19-20 x2 plus 5 ft. reach plus 2d6 Cruelty)
CMB: 18 (25 Trip)
OR Greatsword +15/+10 (2d6+24/19-20 x2), Large Scorpion Whip +18/+13 (1d6+25/19-20 x2 plus 5 ft. reach plus 2d6 Cruelty)
Ranged:
Equipment: Greatsword, +3 Large Scorpion Whip, +2 Full Plate, Cloak of Resistances +2, Eyes of the Eagle, Belt of Giant's Strength +4, Headband of Mental Prowess (Int/Wis) +2, Disciple of Vigor, 1000 gp leftover or Miscellaneous gear
Taking your advice into consideration Lemmy I rearranged some Feats. I figured Weapon Specialization wasn't a super priority since it only added 2 damage, so I tossed that and Iron Will in favor of Improved Trip, to be grabbed at a later date.
Because of that, I decided to do a level 15 snapshot as well to see what he'd look like in the end game. To keep it simple I just went with Weapon Master all the way through.
Initiative: +4
AC: 26 (14 armor, 2 Deflection)
Saves: Fort +17, Ref +7, Will +11
DR 2/- (10/- vs nonlethal)
HP: 99 (FC)
Str: 31
Dex: 10
Con: 22
Int: 14
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:
Heal +15
Intimidate +16
Perception +23
Sense Motive +20
Survival +17
Feats:
1.) Endurance, Diehard, Weapon Focus: Scorpion Whip
2.) Whip Mastery
3.) Power Attack
4.) Combat Expertise
5.) Great Fortitude
6.) Improved Whip Mastery
7.) Improved Trip
9.) Improved Critical
11.) Iron Will
13.) Weapon Specialization: Scorpion Whip
14.) Greater Trip
15.) Greater Weapon Focus
Class Features: Weapon Guard +1, Weapon Training (Scorpion Whip) +2, Reliable Strike 2/day, Cruelty +2d6, Masochism, Disciple of Pain, Uncanny Dodge, Pain Mastery (Gain +2 Attack/Damage after taking damage previous round), Mirror Move
Melee: Greatsword +25/+20/+15 (2d6+15/19-20 x2), Large Scorpion Whip +36/+31/+26 (1d6+26/ 19-20 x2 plus 5 ft. reach plus 2d6 Cruelty)
OR Greatsword +21/+16/+11 (2d6+27/19-20 x2), Large Scorpion Whip +32/+26/+21 (1d6+38/19-20 x2 plus 5 ft. reach plus 2d6 Cruelty)
Ranged:
CMB: 30 (45 Trip)
Equipment: Greatsword, +5 Large Scorpion Whip, +5 Mithral Full Plate, Cloak of Resistances +5, Eyes of the Eagle, Belt of Physical Might +6, Headband of Mental Prowess (Int/Wis) +2, Ring of Protection +2, Disciple of Vigor, Gloves of Dueling, 2000 gp leftover or Miscellaneous gear
Should be quite fun indeed to trip people and wail on them while they're down. I think he does a solid chunk of damage at both levels as well.

Lemmy |

I think this build is considerably better, Rynjin, but I'd switch the levels where you take Combat Expertise and Improved Whip Mastery, since the latter allows you to threaten 21 squares, and the former only needs to be taken before you get Improved Trip, no need to get it so early.
Maybe Weapon Specialization is better for your damage output than Improved Critical. I'm not sure. I'll calculate it's DPR here and tell you in a few moments.

Nicos |
I see... It goes something like this:
1) Normal Grapple check to mantain grapple (CMB +16): Armor Spike damage
I will not ask you to recalculate cause you already made a lot of calculation but In case I could not maintain the grapple via hamatula strike the CMB would be +22 due to the Improved/greater grapple feats and the wayfinder.
But I think I could first spend The standard and the swift action to strike with the nodachi and If i hit with it I could try to maintain the grapple with the sword using hamatula strike. In tha case the CMB is +27.
If i miss both attemps then I am forced to use the normal grapple +22.
BUt nevermind, The issue is too convouluted. Tomorrow I will try to make a thread asking for an oficial clarification of all the details of hamatula strike.

Lemmy |

I will not ask you to recalculate cause you already made a lot of calculation but In case I could not maintain the grapple via hamatula strike the CMB would be +22 due to the Improved/greater grapple feats and the wayfinder.
But I think I could first spend The standard and the swift action to strike with the nodachi and If i hit with it I could try to maintain the grapple with the sword using hamatula strike. In tha case the CMB is +27.
If i miss both attemps then I am forced to use the normal grapple +22.
BUt nevermind, The issue is too convouluted. Tomorrow I will try to make a thread asking for an oficial clarification of all the details of hamatula strike.
It's no biggie, Nicos, I just have to adjust the numbers in the spreadsheet a bit. Just tell me step by step what happens like I did, so I don't get confused again... lol

Lemmy |

Rynjin, you actually do more damage with Specialization than Improved Critical (assuming Cruelty is not multiplied on critical hits)
DPR with Whip + Improved Critical: 43.22
DPR with Whip + Weapon Spec: 45.36
Actually, this doesn't change even if Cruelty is multiplied on critical hits, although the difference decreases just a tiny little bit:
DPR with Whip + Improved Critical: 43,99
DPR with Whip + Weapon Spec: 45,74

Rynjin |

So I should swap the levels I get Weapon Spec and Improved Critical to get the best effect?
And Cruelty shouldn't multiply on crits, it's basically Sneak Attack with a special caveat that it happens 100% of the time if you use a whip. It even stacks with Sneak Attack from other sources (provided the regular SA conditions are met).
Also, is a 45-ish DPR good or bad?

Lemmy |

It is all fine. With 70+ damage per turn while grapple is good enough for me. I will heavily recommend the hamatula srike chain for combat maneuvers builds in my hypothetical guide to fighter.
Okay, then. What I'm really in doubt is if you can use Hamatula Strike/Grasp when you use a move action to maintain the Grapple, since Hamatula Strike specifically says "as an attack action).
So we have 3 Grapple checks here, each one made with a different type of action.
Standard (Hamatula Strike), Swift (Rapid Grappler) and Move (To mantain the Grapple).
Now, the one made with a Standard action certainly benefits from Hamatula Strike/Grasp, and I'm pretty sure the one made through a Swift action does too. But the one to maintain the grapple, I'm not sure...
In any case, if my previous understanding was correct, I forgot to consider Improved/Greater Grapple (I thought they were already included in your CMB), so your DPR would be:
66,00 (no Str added to Armor Spikes damage)
or
78,50 (If you get to add Str to Armor Spike damage)

Lemmy |

So I should swap the levels I get Weapon Spec and Improved Critical to get the best effect?
IMHO, yes, that seems like the best course of action. This the feat selection order I'd use
1.) Endurance, Diehard, Weapon Focus: Scorpion Whip
2.) Whip Mastery
3.) Power Attack
4.) Improved Whip Mastery
5.) Great Fortitude
6.) Combat Expertise
7.) Improved Trip
9.) Weapon Specialization: Scorpion Whip
11.) Iron Will
13.) Improved Critical
14.) Greater Trip
15.) Greater Weapon Focus
I just switched around Combat Expertise/Improved Whip Mastery and Weapon Spec/Improved Critical.
(Man, that Great Fort really hurts -.-')
And Cruelty shouldn't multiply on crits, it's basically Sneak Attack with a special caveat that it happens 100% of the time if you use a whip. It even stacks with Sneak Attack from other sources (provided the regular SA conditions are met).
I suspected that was the case, but I was too lazy to confirm. Just ignore the 2nd DPR, then.
Also, is a 45-ish DPR good or bad?
It's okay, not bad, but not incredible either. As a Fighter, you could easily boost it, but you'd have to sacrifice a few in-combat options. Now that I think about it, since you are using a reach weapon, maybe you can discard Improved Trip/Combat Expertise... Who cares if you provoke an AoO if the enemy is too far to hit you? And if the enemy is big enough to reach you from that far, combat maneuver are probably not the best idea... You could grab Lunge (to increase your reach even more! Attack enemies from 15ft, then trip/hitthem again when they provoke an AoO trying to reach you! Which reminds me that Combat Reflexes could be pretty awesome for you!) and Furious Focus instead.
Ah, now that I mentioned Furious Focus, I noticed I forgot to calculate Lashe's DPR using Power Attack... Let's see...
Whip + Improved Critical + PA
DPR: 45,66
Whip + Weapon Spec + PA
DPR: 47,54
Weapon Spec is still ahead... Let's add Furious Focus to this:
Whip + Improved Critical + PA + FF
DPR: 51,33
Whip + Weapon Spec + PA + FF
DPR: 53,13
Wow, this is a pretty good boost to DPR. And it seems that unless you get some really good Str bonus or critical range/multiplier, Weapon Spec is a better choice
PS: I calculated Lashe's DPR using his 10th level build, just in case there's any doubt.

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I did mean Lemmy. My iPad auto-corrected it to Lemony and I didn't notice it. You are correct, I forgot about Weapon Focus. It should actually be:
+3 Keen katana +17/+10 (1d8+18/15-20/x2) when not flanking
and
+3 Keen katana +21/+14 (1d8+18/15-20/x2) when flanking.
Both of those assume Power Attack is used on both attacks.
When you consider the bonus to hit when flanking and the automatic sneak attack on all attacks while flanking, this character would bend over backwards (maybe literally, acrobatics check and all) to get into flanking position.
When flanking, I am getting the DPR to be (.9 x 34) + (.3 x .9 x 2 x 22.5) + (.5 x 34) + (.3 x .5 x 2 x 22.5). I'm getting a DPR of 66.5 and that goes up to 109.25 if a ki point is spent to add an extra attack. That's nowhere near the top of the DPR charts, but it's very respectable for a ninja.
I'm going to do some more research into the wondrous items and other magical gear and maybe I'll repost her. I'm looking for a way to get boots of speed so I can use the ki pool for invisible blade. Although I'm not sure just how much it will help since my first attack is already hitting on a 3+ and the second attack won't be against flat-footed AC if I'm reading the rules correctly. Invisible blade will still help get sneak attack in any round when I have to move, though.

Nicos |
Nicos wrote:It is all fine. With 70+ damage per turn while grapple is good enough for me. I will heavily recommend the hamatula srike chain for combat maneuvers builds in my hypothetical guide to fighter.Okay, then. What I'm really in doubt is if you can use Hamatula Strike/Grasp when you use a move action to maintain the Grapple, since Hamatula Strike specifically says "as an attack action).
So we have 3 Grapple checks here, each one made with a different type of action.
Standard (Hamatula Strike), Swift (Rapid Grappler) and Move (To mantain the Grapple).
Now, the one made with a Standard action certainly benefits from Hamatula Strike/Grasp, and I'm pretty sure the one made through a Swift action does too. But the one to maintain the grapple, I'm not sure...
In any case, if my previous understanding was correct, I forgot to consider Improved/Greater Grapple (I thought they were already included in your CMB), so your DPR would be:
66,00 (no Str added to Armor Spikes damage)
or
78,50 (If you get to add Str to Armor Spike damage)
no no, the one to maintain the grapple do not enefit fro mhamatula strike. nevertheless it benefits from the extra damage from armor spikes.
At least thas seems to be indicated in the text
"Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack."

Lemmy |

no no, the one to maintain the grapple do not enefit fro mhamatula strike. nevertheless it benefits from the extra damage from armor spikes.
At least thas seems to be indicated in the text
"Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack."
That's what I thought.
In this case, the calculated DPR is correct. 66 to 78.5 it's.

Lemmy |

When flanking, I am getting the DPR to be (.9 x 34) + (.3 x .9 x 2 x 22.5) + (.5 x 34) + (.3 x .5 x 2 x 22.5). I'm getting a DPR of 66.5 and that goes up to 109.25 if a ki point is spent to add an extra attack. That's nowhere near the top of the DPR charts, but it's very respectable for a ninja.
Slightly higher DPR, actually... You need a 2 to hit AC 24 with your 1st attack, that a 95% chance to land your hit, not 90%. And 10 with your 2nd, that's 55% chance, not 50%.
That means your DPR while flanking is 66,75 or, if you use Ki for an extra attack 110,83.
But why does flank get you a +4 to attack rolls instead of +2?
EDIT: My bad, you have a +21/+14, not a +22/+14... yeah, the 1st hit is 90%, not 95%... -.-' The second 11 is a 55% chance, though.

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Flanking gets me a +4 because of the menacing enchant on the Amulet of Mighty Fists. And not only does it get me a +4, it gets EVERYBODY flanking that target a +4 instead of a +2.
Yes, you are right. The 2nd will hit 55% of the time, but that's a marginal DPR upgrade. Still, 66+ DPR is pretty damg good for a level 10 ninja. The only way I can think of to build a better rogue/ninja is the Bludgeoner/Enforcer non-leathal damage build. That thing can put out sick amounts of non-lethal damage in a full attack.
Fixing the formular for the second attack puts me at 68.75 DPR.

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Any of the builds in here have heavy cleric levels? I'm looking for ideas for a Dwarven cleric of Torag for PFS and searching "cleric" in the thread turns up too many false positives.
Also, anyone have a link to that DPR spreadsheet?
I'd like a link to that too please.
I can't remember seeing any cleric builds though.

Lemmy |

I made my DPR sheet myself... Never bothered to upload it anywhere, though, as it's a bit confusing... I've been trying to make it more dynamic, but I'm not very good with Excel... -.-'
Mostly is a simple matter to use the DPR formula:
h(d+s)+tchd.
h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.
Although in my spread sheet I also account for bonuses to confirm critical hits.

Nicos |
Any of the builds in here have heavy cleric levels? I'm looking for ideas for a Dwarven cleric of Torag for PFS and searching "cleric" in the thread turns up too many false positives.
This is a Trhead about martially inclined characters, that is why the martial classes are the most used. Having said that, Here is a cleric of torag.
Dwarf
Crusader(Of torag) 10.
LN.
=== Stats ===
Str 18 (20),Dex 12,con 14(16) ,Int 10, Wis 16(18), Cha 8
=== Defense ===
AC:23 (+10 Armor, +1 def, +1 Luck, +1 Insight)
Or with extend Magic vestment
AC:25 (+12 Armor, +1 def, +1 Luck, +1 Insight)
Hp: 88 (10d8+40)
CMD: 27
=== Saves ===
Fort +14
Ref +8
Will +15
+5 Against, Posions, Spells, SLA and Supernatural Abilities.
=== Attacks ===
Melee +1 Adamantine warhammer: +16/+9 (1d8+14 20/x3)
or with Extended greater magic weapon
+3 Adamantine warhammer: +18/+11 (1d8+16 20/x3)
CMB: +12
=== Traits ===
Desperate focus, Glory of old.
=== Feats===
1. Steel soul, Weapon focus (Warhammer)
2.
3. Power attack
4.
5. Combat casting, Heavy armor proficiency
6.
7. Furious focus
8.
9. Extend spell
10. Greater weapon focus (warhammer)
=== Skills ===
Sense motive +17
Perception +14
Spellcraft +9
Knowledge (religion) +6
=== Special ===
+3 Resistance bonus to saving throws.
Aura of Protection 10/rounds day.
Deflection Aura 1/day
Legion Blessing.
Channel energy 5d6, 3/day
Darkvision 60 ft
Hardy
Stability
Deep Warrior
Rock Stepper
Greed
Hatred
=== Gear ===
+1 Adamantine warhammer (5K), +1 Fullplate (2,5K), +2 Cloak of Str and Con (10K), +2 headband of Wis (4K), Pale grism Ion stone (saves) (4,5K), Pale grism Ion stone (attack) (4,5K), Dustyrose Ioun stone + wayfinder
(5,5K), +1 Ring of protection (2K),Jingasa of the fortunate soldier (5K), Lesser Rod of extend (3K), x2 lvl 1 pearl of power (2K), lvl 2 pearl of power (4K), Gloves of elvenKin (7,5K).
=== Spells ===
Lvl-0
Create water, Detect magic, Read magic.
Lvl-1
Divine favor, Protection from evil, Obscurig Mist,Shield of faith, Shield(domain)
Lvl-2
Grace, Resist energy, Silence, Spritual weapon, Barkskin(domain)
Lvl-3
MAgic Circle against evil, Dispel magic, Magic vestment, Protection from energy (domain)
Lvl-4
Airwalk, Blessinf of fervor, Freedom of movement, Spell Imunity(domain)
Lvl-5
Extended greater magic weapon, Spell resistance (domain)
I have few experience building clerics. He start the day casting extend magic weapon and extend magiv vestment (with the rod of extend). Barksin is another favored of him (preferibly extended with the rod), it last a lot and when it expired e could use a pearl of power to cast it again.

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Nicos wrote:They can't take Weapon Focus either... ^^Bigdaddyjug wrote:Clerics can't take Power Attack at level 1.True. Edited.
Haha, yep. I didn't even notice that one. It's ok, though. Just put Combat Casting at 1, Weapon Focus at 3, and Power Attack at 5.
By the way, how are you getting 2 feats at level 5?

Rynjin |

I'm gonna post my current Monk (bumped up 2 levels) here in a few once I convert it from character sheet into forum-ese.
Would be interested to see how it holds up.
Note that his stats were rolled and his WBL will be a little off since I'm not giving him any items he doesn't already have.
LE Human Qinggong Master of Many Styles 7/Brawler 5
Initiative: +4
AC: 22 (2 Armor, 4 Wis, 3 AC bonus, 2 Dex, 1 Deflection)
Touch AC: 19
Saves: Fort +11, Ref +9, Will +11
HP: 93 (FC)
Str: 22
Dex: 14
Con: 15
Int: 14
Wis: 18
Cha: 12
Traits: Reactionary (+2 Initiative), Sensing Imperfection (+1 Sense Motive)
Skills:
Acrobatics +15
Craft: Alchemy +13
Climb +10
Kn. History +10
Kn. Religion +15
Perception +22
Sense Motive +25 (23 if Snake Style doesn't count out of combat)
Stealth +14
Swim +10
Feats:
1.) Power Attack, Weapon Focus: Unarmed, Dragon Style,
2.) Snake Style
3.) Snake Fang, Dragon Ferocity
4.) Combat Reflexes
5.) Panther Style
6.) Panther Claw
7.) Combat Style Master
9.) Panther Parry, ???
Class Features: Bravery +1, Brawler, Close Control, Ki Pool (7 Ki), Scorching Ray (in place of Slow Fall), Barkskin (in place of High Jump), Purity of Body, Evasion, Still Mind, Gaseous Form (in place of Wholeness of Body)
Melee: Unarmed Strike +17/+12 (2d6+16/2d6+13), Fighting Fan +15/+10 (1d4+6/x3)
OR Unarmed Strike +14/+9 (2d6+25/2d6+22)
Ranged: Shuriken +10/+5 (1d2+6)
Equipment: Cloak of Resistances +2, Eyes of the Eagle, Belt of Giant's Strength +2, Headband of Wisdom +2, Monk Robe, Ring of Protection +1, Bracers of Armor +2, Third Eye: Expose, Boots of the Cat, +1 Amulet of Mighty Fists
Yeah the Feats are a bit out of order since I just rebuilt him. I'm 90% sure they all fit if I just re-ordered them so whatever. I'm open to suggestions for what other feat to take at 9th and any other replacements for Wholeness of Body. Was thinking either Cloak of Winds or True Strike would be good as well.
The dichotomy between damages is because as far as I can tell (and my GM agrees), Dragon Style + Ferocity adds 2x Str (or, 1.5x Str +.5 Str) to the first hit and 1.5x Str to all subsequent ones.
General battle style is to activate Dragon/Panther when moving and try to trigger AoOs, while swapping to Dragon/Snake when standing still to up defenses. Generally cast Barkskin when I think a big fight's coming up so the AC should jump to 26 then.
If you want his background and exploits, check my profile. It's got a link to the Chronicles thread.

Nicos |
Lemmy wrote:Nicos wrote:They can't take Weapon Focus either... ^^Bigdaddyjug wrote:Clerics can't take Power Attack at level 1.True. Edited.Haha, yep. I didn't even notice that one. It's ok, though. Just put Combat Casting at 1, Weapon Focus at 3, and Power Attack at 5.
By the way, how are you getting 2 feats at level 5?
The crusader archetype. It loses spells per level and one domaing but gains a bonus feat every now and then. Tha also explain the weapon focus and greater Weapon focus.

Rynjin |

So I had an idea for a character based around the Jawbreaker/Bonebreaker/Neckbreaker line of Feats. I know what I want to do for level 1, I think, but I'm not sure where to go from there.
I picked Tetori first off for free IUS, Improved Grapple, and Stunning Fist, which seems like a solid plan to me. However, I'm kinda torn between a Tetori 4/Brawler 3/ Something X (or just Brawler 6) with Something possibly being Brutal Pugilist Barbarian, or just going for Tetori 1/Puglist 9 or something else.
Any tips? Here's first level:
Grorg the Bonecrusher hate you. Grorg hate everyone. Grorg smash, crunch, thud your bones.
Lawful Neutral Orc Monk (Tetori) 1
Initiative: +3
AC: 15
Saves: Fort +5, Ref +3, Will +3
HP: 14
Str: 20
Dex: 12
Con: 16
Int: 5
Wis: 13
Cha: 5
Traits: Reactionary (+2 Initiative), Serpentine Squeeze (+1 Grapple CMB/CMD)
Alternate Racial Traits: Dayrunner
Skills:
Heal +5
Perception +5
Feats:
1.) Toughness, Improved Grapple
Class Features: Graceful Grappler, Monk AC Bonus (Deactivated), Stunning Fist (DC 11), Unarmed Strike
Melee: Unarmed Strike +5 (1d6+5)
CMB: 16 (18 Grapple)
Ranged:
Equipment: Chain Shirt, Adventuring Gear
Grog not smartest tool in shed. Grog can't even spell own name sometimes.

Nicos |
Any tips?
The obvious ones I suppose. The brawler Enhacemnt for armors is te one that comes first to my mind add armor spikes for more fun.
The smeller alternate racial trait sound good. You would not use the weapon familiarity if you are hitthihg with unarmed strikes.
For some reason orc can not gain a bite attack as a alternate racial trait. Maybe with some trait? It would be make good sinergy with the AoMF.

![]() |

Here is a build I call boxer(25 point buy)
Human Fighter (Brawler) 5
N Medium Humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +3 Dex)
hp 65 (5d10+15)
Fort +6, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +9 (1d4+12/x2) and
. . +1 Spiked gauntlet +10 (1d4+13/x2) and
. . Cutlass +8 (1d6+9/18-20/x2) and
. . Masterwork Tonfa +10 (1d6+12/x2)
Ranged Masterwork Sling +9 (1d4+5/x2)
Special Attacks close combatant +1/+3
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 13, Wis 10, Cha 10
Base Atk +5; CMB +10 (+13 Bull Rushing, +13 Dragging, +13 Repositioning); CMD 23 (26 vs. Bull Rush, 26 vs. Drag, 26 vs. Reposition)
Feats Combat Expertise +/-2, Combat Reflexes (4 AoO/round), Improved Bull Rush, Improved Drag, Improved Reposition, Intimidating Prowess, Power Attack -2/+4
Traits Armor Expert, Valashmai Veteran (Perception)
Skills Acrobatics -2 (-6 jump), Climb +0, Escape Artist -2, Fly -2, Intimidate +13, Knowledge (dungeoneering) +9, Perception +9, Ride -2, Stealth -2, Survival +8, Swim +0
Languages Common, Orc
SQ living steel
Other Gear +1 Tatami-do armor, +1 Living Steel Heavy steel shield, +1 Spiked gauntlet, Cutlass, Masterwork Sling, Masterwork Tonfa, Belt of giant strength +2, 159 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Improved Reposition Reposition at +2, without an attack of opportunity.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Human Fighter (Brawler) 10
N Medium Humanoid (human)
Init +3; Senses Perception +14
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 24 (+11 armor, +3 shield, +3 Dex)
hp 140 (10d10+40)
Fort +10, Ref +6, Will +3 (+3 vs. fear)
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +14/+9 (1d4+15/x2) and
. . +2 Wounding Adamantine Spiked gauntlet +16/+11 (1d4+17+1 bleed/19-20/x2) and
. . Cold Iron Tonfa +14/+9 (1d6+15/x2) and
. . Masterwork Silver Gladius +13/+8 (1d6+10/19-20/x2)
Ranged Masterwork Sling +14/+9 (1d4+5/x2)
Special Attacks close combatant +2/+4
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 16, Int 13, Wis 10, Cha 10
Base Atk +10; CMB +15 (+22 Bull Rushing, +22 Dragging, +22 Repositioning); CMD 28 (33 vs. Bull Rush, 33 vs. Drag, 33 vs. Reposition)
Feats Combat Expertise +/-3, Combat Reflexes (4 AoO/round), Critical Focus, Greater Bull Rush, Greater Drag, Greater Reposition, Improved Bull Rush, Improved Critical (Spiked gauntlet), Improved Drag, Improved Reposition, Intimidating Prowess, Power Attack -3/+6
Traits Armor Expert, Valashmai Veteran (Perception)
Skills Acrobatics +0 (-4 jump), Climb +2, Escape Artist +0, Fly +0, Intimidate +18, Knowledge (dungeoneering) +14, Perception +14, Ride +0, Stealth +0, Survival +13, Swim +2
Languages Common, Orc
SQ living steel, menacing stance -1/-4, no escape
Combat Gear Antiplague (2), Armor ointment, Troll styptic; Other Gear +2 Mithral Full plate, +1 Living Steel Heavy steel shield, +2 Wounding Adamantine Spiked gauntlet, Cold Iron Tonfa, Masterwork Silver Gladius, Masterwork Sling, Belt of physical might (Str & Con +2), Bullseye lantern, waterproof, 40 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +3 (Ex) +3 to Will save vs. Fear
Close Combatant +2/+4 (Ex) +2 to hit and +4 damage with close weapons.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greater Drag +2 to Drag, target provokes AoO from your allies
Greater Reposition +2 to Reposition, target provokes AoO from your allies.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Improved Reposition Reposition at +2, without an attack of opportunity.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Menacing Stance -1/-4 (Ex) Adjacent foes take a -1 penalty to attack rolls and a -4 penalty to concentration checks.
No Escape (Ex) Withdrawing or taking a 5-foot step away from brawler provokes attack of opportunity.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Human Fighter (Brawler) 15
N Medium Humanoid (human)
Init +3; Senses Perception +19
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+14 armor, +7 shield, +3 Dex, +1 natural, +1 deflection)
hp 225 (15d10+75)
Fort +14, Ref +9, Will +6 (+4 vs. fear)
Defensive Abilities bravery +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +22/+17/+12 (1d4+21/x2) and
. . Blood Sport +27/+22/+17 (1d4+26+2d6 vs. Evil+1 bleed/19-20/x2) and
. . Cold Iron Tonfa +22/+17/+12 (1d6+21/x2) and
. . Masterwork Silver Gladius +19/+14/+9 (1d6+14/19-20/x2)
Ranged +1 Sling +19/+14/+9 (1d4+8/x2)
Special Attacks close combatant +4/+6
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 18, Int 13, Wis 10, Cha 10
Base Atk +15; CMB +22 (+30 Bull Rushing, +30 Dragging, +30 Repositioning); CMD 36 (42 vs. Bull Rush, 42 vs. Drag, 42 vs. Reposition)
Feats Combat Expertise +/-4, Combat Reflexes (4 AoO/round), Cornugon Smash, Critical Focus, Critical Versatility (Stunning Critical), Greater Bull Rush, Greater Drag, Greater Reposition, Greater Weapon Focus (Spiked gauntlet), Improved Bull Rush, Improved Critical (Spiked gauntlet), Improved Drag, Improved Reposition, Intimidating Prowess, Power Attack -4/+8, Stand Still +7, Weapon Focus (Spiked gauntlet), Weapon Specialization (Spiked gauntlet)
Traits Armor Expert, Valashmai Veteran (Perception)
Skills Acrobatics +0 (-4 jump), Climb +4, Escape Artist +0, Fly +0, Intimidate +25, Knowledge (dungeoneering) +19, Perception +19, Ride +0, Stealth +0, Survival +18, Swim +4
Languages Common, Orc
SQ determination (1/day), living steel, menacing stance -3/-6, no escape
Combat Gear Antiplague (2), Armor ointment, Sling bullets, sharpstone (40), Sling bullets, spongestone (20), Troll styptic; Other Gear Never, Green, +1 Sling, Blood Sport, Cold Iron Tonfa, Masterwork Silver Gladius, Sling bullets, sharpstone (40), Sling bullets, spongestone (20), Amulet of natural armor +1, Belt of physical might (Str & Con +4), Cloak of resistance +1, Ring of protection +1, Bullseye lantern, waterproof, 16 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +4 (Ex) +4 to Will save vs. Fear
Close Combatant +4/+6 (Ex) +4 to hit and +6 damage with close weapons.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Critical Focus +4 to confirm critical hits.
Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greater Drag +2 to Drag, target provokes AoO from your allies
Greater Reposition +2 to Reposition, target provokes AoO from your allies.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Improved Reposition Reposition at +2, without an attack of opportunity.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Menacing Stance -3/-6 (Ex) Adjacent foes take a -3 penalty to attack rolls and a -6 penalty to concentration checks.
No Escape (Ex) Withdrawing or taking a 5-foot step away from brawler provokes attack of opportunity.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Stand Still +7 When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Male Human Fighter (Brawler) 20
N Medium Humanoid (human)
Init +3; Senses blindsense, darkvision 120 ft.; Perception +24
--------------------
Defense
--------------------
AC 45, touch 19, flat-footed 42 (+14 armor, +7 shield, +3 Dex, +5 natural, +5 deflection)
hp 320 (20d10+120)
Fort +22, Ref +14, Will +11 (+5 vs. fear)
Defensive Abilities bravery +5, fortification 75%
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +30/+25/+20/+15 (1d4+32/19-20/x2) and
. . Blood Sport +35/+30/+25/+20 (1d4+37+2d6 vs. Evil+1 bleed/19-20/x3+2d8 sonic+deafened) and
. . Seeker +24/+19/+14/+9 (1d6+22/19-20/x2) and
. . Stand +32/+27/+22/+17 (1d6+34/19-20/x2)
Ranged Tracer +26/+21/+16/+11 (1d4+12/x2)
Special Attacks close combatant +5/+7
--------------------
Statistics
--------------------
Str 28, Dex 16, Con 20, Int 13, Wis 10, Cha 10
Base Atk +20; CMB +29 (+38 Bull Rushing, +38 Dragging, +38 Repositioning); CMD 48 (55 vs. Bull Rush, 55 vs. Drag, 55 vs. Reposition)
Feats Combat Expertise +/-6, Combat Reflexes (4 AoO/round), Cornugon Smash, Critical Focus, Critical Versatility (Stunning Critical), Dazzling Display (Spiked gauntlet), Greater Bull Rush, Greater Drag, Greater Reposition, Greater Weapon Focus (Spiked gauntlet), Greater Weapon Specialization (Spiked gauntlet), Improved Bull Rush, Improved Critical (Spiked gauntlet), Improved Drag, Improved Reposition, Intimidating Prowess, Martial Mastery, Martial Versatility (Weapon Focus [Spiked gauntlet]), Power Attack -6/+12, Shatter Defenses (Spiked gauntlet), Stand Still +10, Weapon Focus (Spiked gauntlet), Weapon Specialization (Spiked gauntlet)
Traits Armor Expert, Valashmai Veteran (Perception)
Skills Acrobatics +1 (-3 jump), Climb +7, Escape Artist +1, Fly +1, Intimidate +32, Knowledge (dungeoneering) +24, Perception +24, Ride +1, Stealth +1, Survival +23, Swim +7
Languages Common, Orc
SQ animated, determination (1/day), expeditious (3/day), fortification (heavy), living steel, menacing stance -4/-7, mirrored, no escape, thundering (dc 14), weapon mastery (spiked gauntlet)
Combat Gear Antiplague (2), Armor ointment, Sling bullets, sharpstone (40), Sling bullets, spongestone (20), Troll styptic; Other Gear Never, Green, Blood Sport, Seeker, Stand, Tracer, Sling bullets, sharpstone (40), Sling bullets, spongestone (20), Amulet of natural armor +5, Belt of physical might (Str & Con +6), Cloak of resistance +5, Eyes of the dragon, Ioun stone (dusty rose prism), Ring of evasion, Ring of protection +5, Bullseye lantern, waterproof, 5287 GP
--------------------
Special Abilities
--------------------
Animated As move action, release shield to defend wielder on its own for 4 rounds.
Armor Expert -1 Armor check penalty.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bravery +5 (Ex) +5 to Will save vs. Fear
Close Combatant +5/+7 (Ex) +5 to hit and +7 damage with close weapons.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Critical Focus +4 to confirm critical hits.
Darkvision (120 feet) (Eyes of the dragon) You can see in the dark (black and white vision only).
Dazzling Display (Spiked gauntlet) Intimidate check to demoralize can affect those within 30' who see you.
Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
Expeditious (3/day) Gain a +10 enhancement bonus to all movement modes for 1 rd.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greater Drag +2 to Drag, target provokes AoO from your allies
Greater Reposition +2 to Reposition, target provokes AoO from your allies.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Improved Reposition Reposition at +2, without an attack of opportunity.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Martial Mastery All weapon feats now apply to all weapons in that group.
Menacing Stance -4/-7 (Ex) Adjacent foes take a -4 penalty to attack rolls and a -7 penalty to concentration checks.
Mirrored Can deal precision dam & roll miss chance 2x while avert eyes. +5 to AC vs rays.
No Escape (Ex) Withdrawing or taking a 5-foot step away from brawler provokes attack of opportunity.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Stand Still +10 When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Thundering (DC 14) On a critical hit, foe is permanently deafened (Fort neg).
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Weapon Mastery (Spiked gauntlet) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Lord Twig |

I am a little late to the party, and I haven't read all the posts, so it's possible that something like this hasn't already been done, but here is a character I wanted to post.
Elena the Spear was an actual character run by a new player. She was definitely not an optimizer, but the rest of the group helped her make something effective within the concept that she had. She pictured her character to be a competent woman warrior. Tall, strong, smart and beautiful. She absolutely would not dump Int or Cha as she didn't want to be dumb or unlikeable, nor did she want to be foolish, so no dumping Wis either, which is just as well.
She liked the idea of using a spear. We convinced her to at least use a longspear to get the reach advantage, and while other reach weapons are mechanically better, she liked the image of the spear. She wanted her character to resemble her weapon, tall and lean.
We had a barbarian brute that dumped Int and Cha already in the party, so she was a nice compliment to his "charge and hack" mentality. She definitely enjoyed playing more tactically, which usually meant standing farther back than the barbarian and letting him get hit instead of her. So also took on the role of protecting the squishy wizard and helping the rogue flank, which she did great at.
Elena the Spear
Elena is an attractive young woman with long blond hair tied back in a ponytail and clear blue eyes. As tall as most men she is lean with an athletic build.
Human Fighter 1
NG Medium Humanoid
Init: +2
Senses: Perception +0
DEFENSE
AC: 18 (10, +5 armor, +2 Dex, +1 dodge)
Touch: 13
Flat-footed: 15
HP: 13 (1d10+3)
Fort: +4 (2 base, +2 Con)
Ref: +2 (0 base, +2 Dex)
Will: +0 (0 base, +0 Wis)
OFFENSE
Speed: 20 ft.(30 ft.)
Melee:
Longspear +5 (1d8+3/x3)
Power Attack Longspear +4 (1d8+6/x3)
Ranged:
Longbow +3 (1d8/x3)
STATISTICS
Str: 16 +3 (14 base, +2 racial)
Dex: 14 +2 (14 base)
Con: 14 +2 (14 base)
Int: 13 +1 (13 base)
Wis: 10 +0 (10 base)
Cha: 12 +1 (12 base)
BAB: +1; CMB: +4; CMD: 17
Feats: Dodge, Power Attack, Weapon Focus: Longspear
Skills: Handle Animal + 5(1r), Intimidate +5(1r), Knowledge (Dungeoneering) +6(1r), Ride +2(1r, -4acp)
Languages: Common, Elven
Special Qualities: +2 to Str, Bonus Feat, +1 Skill per level
Class Abilities:
Equipment:
Scale Mail (50gp)
Longspear (5gp)
Dagger (2 gp)
Longbow (75gp)
20 Arrows (1gp)
Explorer's Outfit (0gp)
Backpack (2gp)
Bedroll (0.1gp)
Waterskin (1gp)
Money: 33gp
175gp
----------
Human Fighter 3
NG Medium Humanoid
Init: +2
Senses: Perception +0
DEFENSE
AC: 19 (10, +6 armor, +2 Dex, +1 dodge)
Touch: 13
Flat-footed: 16
HP: 31 (3d10+9)
Fort: +6 (3 base, +2 Con, +1 resistance)
Ref: +4 (1 base, +2 Dex, +1 resistance)
Will: +2 (1 base, +0 Wis, +1 resistance)
OFFENSE
Speed: 20 ft.(30 ft.)
Melee:
MW Longspear +8 (1d8+4/x3)
Power Attack MW Longspear +7 (1d8+7/x3)
Ranged:
MW Might Longbow +6 (1d8+4/x3)
STATISTICS
Str: 16 +2 (14 base, +2 racial)
Dex: 14 +2 (14 base)
Con: 14 +2 (14 base)
Int: 13 +1 (13 base)
Wis: 10 +0 (10 base)
Cha: 12 +1 (12 base)
BAB: +3; CMB: +6; CMD: 19
Feats: Combat Reflexes, Dazzling Display, Dodge, Power Attack, Weapon Focus: Longspear
Skills: Handle Animal +7(3r), Intimidate +7(3r), Knowledge (Dungeoneering) +8(3r), Ride +5(3r, -3acp)
Languages: Common, Elven
Special Qualities: +2 to Str, Bonus Feat, +1 Skill per level
Class Abilities: Pole Fighting (-4 to attack adjacent foes), Steadfast Pike (+1 to AoO and readied attacks with spears and polearms)
Equipment:
Cloak of Resistance +1 (1,000gp)
Masterwork Breastplate (350gp)
Masterwork Longspear (305gp)
Dagger (2 gp)
Masterwork Mighty (+4 Str) Composite Longbow (800gp)
20 Arrows (1gp)
Explorer's Outfit (0gp)
Backpack, masterwork (50gp)
Bedroll (0.1gp)
Waterskin (1gp)
2 Potions of Cure Light Wounds (100gp)
Horse, heavy (combat-trained) (300gp)
Money: 90.9gp
3,000gp
She liked the idea of training horses with her Handle Animal skill. So she ended up with a combat-trained horse.
----------
Human Fighter 6
NG Medium Humanoid
Init: +2
Senses: Perception +0
DEFENSE
AC: 21 (10, +7 armor, +2 Dex, +1 deflection, +1 dodge)
Touch: 14
Flat-footed: 18
HP: 58 (6d10+18)
Fort: +8 (5 base, +2 Con, +1 resistance)
Ref: +5 (2 base, +2 Dex, +1 resistance)
Will: +5 (2 base, +0 Wis, +2 feat, +1 resistance)
OFFENSE
Speed: 20 ft.(30 ft.)
Melee:
+1 Longspear +13/+8 (1d8+10/x3)
Power Attack +1 Longspear +11/+6 (1d8+16/x3)
Ranged:
Longbow +9/+4 (1d8+4/x3)
STATISTICS
Str: 19 +4 (14 base, +2 racial, +1 level, +2 enhancement)
Dex: 14 +2 (14 base)
Con: 14 +2 (14 base)
Int: 13 +1 (13 base)
Wis: 10 +0 (10 base)
Cha: 12 +1 (12 base)
BAB: +6/+1; CMB: +11; CMD: 25
Feats: Combat Expertise, Combat Reflexes, Dazzling Display, Dodge, Iron Will, Power Attack, Weapon Focus: Longspear, Weapon Specialization: Longspear
Skills: Handle Animal + 10(6r), Intimidate +10(6r), Knowledge (Dungeoneering) +11(6r), Ride +8(6r, -3acp)
Languages: Common, Elven
Special Qualities: +2 to Str, Bonus Feat, +1 Skill per level
Class Abilities: Pole Fighting (-3 to attack adjacent foes), Polearm Training (+1 to hit and damage with spears and polearms), Steadfast Pike (+1 to AoO and readied attacks with spears and polearms)
Equipment:
Belt of Giant Strength +2 (4,000gp)
Cloak of Resistance +1 (1,000gp)
Ring of Protection +1 (2,000gp)
+1 Breastplate (1,350gp)
+1 Silversheen Longspear (2,905gp)
Dagger (2 gp)
Masterwork Mighty (+4 Str) Composite Longbow (800gp)
20 Arrows (1gp)
Explorer's Outfit (0gp)
Backpack, masterwork (50gp)
Bedroll (0.1gp)
Waterskin (1gp)
2 Potions of Cure Light Wounds (100gp)
Potion of Bull's Strength (300gp)
Horse, heavy (combat-trained) (300gp)
Chain Shirt Barding (400gp)
Money: 2,690.9gp
16,000gp
----------
Human Fighter 10
NG Medium Humanoid
Init: +2
Senses: Perception +0
DEFENSE
AC: 23 (10, +8 armor, +2 Dex, +1 natural, +1 deflection, +1 dodge)
Touch: 14
Flat-footed: 20
HP: 85 (10d10+30)
Fort: +11 (7 base, +2 Con, +2 resistance)
Ref: +7 (3 base, +2 Dex, +2 resistance)
Will: +7 (3 base, +0 Wis, +2 feat, +2 resistance)
OFFENSE
Speed: 30 ft.
Melee:
+1 Longspear +20/+15 (1d8+14+1d6/19-20x3)
Power Attack +1 Longspear +17/+2 (1d8+23+1d6/19-20x3)
Ranged:
+1 Mighty Composite Longbow +13/+8 (1d8+7/x3)
STATISTICS
Str: 22 +6 (14 base, +2 racial, +2 level, +4 enhancement)
Dex: 14 +2 (14 base)
Con: 14 +2 (14 base)
Int: 13 +1 (13 base)
Wis: 10 +0 (10 base)
Cha: 12 +1 (12 base)
BAB: +10/+5; CMB: +16; CMD: 30
Feats: Combat Expertise, Combat Reflexes, Dazzling Display, Dodge, Improved Critical, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus: Longspear, Weapon Specialization: Longspear, Whirlwind Attack
Skills: Handle Animal + 14(10r), Intimidate +14(10r), Knowledge (Dungeoneering) +15(10r), Ride +14(10r, -1acp)
Languages: Common, Dwarven, Elven
Special Qualities: +2 to Str, Bonus Feat, +1 Skill per level
Class Abilities: Flexible Flanker, Pole Fighting (-2 to attack adjacent foes), Polearm Training (+2 to hit and damage with spears and polearms), Steadfast Pike (+2 to AoO and readied attacks with spears and polearms)
Equipment:
Amulet of Natural Armor +1 (2,000gp)
Belt of Giant Strength +4 (16,000gp)
Cloak of Resistance +2 (4,000gp)
Ring of Protection +1 (2,000gp)
+2 Mithral Breastplate (8,200gp)
+1 Shocking Burst Adamant Longspear (21,005gp)
Dagger (2 gp)
+1 Mighty (+6 Str) Composite Longbow (3,000gp)
20 Arrows (1gp)
Explorer's Outfit (0gp)
Handy Haversack (2,000gp)
Bedroll (0.1gp)
Waterskin (1gp)
4 Potions of Cure Light Wounds (200gp)
2 Potions of Cure Moderate Wounds (600gp)
2 Potions of Enlarge Person (100gp)
Horse, heavy (combat-trained) (300gp)
+1 Chain Shirt Barding (1,700gp)
Money: 890.9gp
62,000gp
Once given the option of adding another +1 to her spear or going with elemental damage, she went with the elemental damage. She called her adamant spear "The Lightning Rod". Once she added the burst property she would be almost disturbingly gleeful when she could "ground" her spear in an enemy (getting a critical hit). She loved the idea of her foes twitching on the end of her spear as it pumped thousands of volts of electricity through them. And since a crit from her spear did 3d8+69+1d6+2d10, there was a good chance it was going to kill whoever was on the receiving end.

Lemmy |

Elena's saves are not amazing, but not bad either, although I feel she could use a better cloak of resistance, as saves tend to become more and more important as the levels go by. Maybe she could also have switched around her Wis and Cha score, as that +1 makes more of a difference to will saves than to skill checks.
I'm not a big fan of Whirlwind attack, mostly because its prerequisites are so lackluster. IMHO, you cold go with Lunge + Improved Trip/Disarm (since you got Combat Expertise anyway) and be more effective.
Dazzling Display can be pretty useful, but it takes a full-round action, which is why I like Cornugon Smash better.
All in all, not a bad character. I'm sure Elena could consistently contribute to the party, but she could use a little more optimization, IMHO.

Lord Twig |

Thanks for the comments. I agree her saves are a little low. This is actually a rebuild of a real character in a game. Her actual equipment varies slightly, and is a little above the recommend wealth by level, so I believe she does have a cloak of resistance +3.
As for changing the Cha and Wis, not happening. One: the character is already made and in play. and Two: the player does not want her character to be ugly or unlikeable. It was hard enough convincing her that 12 could still be beautiful. We just say that her lower Cha is because she is a little stuck up and believes that no man is really good enough for her, but she is still a generally nice person. :)
Cornugon Smash is not in an approved (for our game) source. Dazzling Display is not the best, but it gives her a non-lethal option to dealing with an encounter. She can scare off minor opponents without having to kill them. And it's fun. Fun > optimization. ;)

Nicos |
Bigdaddyjug wrote:The crusader archetype. It loses spells per level and one domaing but gains a bonus feat every now and then. Tha also explain the weapon focus and greater Weapon focus.Lemmy wrote:Nicos wrote:They can't take Weapon Focus either... ^^Bigdaddyjug wrote:Clerics can't take Power Attack at level 1.True. Edited.Haha, yep. I didn't even notice that one. It's ok, though. Just put Combat Casting at 1, Weapon Focus at 3, and Power Attack at 5.
By the way, how are you getting 2 feats at level 5?
Now that I explained where the feats comes you still owe me some comentaries about the build lemmy :)

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The misconception that low Charisma means ugly is widespread. Low Charisma just means you don't have any force of personality. Likewise, high Charisma just means you have massive force of personality, not necessarily extreme good looks.
Adolf Hitler is commonly referred to as an example someone with 18 Cha. I don't know about you, but I don't find him particularly attractive (the fact that I'm a heterosexual male notwithstanding). On the same note, there are plenty of Hollywood starlets who are absolutely gorgeous but who couldn't talk a dolphin into eating fish.

Lord Twig |

The misconception that low Charisma means ugly is widespread. Low Charisma just means you don't have any force of personality. Likewise, high Charisma just means you have massive force of personality, not necessarily extreme good looks.
Adolf Hitler is commonly referred to as an example someone with 18 Cha. I don't know about you, but I don't find him particularly attractive (the fact that I'm a heterosexual male notwithstanding). On the same note, there are plenty of Hollywood starlets who are absolutely gorgeous but who couldn't talk a dolphin into eating fish.
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance.
So tell me again how it doesn't effect appearance? Not to say that it is the only thing it measures, "personality, personal magnetism, ability to lead" are also included. We could break down each of the four subcategories and give them each their own rating, but that doesn't seem worthwhile to me. I'll just stick with "Yeah she's pretty and can be a good leader when needed, but she is a bit stuck up and standoffish." Cha = 12. Now if her Cha = 7, I just don't see how you can make that argument.

Lemmy |

Now that I explained where the feats comes you still owe me some comentaries about the build lemmy :)
Indeed I do. I'll have a better look at it later and then post my comments.
PFSRD wrote:Charisma measures a character's personality, personal magnetism, ability to lead, and appearance.So tell me again how it doesn't effect appearance? Not to say that it is the only thing it measures, "personality, personal magnetism, ability to lead" are also included. We could break down each of the four subcategories and give them each their own rating, but that doesn't seem worthwhile to me. I'll just stick with "Yeah she's pretty and can be a good leader when needed, but she is a bit stuck up and standoffish." Cha = 12. Now if her Cha = 7, I just don't see how you can make that argument.
To be fair, by that logic, only 25% of your charisma is related to your physical appearance. Maybe that penalty is because the character is lacking somewhere in the other 75%.
You can roleplay/justify your low Cha n a lot of different ways. Same goes for Wisdom, Int and even your physical atributes (although these are considerably harder to justify in a belivable way).Charisma just happens to be the attribute most easily justifiable. Mostly because it's the least well defined

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Bigdaddyjug wrote:The misconception that low Charisma means ugly is widespread. Low Charisma just means you don't have any force of personality. Likewise, high Charisma just means you have massive force of personality, not necessarily extreme good looks.
Adolf Hitler is commonly referred to as an example someone with 18 Cha. I don't know about you, but I don't find him particularly attractive (the fact that I'm a heterosexual male notwithstanding). On the same note, there are plenty of Hollywood starlets who are absolutely gorgeous but who couldn't talk a dolphin into eating fish.
PFSRD wrote:Charisma measures a character's personality, personal magnetism, ability to lead, and appearance.So tell me again how it doesn't effect appearance? Not to say that it is the only thing it measures, "personality, personal magnetism, ability to lead" are also included. We could break down each of the four subcategories and give them each their own rating, but that doesn't seem worthwhile to me. I'll just stick with "Yeah she's pretty and can be a good leader when needed, but she is a bit stuck up and standoffish." Cha = 12. Now if her Cha = 7, I just don't see how you can make that argument.
I guess you've never known any attractive people who were just vapid.

Lemmy |

Nico's Cleric of Torag is a decent warrior, but I don't think 1~2 extra feats compensate for the loss of a Domain an reduced spells per day.
The build is a bit boring, actually, not ineffective, but boring. Clerics are boring to build. Mostly because they lack much customization other than domains and regular feats, medium BAB restricts their combat feats selection, and full casting gives them a bunch of obvious choices.
Not a bad build, really, just not every exciting.
I'm analyzing Catman's Boxer based on his 10th level buld. (This is the default level I'll use give my opinion about character builds). Now, this is an unusual character. It makes use of 3 rarely seen combat maneuvers, Drag, Reposition and Bull Rush (this last one is the most common of them). Honestly I dunno how useful they're. I've seen Bull Rush used with great efficiency before by a TWFing Sword & Board Fighter, but that's it.
Speaking of Fighter, Boxer's attack bonus seem a bit low for one of them. I'm not sure why that is, but shouldn't his attack bonus with his Spiked Gauntlet be something like +19/+14? Also, his saves are really low. He needs to get a Cloak of Resistance ASAP! Iron Will wouldn't hurt either.

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The misconception that low Charisma means ugly is widespread. Low Charisma just means you don't have any force of personality. Likewise, high Charisma just means you have massive force of personality, not necessarily extreme good looks.
Adolf Hitler is commonly referred to as an example someone with 18 Cha. I don't know about you, but I don't find him particularly attractive (the fact that I'm a heterosexual male notwithstanding). On the same note, there are plenty of Hollywood starlets who are absolutely gorgeous but who couldn't talk a dolphin into eating fish.
I never thought we'd go Godwin's law in a Pathfinder discussion!

Lemmy |

Bigdaddyjug wrote:I never thought we'd go Godwin's law in a Pathfinder discussion!The misconception that low Charisma means ugly is widespread. Low Charisma just means you don't have any force of personality. Likewise, high Charisma just means you have massive force of personality, not necessarily extreme good looks.
Adolf Hitler is commonly referred to as an example someone with 18 Cha. I don't know about you, but I don't find him particularly attractive (the fact that I'm a heterosexual male notwithstanding). On the same note, there are plenty of Hollywood starlets who are absolutely gorgeous but who couldn't talk a dolphin into eating fish.
To be fair, his example could work for pretty much any successful politician ever. Nazi or not.
Which, now that I think about ti, makes the Hitler example even more unnecessary... lol.
Anyway... Politicians are usually not the best looking people in the world, but they're charismatic enough to convince people to vote for them.

Lord Twig |

Well, I don't want to bog down this excellent thread with an off-topic discussion. Suffice to say, the player wanted her character to be more "charismatic" and she wanted the numbers to reflect that.
Lord Twig wrote:And it's fun. Fun > optimization. ;)I agree. I'm just commenting on the mechanical aspects of the build here, though.
How fun any given character is depends much, much more on the player and his/her preferences, gamimg style and GM/group than any mechanical aspect of the build.
Very true. And Cornugon Smash is a great feat, but at that point you are hitting people and killing them. Dazzling Display can be used before combat starts to try to avoid it, if possible. So they can have different uses.
But I guess the point is you pointed out ways to optimize, which are absolutely true. In this case the player has decided to sacrifice some optimization for fluff reasons. But I think we all do that when we make actual characters for games. If we didn't we would all have the same character.

Nicos |
Nico's Cleric of Torag is a decent warrior, but I don't think 1~2 extra feats compensate for the loss of a Domain an reduced spells per day.
I does not. In fact I think is a Weak archetype but since people were requesting clerics builds and this is a thread about martial characters I take the most martial type of cleric