Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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I think I forgot some stuff (specially, items). I'm doing it from the top of my head and I'm sure I missed things :/


I'm thinking about posting some villains. GMs need some fun characters too.


I would love to see some BBEG


That reminds me, the poison Grappler guy.

Screw That Guy In Particular:

Male Vishkanya Barbarian (Brutal Pugilist) 11/Monk (Tetori) 1/Fighter (Lore Warden) 3

Str: 32
Dex: 15
Con: 33
Int: 7
Wis: 16
Cha: 9

AC: 21 (+9 armor, +2 Dex, +2 Deflection, -2 Rage)
Saves: Fort +26 (+31 vs Magic), Ref +11 (+16 vs Magic), Will +14 (+16 Magic)

Attacks (RAGE):

Unarmed Strike +29/+24/+19 (1d6+15 plus Toxic) and Bite +25 (1d6+7 plus Toxicity and/or Toxic)

CMB: 23 (Grapple +33)

Feats:

1.) Weapon Focus: Grapple
Monk 2.) Bonus: Stunning Fist (DC 20), Improved Unarmed Strike, Improved Grapple
3.) Raging Vitality
5.) Stunning Pin
Fighter 6.) Jawbreaker
7.) Greater Grapple
9.) Ability Focus (Hive Totem Toxicity)
11.) Bonebreaker
13.) Rapid Grappler
Fighter 14.) Neckbreaker, Combat Expertise

Rage Powers:

3.) Animal Fury
5.) Hive Totem
7.) Hive Totem Resilience
9.) Hive Totem Toxicity
11.) Superstition

Special Abilities: Rage (Str +8/Con +10, 27 rounds/day), Graceful Grappler, Fast Movement, Damage Reduction (2/-), Improved Savage Grapple (no penalties when Grappling/Being Grappled), Pit Fighter (+1 CMB/CMD Grapple, +1 CMD vs Trip), Scholastic, Maneuver Mastery (+2 CMB), Toxic (6/day Fort DC 23 [28 Rage] Fort or 1d2 Dex damage 1/round for 6 rounds), Hive Totem Toxicity (1/Rage Fort DC 26 1d3 Con 1/round for 4 rounds)

Gear: +6 Belt of Physical Prowess (Str/Con, 90k), +2 Furious Courageous Amulet of Mighty Fists (64k), +3 Mithral Brawling Breastplate (20k), Gauntlets of the Skilled Maneuver (4k), +3 Cloak of Resistance (9k), +2 Ring of Protection (8k), +4 Headband of Inspired Wisdom (16k) 29k unallocated

Now, does Greater Grapple allow you to ONLY maintain as a Move, or Grapple as a Move first off?

If the first, it's not as good, but still potentially devastating Round 2 as you Maintain (Move), Pin (Move), Neckbreaker (No action, triggers when you pin, 2d6 Dex or Str damage), Bonebreaker (Swift Stunning Pin, convert to 1d6 Str or Dex damage).

Alternatively, Maintain (Move), Pin (Swift with Rapid Grappler), Neckbreaker (no action), Bite (Toxic and Toxicity, 1d2 Dex and 1d3 Con, but gets a Fort save).

Round 2 Potential Ability Damage: 3d6 Dex/Str or 2d6 Str/Dex + 1d2 Dex + 1d3 Con.

Gets REALLY nasty on Round 3 if the victim doesn't break out, since you can Maintain Pin (Move), Stunning Pin/Bonebreaker (Swift), Neckbreaker (no action), and Bite (Toxic + Toxicity, assuming you didn't use Toxicity Round 2).

Round 3 potential Ability Damage: 3d6 Str/Dex+1d2 Dex+1d3 Con.

Total Potential Ability Damage: 6d6 Str/Dex + 1d2 Dex + 1d3 Con. Assuming you DIDN'T already take a score below 0 with that 6d6 Dex/Str and it started dealing Con damage.

Nasty. I think it'd make a good high level Dragon (BBEG second in command).


The way I read Greater Grapple is that you can now maintain as a move action and you may make 2 checks to see if it's successful.


I'm working on a small group of bad guys. It's taking me a little time because I want them to be interesting and I don't have a lot of free time this week. It's almost done though. Maybe a day or two before it's ready.


Here's a small group that I put together. It's designed for an APL of about 9. The NPCs were built off the Basic NPC stats except for Sthracko who was built as a heroic NPC. Some of them may look like they have too much gear but since Sthracko is just getting his footing again he has shared some of his wealth with Team Alpha in hopes of building his hoard again.

Sthracko:

CR 7
XP 3,200
Male Dragon, Black, Young
CE Medium dragon (water)
Init +7; Senses dragon senses; Perception +14
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 92 (8d12+40)
Fort +10, Ref +9, Will +7
Immune acid, paralysis, sleep
--------------------
Offense
--------------------
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +9 (1d8+14) and
. . 2 claws +9 (1d6+10) and
. . 2 wings +4 (1d4+5)
Special Attacks dragon's breath weapon
Spell-Like Abilities
. . Constant—speak with animals (reptiles only)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 18, Int 15, Wis 12, Cha 14
Base Atk +8; CMB +8; CMD 24 (28 vs. trip)
Feats Alertness, Improved Initiative, Power Attack, Toughness
Skills Fly +14, Intimidate +13, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +7, Perception +14, Sense Motive +3, Stealth +14, Survival +12, Swim +22
Languages Common, Draconic, Dwarven
SQ swamp stride, water breathing
Combat Gear potion of cure moderate wounds (3); Other Gear amulet of mighty fists +1, - custom valuable - (9)
--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (60 ft line, 6d6 Acid, every d4 rds) (DC 18) - 0/1
Potion of cure moderate wounds - 0/3
Speak with Animals (reptiles only) (Constant) (Sp) - 0/0
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (60 ft line, 6d6 Acid, every d4 rds) (DC 18) As a standard action, affect an area with elemental damage (Ref half).
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Flight (150 feet, Average) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swamp Stride (Ex) Move through bogs and quicksand without penalty and at normal speed.
Swimming (60 feet) You have a Swim speed.
Water Breathing (Ex) Can breath and can freely use any abilities underwater.
--------------------

Sthracko was run out of his previous lair by an older black dragon named Varikithal. Knowing that he didn't have the ability to take on Varikithal on his own, he fled and left his treasure behind. He has since found a new place to dominate. He has convinced the local kobold population to mix his blood with theirs as part of their birthing rituals.

This mixing has had minimal effect on the population as a whole but a few individuals have seen changes to their anatomy. These special individuals are known as Bog Guardians. His favorite four are listed here but there are others.

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

Flik:

Female Kobold, Black Barbarian (Mad Dog, True Primitive) 5
CE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 15 (+5 armor, +1 Dex, +1 size, +1 natural)
hp 48 (5d12+10)
Fort +7, Ref +3, Will +4
Resist acid 5
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +1 (1d3+3) and
. . masterwork stone greatclub +7 (1d8+10)
Ranged sling +7 (1d3+2)
Special Attacks rage (6 rounds/day), rage powers (animal fury)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 9
Base Atk +5; CMB +4; CMD 15
Feats Draconic Aspect, Draconic Glide, Power Attack
Skills Fly +4, Handle Animal +7, Perception +8 (+12 while in swamp terrain), Stealth +4 (+8 while in swamp terrain), Survival +5 (+9 while in swamp terrain), Swim +8; Racial Modifiers +4 Swim
Languages Draconic
SQ favored terrain (swamp +4), ferocious fetch, gliding wings, illiteracy, pack tactics, tireless rage, trophy fetish
Combat Gear oil of magic stone (2), oil of magic weapon, potion of magic fang (2); Other Gear +1 bone scale mail, masterwork stone greatclub, sling, cloak of resistance +1, belt pouch, chain (10 ft.), lock, simple, - custom valuable - (4), 19 GP, 20 GP of Valuables
--------------------
TRACKED RESOURCES
--------------------
Oil of magic stone - 0/2
Oil of magic weapon - 0/1
Potion of magic fang - 0/2
Rage (6 rounds/day) (Ex) - 0/6
Trophy Fetish (Masterwork Stone Greatclub) (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Fury (Ex) Gain a d4 bite attack while raging
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic Glide +2 vs. sleep & paralysis.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Favored Terrain (Swamp +4) (Ex) +4 to rolls vs Favored Terrain (Swamp).
Ferocious Fetch (Ex) As a swift action, war beast attempts to drag a foe in 30 ft to you.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Illiteracy May never learn to read or write any language.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Pack Tactics (Ex) Both master and war beast gain +4 when flanking with each other.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trophy Fetish (Masterwork Stone Greatclub) (1/day) (Ex) Attach trophies to weapon or armor to gain morale bonus to dam or saves.
--------------------
Flik loves being a member of Guardian Team Alpha. She has befriended an alligator and enjoys feeding her enemies to Griptor, sometimes while they are still alive. She prefers to do it in small chunks so they can watch. Her interrogation techniques are fun for the others to watch but Tricker and Klorox get a little frustrated because they don't feel that it yields much useful information. They do enjoy watching Griptor enjoy his meals though.

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

Griptor
Male Alligator
N Medium animal
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+2 armor, +1 Dex, +6 natural)
hp 42 (+20)
Fort +8, Ref +5, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., sprint x2 (1/minute), swim 30 ft.
Melee bite +8 (1d8+12) and
. . tail slap +3 (1d12+4)
Special Attacks death roll
--------------------
Statistics
--------------------
Str 22, Dex 13, Con 18, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +8 (+10 drag); CMD 20 (22 vs. drag, 24 vs. trip)
Feats Improved Drag, Power Attack, Skill Focus (Perception), Skill Focus (Stealth)
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Down [Trick], Fighting [Trick], Flank [Trick], Stay [Trick]
Skills Perception +8, Stealth +10 (+18 in Water), Swim +18; Racial Modifiers +8 Stealth in Water
SQ attack any target, fighting, flank, hold breath
Other Gear belt of giant strength +2, bracers of armor +2
--------------------
TRACKED RESOURCES
--------------------
Sprint x2 (1/minute) (1/minute) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sprint x2 (1/minute) (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2
Swimming (30 feet) You have a Swim speed.
--------------------
I'm an alligator. I likes to eat. Flik feeds me. I like Flik. I also like elves. They are so tender. Dwarf tastes like dirt but it's ok. Flik serves it raw and I like that. Orcs smell funny but they taste ok. Gnomes are like dwarf but softer. Humans are the best because when they are scared they taste like campfire food. Halflings are very soft and don't fill me up. I don't care though. As long as Flik feeds me I'll eat them.

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

Klorox:

Female Kobold, Black Oracle 6
CE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 size, +1 natural)
hp 18 (6d8-12)
Fort +0, Ref +4, Will +5
Resist acid 5
Weakness oracle's curses (blackened), light sensitivity
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear -2 (1d6-3/×3) and
. . shortspear -2 (1d4-3)
Ranged masterwork light crossbow +4 (1d6/19-20)
Oracle Spells Known (CL 6th; concentration +8):
3rd (3/day)—cure serious wounds, inflict serious wounds (DC 15), speak with plants
2nd (6/day)—barkskin, cure moderate wounds, death knell (DC 14), flaming sphere (DC 14), inflict moderate wounds (DC 14), scorching ray
1st (7/day)—bless, burning hands (DC 13), charm animal (DC 13), cure light wounds, entropic shield, inflict light wounds (DC 13), sanctuary (DC 13)
0 (at will)—bleed (DC 12), create water, detect magic, guidance, light, purify food and drink (DC 12), stabilize
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 6, Int 10, Wis 11, Cha 14
Base Atk +4; CMB +0; CMD 12
Feats Draconic Aspect, Draconic Glide, Extra Revelation
Skills Fly +9, Heal +8, Perception +5, Stealth +8, Swim +6, Use Magic Device +7; Racial Modifiers +4 Swim
Languages Draconic
SQ gliding wings, mysteries (mystery [nature]), revelations (nature's whispers, spirit of nature, transcendental bond)
Combat Gear wand of animal growth (3 charges); Other Gear +1 studded leather armor, crossbow bolts (20), longspear, masterwork light crossbow, shortspear (3), belt pouch, - custom valuable -, 31 GP, 100 GP of Valuables
--------------------
TRACKED RESOURCES
--------------------
Crossbow bolts - 0/20
Shortspear - 0/3
Transcendental Bond (2 allies) (6 rounds/day) (Su) - 0/6
Wand of animal growth (3 charges) - 0/3
--------------------
Special Abilities
--------------------
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic Glide +2 vs. sleep & paralysis.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Spirit of Nature (Fast Healing 1 - Natural) (Su) If reduced to negative HP, you gain Fast Healing 1 for 1d4 rounds if you are in a natural setting.
Transcendental Bond (2 allies) (6 rounds/day) (Su) Telepathic bond with 2 allies for 6 rounds/day.
Wand of animal growth (3 charges) Add this item to create a wand of a chosen spell.
--------------------
Klorox is the second in command of the Guardian Team Alpha. She and Flik are cose friends. She's the one who told Flik that Griptor would make a good pet.

Klorox usually uses her bond to communicate with Scale and Flik. Once in a while, when she's feeling especially bored, she will bond with Griptor while he eats.

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

Scale:

Male Kobold, Black Sorcerer (Crossblooded) 6
CE Small humanoid (reptilian)
Init +0; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 14 (+1 size, +2 natural, +1 deflection)
hp 23 (6d6)
Fort +3, Ref +3, Will +4
Resist acid 5
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +4 (1d3) and
. . dagger +4 (1d3/19-20) and
. . longspear +4 (1d6/×3) and
. . tail slap -1 (1d4)
Ranged heavy crossbow +4 (1d8/19-20)
Special Attacks bloodline arcana: draconic, breath weapon, claws
Sorcerer (Crossblooded) Spells Known (CL 6th; concentration +9):
3rd (4/day)—[/i]
2nd (6/day)—[i]acid arrow, resist energy

1st (7/day)—enlarge person (DC 14), mage armor, obscuring mist, ray of enfeeblement (DC 14)
0 (at will)—acid splash, detect magic, message, prestidigitation (DC 13), ray of frost, read magic
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 11, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 13
Feats Draconic Aspect, Draconic Breath, Eschew Materials, Tail Terror
Skills Fly +10, Intimidate +11, Perception +9, Spellcraft +9, Stealth +7, Swim +4; Racial Modifiers +4 Swim
Languages Draconic, Dwarven
SQ bloodlines (draconic, kobold), gliding wings
Combat Gear wand of expeditious retreat (15 charges), wand of strong wings (10 charges), alchemist's fire; Other Gear crossbow bolts (20), dagger, heavy crossbow, longspear, cloak of resistance +1, ring of protection +1, belt pouch, bottle, drug, flayleaf (3), spell component pouch, - custom valuable - (4), 28 GP, 100 GP of Valuables
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/1
Breath Weapon (30-ft line of acid, 2d6, Ref half) (Draconic Breath) (3/day) (DC 13) - 0/3
Crossbow bolts - 0/20
Dagger - 0/1
Drug, flayleaf - 0/3
Magic Claws (6 rounds/day) (Ex) - 0/6
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Breath Weapon (30-ft line of acid, 2d6, Ref half) (Draconic Breath) (3/day) (DC 13) Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic Breath +2 bonus against sleep and paralysis effects.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Kobold Increase spell DC by 2 if target is denied Dex bonus to AC.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic Claws (6 rounds/day) (Ex) 2 Magic Claw attacks deal 1d4 damage.
Tail Terror Gain tail attack for 1d4 damage and proficiency with all tail weapons.
--------------------
Scale is the leader of Guardian Team Alpha. He has a short temper but manages to focus his anger on the enemy instead of his allies. It's not always easy but he has found that killing his allies has been non-productive.

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

Tricker:

Male Kobold, Black Rogue (Chameleon, Trapsmith) 5
CE Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 size, +1 natural)
hp 21 (5d8-5)
Fort +1, Ref +8, Will +1
Defensive Abilities evasion; Resist acid 5
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork silver dagger +3 (1d3-3/19-20)
Ranged masterwork shortbow +8 (1d4-2/×3)
Special Attacks rogue talents (deadly range, fast stealth, sniper's eye), sneak attack +3d6
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 8, Int 12, Wis 9, Cha 8
Base Atk +3; CMB +0; CMD 13
Feats Draconic Aspect, Extra Rogue Talent, Improved Initiative
Skills Acrobatics +11, Bluff +7, Climb +5, Craft (traps) +7, Disable Device +13, Fly +10, Knowledge (geography) +2, Linguistics +9, Perception +7, Stealth +15, Swim +10; Racial Modifiers +4 Swim, careful disarm
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc
SQ effortless sneak, gliding wings, misdirection
Combat Gear potion of cure light wounds (3), pheromone arrow (5), splintercloud arrow (2); Other Gear masterwork bone studded leather armor, pheromone arrow (5), splintercloud arrow (2), arrows (20), masterwork shortbow, masterwork silver dagger, smoke arrows (2), cloak of resistance +1, belt pouch, thieves' ring, thieves' tools, masterwork, twine (50'), - custom valuable - (10), 27 GP, 4 SP, 9 CP, 1000 GP of Valuables
--------------------
TRACKED RESOURCES
--------------------
Arrow, pheromone - 0/5
Arrow, splintercloud - 0/2
Arrows - 0/20
Masterwork silver dagger - 0/1
Misdirection (5/day) (Ex) - 0/5
Potion of cure light wounds - 0/3
Smoke arrows - 0/2
--------------------
Special Abilities
--------------------
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Range +10' (Ex) Increase the range at which can make ranged sneak attacks.
Effortless Sneak (Favored Terrain [Swamp]) (Sp) Can take 10 on Stealth checks in the selected terrain.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Misdirection (5/day) (Ex) Spend stealth points to gain a bonus to a Stealth check.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
--------------------
Tricker has learned the skill of trapmaking. He has not learned the art of of trapmaking. His traps work but they are sometimes not in the best places.

He prefers to attack at range. He really likes when the casters make it foggy. He can still see his targets pretty well but they can't see him.


It's been a while since this thread was active. I've created a few interesting characters lately and I want to share them. These were created for someone to play through Dragon Mountain. He hasn't decided which one to play yet. I'm hoping he's going to play Tosser. Most of the time they won't need a very high AC or attack bonus. There are also other characters who will be either weakening the enemy (there's a rogue with flensing strike and a wandslinger who will have a variety of wands to work with). There's also going to be a dedicated healer. I still don't know what the other 3 characters are going to be.

Tosser:

Human Barbarian (Brutal Pugilist, Hurler) 10
N Medium humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 15 (+7 armor, +2 Dex)
hp 145 (10d12+70)
Fort +16, Ref +8, Will +7
DR 2/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee diminutive opponent +15/+10 (1d4+14) and
. . fine opponent +15/+10 (1d3+14) and
. . large opponent +15/+10 (3d6+14) and
. . medium opponent +15/+10 (2d6+14) and
. . small opponent +15/+10 (1d8+14) and
. . tiny opponent +15/+10 (1d6+14) and
. . unarmed strike +18/+13 (1d3+17)
Ranged +2 throwing axe +14 (1d6+10)
Special Attacks rage (25 rounds/day), rage powers (body bludgeon, hurling, lesser, hurling, hurling charge, smasher)
--------------------
Statistics
--------------------
Str 26, Dex 15, Con 22, Int 10, Wis 9, Cha 9
Base Atk +10; CMB +15 (+22 grapple, +19 sunder); CMD 28 (29 vs. bull rush, 31 vs. grapple, 29 vs. overrun, 30 vs. sunder)
Feats Greater Grapple, Improved Grapple, Improved Sunder, Improved Unarmed Strike, Power Attack, Raging Vitality
Traits blood of giants, slave taking
Skills Acrobatics +14 (+10 jump), Climb +20, Intimidate +12, Perception +12, Survival +12
Languages Common
SQ savage grapple, pit fighter, pit fighter, pit fighter, skilled thrower
Other Gear +3 armored coat, +2 throwing axe (4), diminutive opponent, fine opponent, large opponent, medium opponent, small opponent, tiny opponent, +1 furious amulet of mighty fists, belt of physical might (str & con +2), cloak of resistance +3, gauntlet of the skilled maneuver (grapple), 5,492 gp
--------------------
TRACKED RESOURCES
--------------------
+2 throwing axe - 0/4
Diminutive Opponent - 0/1
Fine Opponent - 0/1
Large Opponent - 0/1
Medium Opponent - 0/1
Rage (25 rounds/day) (Ex) - 0/25
Small Opponent - 0/1
Smasher (1/rage) (Ex) - 0/1
Tiny Opponent - 0/1
--------------------
Special Abilities
--------------------
Body Bludgeon (Ex) Use pinned opponent as improvised weapon while raging.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Hurling (Ex) Throw large objects while raging.
Hurling Charge (Ex) You may add a thrown attack at +2 to hit to a charge attack.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Savage Grapple (Ex) Grapples always provoke AoO from you, no grapple penalties, grapple at +1 size.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Sunder) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Skilled Thrower (Ex) +10' thrown range increments
Slave Taking +1 trait bonus to both Disarm and Grapple attempts.
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.

Slade:

Male Oni-Spawn Tiefling Fighter (Mobile Fighter) 10
N Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+11 armor, +3 Dex)
hp 104 (10d10+40)
Fort +11, Ref +7, Will +5; +3 bonus vs. effects that cause paralyzed, slowed, or entangled conditions, +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions, +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) +1 impact quarterstaff +12/+7 (2d6+14/2d6+11)
Special Attacks leaping attack, powerful build
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 17, Int 13, Wis 10, Cha 7
Base Atk +10; CMB +12 (+13 bull rush, +19 trip); CMD 28 (30 vs. trip)
Feats Combat Expertise, Double Slice, Fury’s Fall, Greater Trip, Improved Initiative, Improved Trip, Power Attack, Tripping Staff, Two-weapon Fighting, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Traits indomitable faith, reactionary
Skills Acrobatics +15, Intimidate +11, Perception +7, Survival +5, Swim +6
Languages Abyssal, Common, Infernal
SQ armor training 2, fiendish sprinter, prehensile tail
Other Gear +2 full plate, +1 impact quarterstaff, belt of physical perfection +2, boots of elvenkind, cloak of resistance +1, 250 gp
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Agility +3 (Ex) +3 save vs. Paralyzation, slowing, or entangling
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Leaping Attack +2 (Ex) +2 to hit and damage if you move at least 5' before attacking.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Tripping Staff Treat a quarterstaff as if it had the trip weapon special feature

Wukey:

Human Barbarian (Invulnerable Rager) 10
CG Medium humanoid (human)
Init +1; Senses Perception +13
--------------------
Defense
--------------------
AC 12, touch 9, flat-footed 11 (+1 Dex, +3 natural)
hp 165 (10d12+90)
Fort +17, Ref +7, Will +8
DR 16/lethal, 8/—; Resist fire 2, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +20 (2d6+18/×3)
Special Attacks pounce, rage (27 rounds/day), rage powers (beast totem, beast totem, greater, beast totem, lesser, increase damage reduction +3, savage intuition)
--------------------
Statistics
--------------------
Str 28, Dex 12, Con 26, Int 10, Wis 10, Cha 7
Base Atk +10; CMB +16; CMD 28
Feats Extra Rage Power, Extra Rage Power, Improved Natural Attack (claw), Power Attack, Raging Vitality, Weapon Focus (claw)
Traits deft dodger, indomitable faith
Skills Acrobatics +14 (+18 jump), Climb +17, Knowledge (nature) +13, Perception +13, Survival +13, Swim +17
Languages Common
SQ fast movement
Other Gear +1 furious amulet of mighty fists, belt of physical might (str & con +4), cloak of resistance +2, 2,000 gp
--------------------
TRACKED RESOURCES
--------------------
Rage (27 rounds/day) (Ex) - 0/27
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (8/-) You have Damage Reduction against all attacks.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Increase Damage Reduction +3 (Ex) While raging, your DR increases by 1.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Savage Intuition You may enter a rage at the beginning of combat without using an an action.


I think tripping staff is almost unnecesary.


An old build. I think halfling fighter are cool

Spoiler:
Halfling fighter 10

=== Stats ===

Str 16 (18),Dex 16,con 14,Int 12,Wis 12, Cha 9
=== Defense ===

AC: 28 (+12 armor, +3 dex, +1 def, +1 nat, +1 size)
HP: 89 (10d10+30)

CMD: 27 (33 against Disarm and sunder, 37 Against trip and grapple)

=== Saves ===

Fort: +16
Ref: +13
Will: +12

+9 Against fear effects.

=== Attacks ===
Speed: 30 Ft

Melee
+2 Greataxe : +22/+14 (1d10 +19 20/x3)

Or against large or larger enemies

+2 Greataxe : +23/+15 (1d10 +27 20/x3)

Ranged
+1 adaptative Shortbow: +19/+14 (1d6+6 20/x3)

CMB: +13

=== Traits===
Defeder of the society, indomitable will.

=== Feats and talents===
1. Big game hunter, Power attack
2. Furious focus
3. Iron will
4. Blind fight
5. Toughness
6. Lunge
7. Lighting reflexes
8. Risky striker
9. Great fortitude.
10. Improved blind fight

=== Skills ===
Perception +13
Knowledge (dungeoneering) +14
Acrobatics +2
Stealth +7
Climb +3
Swim +3

=== Special ===
Fearless
Fleet of foot
keen senses
Weapon traiing 2 (axes, bows)
Armor training 2
Bravery 3

=== Gear ===
+2 Belt of Str (4 K)
+1 RAllyng Full plate mail (6,5 K)
+3 Cloak of resistance (8 K)
+2 Greataxe (8 K)
Gloves of dueling (15 K)
Ring of protection +1 (2 K)
Amulet of natural armor +1 (2 K)
Pale green prism Ioun stone [attack] (4 K)
Pale green prism Ioun stone [Saves] (4 K)
+1 adaptative Shortbow (3 K)


Alexandros Satorum wrote:
I think tripping staff is almost unnecesary.

Doesn’t the trip property grant a +2 bonus? I may be remembering it incorrectly.


Trip*: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped (*see FAQ/Errata.)

===========

If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature.

Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.

On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.

Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the "only trip weapons let you apply these bonuses" limitation.


Nicos wrote:

An old build. I think halfling fighter are cool

** spoiler omitted **

I think if you're likely to only get 1 attack anyway each round, vital strike chain may be a nice option.


The +2 is for disarm wweapon property


Greater weapon ffocus would add to the trip CMB.


Thanks for the reminder. I'll look at GWF or another appropriate feat.


UHUU!!! It's the return of the world-famous Loblaw builds!

I'll comment on them later, when I get the time to actually read them... This week and the next 2 or 3 are not likely to leave me much time to post... :(


Something I should say about those builds: they are specifically meant for the Dragon Mountain adventure I'm converting from 2E to Pathfinder. I know that they are missing some key things that would be useful (ranged weapons for one) or their saves may be lower than what's to be expected for characters of their level. That's ok. The adventure isn't full of a bunch of high level casters. There are a handful in the first book but once they get into the mountain they will be in tunnels fighting, from what I can tell, is thousands of kobolds. I don't think they are supposed to meet them all but that's the primary enemy. Most won't go higher than 6th or 7th level and those will be the uncommon to rare ones.

I am also not changing anything from the treasure in the adventure. This means there are some very powerful items that will be getting into the hands of the party. They will quickly shore up any weaknesses. It's going to appear to be a Monte Haul game but that's because I don't feel like doing much in the way of changing the final encounter.

Oh, and here's the character he settled on.

Bowser:

Warforged Fighter (Armor Master) 5/Warforged Juggernaut 5
N Medium construct (living)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 20 (+8 armor, +2 Dex, +2 deflection)
hp 114 (5d12+5d10+45)
Fort +14, Ref +8, Will +6
Defensive Abilities fortification; DR 3/adamantine, 6/—; Immune ability damage, ability drain, death and necromancy effects, mind-affecting effects, non-lethal damage
Weakness warforged vulnerabilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee armor spikes (adamantine) +10/+5 (1d8+11+2d6) and
. . slam +11 (1d6+17+2d6)
Special Attacks charge bonus, extended charge
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 18, Int 10, Wis 8, Cha 8
Base Atk +8; CMB +10 (+19 bull rush, +14 overrun); CMD 27 (34 vs. bull rush, 29 vs. overrun)
Feats Charge Through, Greater Bull Rush, Greater Powerful Charge, Improved Bull Rush, Improved Damage Reduction, Improved Natural Attack (slam), Improved Overrun, Power Attack, Powerful Charge, Smash
Traits indomitable faith, reactionary
Skills Bluff -6, Diplomacy -6, Intimidate +12, Perception +9, Sense Motive -6
Languages Common
SQ armor spikes, armor training 1, armored defense, construct perfection i, construct perfection ii, construct perfection iii, construct perfection iv, consume, deflective shield, die hard, expert bull rush, healing immunity, reserved, superior bull rush, warforged immunity
Combat Gear oil of repair light damage (25), oil of repair moderate damage (15), oil of repair serious damage (5); Other Gear +1 rusting amulet of mighty fists, belt of physical might +2 (Str, Con), boots of striding and springing, cloak of resistance +3, gauntlet of the skilled maneuver (overrun), ring of protection +2
--------------------
TRACKED RESOURCES
--------------------
Oil of Repair Light Damage - 0/25
Oil of Repair Moderate Damage - 0/15
Oil of Repair Serious Damage - 0/5
--------------------
Special Abilities
--------------------
Adamantine Body +8AC, +1 Dex, -5ACP, DR 2/adamantine, 35% spell failure.
Armor Spikes 1d8 (Ex) At 1st level, a warforged juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple attack.

While the spikes can't be removed, they ca
Armored Defense (1/2/3) (Ex) At 5th level, an armor master gains DR 1/ - when wearing light armor, DR 2/ - when wearing medium armor, and DR 3/ - when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/ - when wearing light armor, DR 8/ - when wearing me
Charge Bonus +2 (Ex) Starting at 2nd level, a warforged juggernaut gains an extra +1 bonus on its attack roll when making a charge (total bonus of +3). At 4th level, this extra bonus increases to +2 (total bonus of +4).
Charge Through You can make a free overrun as part of a charge.
Construct Perfection I A warforged juggernaut is no longer subject to nonlethal damage.
Construct Perfection II A warforged juggernaut gains immunity to all mind-affecting spells and abilities.
Construct Perfection III A warforged juggernaut gains immunity to death effects and necromancy effects.
Construct Perfection IV A warforged juggernaut is no longer subject to ability damage or ability drain.
Consume A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Damage Reduction (3/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Deflective Shield +1 (Ex) +1 bonus to touch AC, up to AC bonus provided by shield worn.
Die Hard A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but s
Expert Bull Rush (+5) (Ex) A warforged juggernaut can add its class level to Strength checks when making a bull rush attempt or defending against a bull rush. A warforged juggernaut can also add its class level to Strength checks when trying to break down doors.
Extended Charge (Ex) A warforged juggernaut gains +5 feet to its speed when making a charge.
Fortification 25% (Ex) When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greater Powerful Charge Your powerful charges are treated as if you where one size larger.
Healing Immunity You become immune to the effects of spells from the healing subschool.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Charge +2d6 You deal extra damage on a charge of +2d6.
Reserved (-5) (Ex) You take a penalty equal on: Bluff, Diplomacy, and Sense Motive skills.
Smash Add your armor bonus to Strength checks to break things.
Superior Bull Rush On a charge you deal your armor spikes + Str damage.
Warforged Immunity (Ex) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Warforged Vulnerabilities The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.

Here's a few that he could have chosen as well (I know some of the names are stupid. They were just place holders so I knew what each character could do):

Quickflame:

Ifrit Monk (Monk of the Four Winds) 10
LN Medium outsider (native)
Init +19; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 23, touch 23, flat-footed 14 (+8 Dex, +1 dodge, +4 untyped)
hp 73 (10d8+20)
Fort +11, Ref +18, Will +13; +2 vs. enchantment spells and effects
Defensive Abilities evasion, improved evasion; Immune dazzled, disease
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed strike +16/+11 (1d10+14)
Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic
Spell-Like Abilities (CL 10th; concentration +9)
. . 1/day—efreeti magic
--------------------
Statistics
--------------------
Str 7, Dex 26, Con 12, Int 9, Wis 14, Cha 9
Base Atk +7; CMB +8; CMD 28
Feats Combat Reflexes, Deflect Arrows, Dodge, Elemental Fist, Firesight, Improved Initiative, Improved Unarmed Strike, Piranha Strike, Snatch Arrows, Weapon Finesse, Weapon Focus (unarmed strike)
Traits indomitable faith, reactionary
Skills Acrobatics +21 (+33 jump, +31 to jump), Escape Artist +16, Perception +15, Stealth +16
Languages Common, Ignan
SQ ac bonus, fast movement, fire in the blood, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, unarmed strike, wholeness of body, wildfire heart
Other Gear +2 agile amulet of mighty fists, belt of incredible dexterity +4, cloak of resistance +3, cracked dusty rose prism ioun stone, 500 gp
--------------------
TRACKED RESOURCES
--------------------
Deflect Arrows (1/round) - 0/1
Efreeti Magic (1/day) (Sp) - 0/1
Elemental Fist (3d6, 10/day) - 0/10
Ki Pool (Su) - 0/7
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Elemental Fist (3d6, 10/day) You can add 1d6 energy damage to an attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Firesight You can see through fire and smoke without penalty, ignoring cover or concealment.
Flurry of Blows +8/+8/+3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+10/+30 with Ki point) (Ex) +10 to Acrobatics checks made to jump.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (10 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.
Wildfire Heart +4 racial bonus on initiative

One Hit Wonder:

Human Fighter (Two-Handed Fighter) 10
LN Medium humanoid (human)
Init -2; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 8, flat-footed 20 (+12 armor, -2 Dex)
hp 124 (10d10+60)
Fort +12, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 vicious greatsword +15 (4d6+27/19-20 plus 2d6)
Special Attacks backswing, overhand chop, shattering strike, weapon trainings (heavy blades +2, bows +1)
--------------------
Statistics
--------------------
Str 24, Dex 7, Con 20, Int 7, Wis 8, Cha 7
Base Atk +10; CMB +9 (+12 sunder); CMD 25 (28 vs. sunder)
Feats Bloody Assault, Devastating Strike, Furious Focus, Greater Weapon Focus (greatsword), Iron Will, Lightning Reflexes, Martial Versatility, Power Attack, Vital Strike, Weapon Focus, Weapon Specialization (greatsword), Weapon Versatility
Traits dangerously curious
Skills Perception +9, Use Magic Device +12
Languages Common
Combat Gear potion of enlarge person (10), scroll of giant form i (x2), giant form ii; Other Gear +3 dwarven plate, +2 vicious greatsword, belt of physical might +2 (Str, Con), 1,350 gp
--------------------
TRACKED RESOURCES
--------------------
Potion of enlarge person - 0/10
--------------------
Special Abilities
--------------------
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Devastating Strike Deal extra damage when using Vital Strike bonus
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scroll of giant form i (x2), giant form ii Add this item to create a scroll with spells on it.
Shattering Strike +3 (Ex) +3 Sunder and damage vs. objects.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

Scorch:

Ifrit Bloodrager 10
CG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural, +2 deflection)
hp 134 (10d10+70)
Fort +15, Ref +7, Will +8; +2 vs. spells cast by you or an ally
Defensive Abilities improved uncanny dodge; DR 2/—; Resist dragon resistances, fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 falchion +13/+8 (2d4+17/18-20+2d6 on charge) and
. . 2 claws +15 (2d6+13/19-20+2d6 on charge plus 1d6 fire)
Special Attacks bloodrage, breath weapon, claws
Spell-Like Abilities (CL 10th; concentration +13)
. . 1/day—efreeti magic
Bloodrager Spells Known (CL 7th; concentration +10):
. . 3rd (2/day)—fly, haste
. . 2nd (2/day)—blur, burning gaze (DC 15), fire breath (DC 15), resist energy, scorching ray
. . 1st (3/day)—burning hands (DC 14), enlarge person (DC 14), feather fall, magic missile, shield, true strike
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 20, Int 10, Wis 7, Cha 16
Base Atk +10; CMB +12; CMD 26
Feats Eschew Materials, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Iron Will, Power Attack, Toughness, Weapon Focus (claw)
Skills Acrobatics +14, Intimidate +16, Knowledge (arcana) +13, Perception +11
Languages Common, Ignan
SQ blood casting, blood sanctuary, bloodlines (draconic), fast movement, fire in the blood, wildfire heart
Other Gear rhino hide, +1 falchion, cloak of resistance +3, flaming burst furious amulet of mighty fists, ring of protection +2, 1,460 gp
--------------------
TRACKED RESOURCES
--------------------
Bloodrage (25 rounds/day) (Su) - 0/25
Breath Weapon (1/day, DC 18) (Su) - 0/1
Efreeti Magic (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary (Su) +2 to save vs spells cast by you or an ally.
Bloodrage (25 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Breath Weapon (1/day, DC 18) (Su) 1/day, Breath Weapon deals 10d6 Fire damage, DC 18.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Resistances (Ex) You gain Fire resistance 10 and +2 natural armor.
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d8 damage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rhino hide Extra 2d6 damaga on charge attack rolls.
Wildfire Heart +4 racial bonus on initiative

Sun Tzu:

Male Human Fighter (Lore Warden) 5/Student of War 5
LN Medium humanoid (human)
Init +7; Senses Perception +19
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 23 (+9 armor, +4 shield, +2 Dex, +1 dodge)
hp 99 (10d10+35)
Fort +9, Ref +6, Will +6
Defensive Abilities anticipate, know your enemy, mind over metal
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 longsword +16/+11 (1d8+16/19-20)
Ranged +2 composite longbow +14/+9 (1d8+7/×3)
Special Attacks know your enemy, weapon trainings (heavy blades +1)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +10; CMB +14 (+18 sunder, +18 trip); CMD 30 (32 vs. sunder, 32 vs. trip)
Feats Combat Expertise, Dodge, Greater Sunder, Greater Trip, Improved Initiative, Improved Sunder, Improved Trip, Power Attack, Skill Focus (Knowledge [local]), Skill Focus (Perception), Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits absalom hotspur, indomitable faith
Skills Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +15, Perception +19, Survival +7
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon
Combat Gear trip arrow (10); Other Gear celestial armor, celestial shield, +2 composite longbow, +2 longsword, arrows (20), belt of giant strength +2, cloak of resistance +1, 4,174 gp
--------------------
TRACKED RESOURCES
--------------------
Anticipate (1/day) (Ex) - 0/1
Arrow, trip - 0/10
Arrows - 0/20
Blinding (2/day, DC 14) - 0/2
Feather Fall (1/day) - 0/1
Fly (1/day) - 0/1
--------------------
Special Abilities
--------------------
Absalom Hotspur You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
Anticipate (1/day) (Ex) Imm, ignore all dam and effects of spl/ability successfully saved against.
Celestial shield If wearing celestial armor, use overland flight instead of flight once per day.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Trip You don't provoke attacks of opportunity when tripping.
Know Your Enemy (+2, 5 min.) (Ex) Move, Know chk vs foe for ins bon to att & dam, AC & saves, or CMD & CMB.
Mind Over Metal (+0) (Ex) A 2nd-level student of war is skilled at taking blows such that her armor or shield deflects them harmlessly. When using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Lacitirc:

Human Fighter (Two-Weapon Fighter) 10
N Medium humanoid (human)
Init +12; Senses Perception +11
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 20 (+8 armor, +1 shield, +2 Dex, +1 deflection)
hp 104 (10d10+40)
Fort +10, Ref +7, Will +6 (+3 vs. fear)
Defensive Abilities bravery +3, defensive flurry
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dueling kukri +12/+7 (1d4+10/15-20) and
. . +1 invigorating kukri +12/+7 (1d4+13/15-20)
Special Attacks doublestrike, twin blades
--------------------
Statistics
--------------------
Str 18, Dex 19, Con 16, Int 13, Wis 12, Cha 8
Base Atk +10; CMB +11 (+13 disarm); CMD 29 (31 vs. disarm)
Feats Double Slice, Followup Blow, Greater Weapon Focus (kukri), Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (kukri), Weapon Specialization (kukri)
Skills Acrobatics +13 (+9 jump), Climb +11, Knowledge (dungeoneering) +14, Perception +11, Survival +9
Languages Common, Elven
Other Gear +3 armored kilt armored coat, +1 dueling kukri, +1 invigorating kukri, belt of physical perfection +2, ring of protection +1, 164 gp
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Bravery +3 (Ex) +3 to Will save vs. Fear
Defensive Flurry +2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Doublestrike (Ex) Standard action: Attack once with each weapon (normal two-weapon penalties).
Followup Blow You can use a critical hit from one weapon to create an opening for another.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Twin Blades +2 (Ex) +2 to hit and damage when making a full attack with both weapons.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.


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This is a great thread and I have a fighter build I am working on at the moment. Will post as soon as I am done.


I'm working on something interesting but I don't get much free time right now. I should say that I find it interesting. Others may not.


Here is a rogue I would like to add.

11th level elf rogue.

Str: 12 Dex: 22 Con: 12 Int: 16 Wis: 14 Cha: 14

HP: 11d8 + 11

AC: 29 Initiative: + 14

Speed: 30

Elven racial traits = Darkvision, Envoy (Comprehend languages, Detect Magic, Detect Poison, Read Magic), Elven immunities, Keen Senses, Weapon Familiarity.

Feats = Improved Initiative, Iron Will, Craft Magic Arms and Armour, Craft Wondrous Items, Improved Critical, Lunge (Maybe).

Rogue abilities: Sneak Attack + 6d6, Evasion, Uncanny Dodge, Trapfinding, Trap Sense + 3, Improved Uncanny Dodge.

Rogue Talents = Weapon Finesse (Elven Curveblade), Minor Magic (Touch of Fatigue 3/day), Major Magic (Blend 3/day), Weapon Training (Elven Curveblade), Skill Mastery (Bluff, Disable Device, Escape Artist, Perception, Stealth).

Gear = +1 impact agile dueling elven curveblade , + 5 mithral chain shirt, Belt of Incredible Dex + 4, Cloak of Resistance + 4, Seducer’s Bane, Amulet of Natural Armour + 2, Ring of Protection + 2, Poisoner’s Gloves (Deliver Purple Worm Poison DC 26), Headband of Mental Superiority + 2.

Skills = Acrobatics: + 10 Bluff: + 16, Disable Device: + 25, Climb: + 9, Craft:(Alchemy) + 17, Escape Artist: + 20, Knowledge Dungeoneering: + 17, Perception: 18 (23 vs traps), Spellcraft: + 12 Stealth: + 20 (+ 24 with Blend), Swim: + 7, Use Magic Device: + 16

Saves = Fortitude: + 8 Reflex: + 17 Will: + 9 (+ 16 vs Enchantments)

Traits: Classically Schooled, Armour Expert.

Melee: + 1 impact agile elven curveblade = + 16 / + 11 2d8 + 8 16 – 20 x 3

Sneak Attack: + 18 / + 13 2d8 + 8 + 6d6. 16 – 20 x 3

Melee touch attack: + 9 to deliver Purple Worm Poison DC 26 Fort save 1d3 str damage once a round for 6 rounds. 2 gloves.


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Sigh... Don't take this the wrong way, but I have to say it:

Crafting builds are never very inspired or interesting.

It's so easy to abuse crafting that all it does is show how broken the rules for magic item creation are. Anything can be good with double WBL, even NPC classes:

C.I.N.B.A.A.:
Crafting-Is-Not-Broken-At-All
Male Human (Azlanti) Warrior 10
LN Medium humanoid (human)
Init +2; Senses Perception +14
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 23 (+9 armor, +2 Dex, +2 natural, +1 deflection)
hp 99 (10d10+40)
Fort +15, Ref +10, Will +10
--------------------
Offense
--------------------
Speed 20 ft.
Melee 50% free (+4 greatsword) +21/+16 (2d6+16/17-20)
Ranged +1 adaptive composite longbow +15/+10 (1d8+10/19-20/×3)
Spell-Like Abilities (CL 10th; concentration +8)
. . 1/day—detect magic, feather fall, levitate
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 12, Wis 12, Cha 7
Base Atk +10; CMB +17; CMD 30
Feats Arcane Strike, Craft Magic Arms & Armor, Craft Wondrous Item, Dark Adept, Improved Critical (greatsword), Power Attack
Traits classically schooled, indomitable faith
Skills Climb +10, Intimidate +11, Perception +14, Sense Motive +9, Spellcraft +15, Swim +10
Languages Azlanti, Common, Draconic
Combat Gear jingasa of the fortunate soldier; Other Gear +3 breastplate, 50% free (+4 greatsword), +1 adaptive composite longbow, amulet of natural armor +2, bane baldric, belt of physical might +2 (Str, Con), boots of speed, bracers of falcon's aim, cloak of resistance +4, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), ring of protection +1, 950 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Boots of speed (10 rounds/day) Affected by haste
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

I'm not saying you shouldn't post whatever build you want, I am just pointing it out the fact that going the crafting route is dull and doesn't make much of a point.


Lemmy wrote:

Sigh... Don't take this the wrong way, but I have to say it:

Crafting builds are never very inspired or interesting.

It's so easy to abuse crafting that all it does is show how broken the rules for magic time creation are. Anything can be good with double WBL, even NPC classes:

** spoiler omitted **...

Well that is your opinion and it's been noted.

I actually like the build and it's very fun to play. You use whatever is available on a legal and RAW level.

I mean it's okay for Wizards to take all item creation feats and pump out magic items left and right but suddenly it's not okay when a rogue uses two feats to lower some of the costs?


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Forever Slayer wrote:

Well that is your opinion and it's been noted.

I actually like the build and it's very fun to play. You use whatever is available on a legal and RAW level.

I mean it's okay for Wizards to take all item creation feats and pump out magic items left and right but suddenly it's not okay when a rogue uses two feats to lower some of the costs?

I don't doubt it's a fun build to play and I'm not disputing its effectiveness, all I'm saying is that it's not very inspired or interesting to read. A Pouncing Spell-sundering Barbarian is also effective and fun to play, but it's an equally uninspired build.

And I wouldn't be impressed by a Wizard using crafting feats either. There is nothing wrong with using crafting feats, it's just not very impressive or interesting to see, IMO.


Some changes to the build.

11th level elf rogue.

Str: 12 Dex: 22 Con: 12 Int: 16 Wis: 14 Cha: 14

HP: 11d8 + 11

AC: 29 Initiative: + 14

Speed: 30

Elven racial traits = Darkvision, Envoy (Comprehend languages, Detect Magic, Detect Poison, Read Magic), Elven immunities, Keen Senses, Weapon Familiarity.

Feats = Improved Initiative, Iron Will, Craft Magic Arms and Armour, Craft Wondrous Items, Improved Critical, Lunge (Maybe).

Rogue abilities: Sneak Attack + 6d6, Evasion, Uncanny Dodge, Trapfinding, Trap Sense + 3, Improved Uncanny Dodge.

Rogue Talents = Weapon Finesse (Elven Curveblade), Minor Magic (Touch of Fatigue 3/day), Major Magic (Blend 3/day), Weapon Training (Elven Curveblade), Skill Mastery (Bluff, Disable Device, Escape Artist, Perception, Stealth).

Gear = +1 impact agile dueling elven curveblade , + 5 mithral chain shirt, Belt of Incredible Dex + 4, Cloak of Resistance + 4, Wind Fan, Scabbard of Vigor, Amulet of Natural Armour + 2, Ring of Protection + 2, Poisoner’s Gloves (Deliver Purple Worm Poison DC 26), Headband of Mental Superiority + 2.

Skills = Acrobatics: + 15 Bluff: + 16, Disable Device: + 25, Climb: + 14, Craft:(Alchemy) + 17, Escape Artist: + 20, Knowledge Dungeoneering: + 12, Perception: 18 (23 vs traps), Spellcraft: + 17 Stealth: + 20 (+ 24 with Blend), Swim: + 7, Use Magic Device: + 16

Saves = Fortitude: + 8 Reflex: + 17 Will: + 10 (+ 2 vs Enchantments)

Traits: Classically Schooled, Indomitable Faith

Melee: + 1 impact agile elven curveblade = + 16 / + 11 2d8 + 8 16 – 20 x 3

Sneak Attack: + 18 / + 13 2d8 + 8 + 6d6. 16 – 20 x 3

If the rogue uses the Scabbard of Vigor, he can gain a + 3 to hit and damage for 1 round.

Melee touch attack to deliver Purple Worm Poison: + 9 Fort save DC 26 1d3 str per round for 6 rounds.


Lemmy wrote:
Forever Slayer wrote:

Well that is your opinion and it's been noted.

I actually like the build and it's very fun to play. You use whatever is available on a legal and RAW level.

I mean it's okay for Wizards to take all item creation feats and pump out magic items left and right but suddenly it's not okay when a rogue uses two feats to lower some of the costs?

I don't doubt it's a fun build to play and I'm not disputing its effectiveness, all I'm saying is that it's not very inspired or interesting to read. A Pouncing Spell-sundering Barbarian is also effective and fun to play, but it's an equally uninspired build.

And I wouldn't be impressed by a Wizard using crafting feats either. There is nothing wrong with using crafting feats, it's just not very impressive or interesting to see, IMO.

Why can't you just concede that some of us find our builds to be fun? If you don't think it's a fun build then that's your feelings, but don't sit there and say you doubt it's a fun build to play. Now if you said I doubt it's a fun build to play for me but you didn't.


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You misread what he said. He said that he doesn't doubt that it's fun. He said it's not very original. Those types of builds work and often work well. They are very common because of that.

Give your character a twist. Find something that makes it unique so it stands out from other, similar builds.

Oh, Lemmy what do you have to say about the builds I posted? I've got some more coming soon. I'm working on a new theme I haven't seen done before.


I had a fun idea involving a Monk Flurrying with guns but then I read the Sohei's Weapon Training ability closer and realized it was restricted to certain weapon groups.

Then I got sad. =(

May post an Improvised Weapon build later. Might give it some Mythic ranks at the highest level. Toying with it as a replacement in case a character for one of my other games dies.


Here is a monk build I have been working on. He doesn't do a lot of damage but he likes to Grapple spellcasters.

Paladin 4 / Qinggong Monk 7 Aasimar.

Str: 12 Dex: 22 Con: 13 Int: 8 Wis: 14 Cha: 16

AC: 26 (29 with Barkskin) (33 with Ki Dodge) (Extra + 3 deflection from Smite Evil)

HP: 4d10 + 7d8 + 11 Initiative: + 6

Traits: Heavy Hitter & Honoured Fist of the Society.

Movement: 50ft land (Fly 50ft)

Saving Throws: Fortitude: + 16 Reflex: + 18 Will: + 18

Feats: Weapon Finesse (Unarmed Strike), Pirahna Strike (Unarmed Strike), Weapon Focus (Unarmed Strike), Agile Maneuvers, Angelic Blood, Angel Wings.

Paladin: Aura of Good, Detect Evil, Smite Evil: 2/day, Divine Grace, Lay on Hands 2d6 5/day, Aura of Courage, Divine Health, Mercy, Channel Positive Energy, Spells: Hero’s Defiance.

Monk abilities: Ki Pool (8), Evasion, Stunning Fist (Fort save DC 15 8/day), Still Mind, Purity of Body.

Monk bonus feats: Dodge, Improved Grapple, Improved Trip.

Qinggong Monk: True Strike, Barkskin, Spring Attack.

Aasimar Racial: Darkvision 60ft, Daylight 1/day, Acid = Cold = Electricity Resist: 5.

Skills: Acrobatics: + 15, Fly: + 15, Perception: + 13, Escape Artist: + 15, Diplomacy: + 12, Intimidate: + 12.

Gear = Monk’s Robe, Belt of Incredible Dex + 4, + 3 brawling Bracers of Armour, Cloak of Resistance + 3, Ring of Ki Mastery, Dusty Rose Ioun Stone, Amulet of Mighty Fists + 1.

CMB: + 17 CMB to Grapple: + 21 CMB to Trip: + 19

CMD: 28 CMD vs Grapple: 30 CMD vs Trip: 30

Unarmed Strike: Flurry (+ 20 / + 20 / + 15) 2d6 + 5

Unarmed Strike: Flurry with Smite Evil (+ 23 / + 23 / + 18) 2d6 + 5 + 4

When using Piranha Strike: (+ 21 / + 21 / + 16) 2d6 + 5 + 4 + 4


Forever Slayer wrote:
Why can't you just concede that some of us find our builds to be fun? If you don't think it's a fun build then that's your feelings, but don't sit there and say you doubt it's a fun build to play. Now if you said I doubt it's a fun build to play for me but you didn't.

Dude... Chill.

I'm not saying the build is not fun. In fact, I specifically said I don't doubt it's a fun build to play. I didn't doubt its effectiveness either. All I said is that it's not particularly creative or interesting to read.

Stop taking it as a personal attack. Read the thread, I've said similar stuff to other posters as well, including some with whom I'm currently playing on two different games.

It's not an attack against you, just my views on one specific build.


Bob_Loblaw wrote:
Oh, Lemmy what do you have to say about the builds I posted? I've got some more coming soon. I'm working on a new theme I haven't seen done before.

Ah, right! I had seen them before my finals started, but didn't have the time to check them out then. I'll take a look and tell you what I think of them.


Lemmy wrote:
Forever Slayer wrote:
Why can't you just concede that some of us find our builds to be fun? If you don't think it's a fun build then that's your feelings, but don't sit there and say you doubt it's a fun build to play. Now if you said I doubt it's a fun build to play for me but you didn't.

Dude... Chill.

I'm not saying the build is not fun. In fact, I specifically said I don't doubt it's a fun build to play. I didn't doubt its effectiveness either. All I said is that it's not particularly creative or interesting to read.

Stop taking it as a personal attack. Read the thread, I've said similar stuff to other posters as well, including some with whom I'm currently playing on two different games.

It's not an attack against you, just my views on one specific build.

No worries.


Bob_Loblaw wrote:
(I know some of the names are stupid. They were just place holders so I knew what each character could do)

Dude... The name of the thread-opening character is Dr.Fighty McCharming! The next one is a swashbuckling Barbarian named Foxy Slicey! ^^

Let's see...

Bowser: Cool build. Hadn't seen a Warforged Juggernaut in... Well, a long time. I dunno how good it's in actual combat, though. Bull Rush is fun, but its usefulness in combat is limited.

That said, Bowser's DR and countless immunities certainly make for a convincing juggernaut. He does seem able to hurt enemies pretty badly too.

Quickflame is a cool concept, but I personally hate the idea of depending on an Agile AoMF to be effective... I mean, it's not exactly something you find in every loot. I really dislike relying on very specific gear. Other than that, no major critcism.

One-Hit Wonder reminds me of a build I made for a friend for RotRL. The idea was exactly the same, the guy who one-shots everything :P. I even had a very similar feats selection. I guess it's true what they say about great minds, huh? Haha.

I think Id remove Greater Weapon Focus, though, it's not like you'll need lots of accuracy to hit with your first attack. I'd replace it with Cornugon Smash for added combat versatility (I love that feat!).

Scorch seems like a really fun build. The focus on claw attacks make it more unique. I dislike the focus on blast spells. I know it matches the character concept, but it doesn't have any synergy with his need of full attacks, so it ends up being something that looks cool on the character sheet, but rarely comes into play. Burning Hands is pretty much a waste for him. :(

Sun Tzu seems fun. I always love maneuver builds. I'd remove WF and WS and replace them with Improved/Greater Disarm. Probably add Cornugon Smash instead of Dodge too.

Lacitirc, OTOH, is surprisingly dull. All he has is full attack damage, but with the usual shortcomings of TWF. IMO, Doublestrike is his only interesting feature.


This is an interesting thread, quite a few good ideas knocking around. I thought I'd pose a question: How would you optimize a Switch-Hitter Ranger?

They seem to tick a number of boxes, in filling a ranged and melee role as well as having solid out of combat utility (including traps if you go Urban Ranger). I've not seen many level 1-10 builds posted for them though.

Would you take Boon Companion to get a full progression pet? Do you focus on boosting damage output or spend feats on Cornugon Smash/Dreadful Carnage etc?


I think I have a couple switch-hitting Ranger builds, although only at 6th and 10th level. Gotta check it out to make sure, though.

I don't usually go out of my way to increase DPR beyond the necessary to kill most enemies. I believe it's far more valuable (and far more interesting) to have some in combat versatility.

I really dislike builds that can have their players replaced by a parrot saying "I full attack" over and over again.


Here is the switch-hitter build I had. Archery is more of a secondary combat style for him, though.

Hayden:
Hayden
Male Half-Elf Ranger 10
LN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 19 (+8 armor, +3 Dex, +1 deflection)
hp 89 (10d10+30)
Fort +13, Ref +14, Will +11; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 greatsword +17/+12 (2d6+9/19-20)
Ranged +2 adaptive composite longbow +17/+12 (1d8+7/19-20/×3)
Special Attacks favored enemies (aberrations +2, evil outsiders +2, undead +6)
Ranger Spells Prepared (CL 9th; concentration +11):
. . 3rd—
. . 2nd—barkskin (2)
. . 1st—liberating command[UC] (2), longstrider
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 16, Int 13, Wis 14, Cha 7
Base Atk +10; CMB +15; CMD 30
Feats Combat Reflexes, Cornugon Smash, Endurance, Improved Precise Shot, Intimidating Prowess, Lunge, Manyshot, Power Attack, Rapid Shot
Traits auspicious tattoo (shoanti), magical knack
Skills Acrobatics +14, Climb +9, Intimidate +16, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Perception +20, Sense Motive +12, Stealth +17, Survival +13, Swim +9; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan
SQ combat styles (archery), elf blood, favored terrains (forest +4, underground +2), hunter's bonds (hunter's bond [companions]), swift tracker, track +5, wild empathy +8, woodland stride
Other Gear +2 breastplate, +2 adaptive composite longbow, +2 greatsword, belt of physical perfection +2, bracers of falcon's aim, cloak of resistance +3, feather step slippers, headband of inspired wisdom +2, ring of protection +1, 2,500 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Undead +6) (Ex) +6 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Feather step slippers Ignore difficult terrain as though affected by feather step.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Shadow Lodge

A versatile swashbuckler lv 5 25pt :
Unnamed Hero
Male Human Monk (Master of Many Styles) 2/Swashbuckler 3 (Pathfinder RPG Ultimate Combat 0)
LN Medium humanoid (human)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +2 shield, +4 Dex, +1 dodge)
hp 59 (3d10+2d8+13)
Fort +7, Ref +11, Will +5
Defensive Abilities charmed life, evasion
--------------------
Offense
--------------------
Speed 30 ft., deed: kip-up
Melee +1 gladius +7 (1d6+6/19-20+3 Precision) and
. . unarmed strike +6 (1d6+5+3 Precision)
Ranged +1 adaptive composite longbow +9 (1d8+2/×3)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, panache, stunning fist (2/day, DC 12)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +3; CMD 20 (22 vs. bull rush, 20 vs. disarm, 22 vs. overrun, 20 vs. steal, 20 vs. sunder, 22 vs. trip)
Feats Combat Reflexes, Improved Unarmed Strike, Piranha Strike, Snake Fang[UC], Snake Style[UC], Step Up, Stunning Fist, Tiger Style[UC]
Skills Acrobatics +12, Diplomacy +11, Intimidate +11, Perception +8, Sense Motive +10; Racial Modifiers deed: derring-do
Languages Common
SQ deed: dodging panache, deed: swashbuckler initiative, fuse style, stunning fist (stun), swashbuckler finesse, unarmed strike
Other Gear +1 mithral shirt, +1 living steel buckler, +1 adaptive composite longbow, +1 gladius, cloak of resistance +1, 425 gp
--------------------
Special Abilities
--------------------
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +3 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +3 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stunning Fist (2/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as hav
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


Would you consider switching out something like Intimidating Prowess or Cornugon Smash for Deadly Aim, Lemmy? Your build gets a good number of arrows in the air so +4 damage to each one is gravy.

More as a general question - Treankmonk's very good Ranger guide makes a big deal about Switch Hitters getting Quick Draw. It's a decent feat but am I missing something that makes it vital?


Eh... I dunno... I usually just use weapon cords and drop the bow, then grab the greatsword as I move to the enemy. Quickdraw is a very useful feat for a switch-hitter, but I wouldn't say it's a must have.

Deadly Aim is nice, but as I said before, archery is a secondary combat style. I'd probably take it at 11th level, though.


Lemmy wrote:
Eh... I dunno... I usually just use weapon cords and drop the bow, then grab the greatsword as I move to the enemy.

So how do you get around this?

"Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action*, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions."


By being blissfully unaware of that text?

What the hell, why does it stop you from using another weapon? You can even use your hands! Why can't you swing a freaking sword? What are characters supposed to do? Drop their bows on the ground?

Man, martials really can't catch a break.

You know what... I just tie the bow to my armor with a 2ft long rope, then throw it over my shoulder or leave it hanging.

If a Warrior can fight with heavy armor and a giant backpack containing all of his loot, then he can fight with a bow hanging from his shoulder.


It's less to do with weight and more with where the weight IS. Very cumbersome attached to your arm like that. Personally I would have made it something like a -4 to hit since even a demigod character is going to be hindered by a Greatsword strapped to their wrist but I can see how no use at all makes sense.


Not sure if you can THF a lance when mounted

Spoiler:

Halfling dragoon 10
=== Stats ===
Str 18,Dex 14,con 14 (16),Int 14,Wis 12, Cha 9
=== Defense ===
AC: 26 (+12 armor + 2 dex +1 def +1 nat)
Hp: (10d10+20)
CMD: 26 (31 against trip and grapple)
=== Saves ===
Fort: +14
Ref : +9
Will: +11 (+7 against fear)
=== Attacks ===
+2 Silversheen lance: +21 (1d8+22 20/x3)

61
=== Traits===
Defender of the society, Indomitable will
=== Feats===
1. Mounted combat, Skill focus (ride), Nature soul
2. Ride by attack
3. Iron will
4. Spirited charge
5. Animal Ally
6. Power attack
7. Weapon focus (lance)
8. Risky striker
9. Trick riding
10. Furious focus
=== Skills ===
Ride (10): +26
Survival (7): +15
Swim(2): +8
Climb(1): +7
Perception (8) +15
Knowlede (nature)(10): +6
Knowledge (dungeoneering)(5): +10
Handle animal (2): +6

Armor check penalty: -4
=== Special ===
Outrider (+2 handle animal and ride)
Fearless
Halflinf luck
Keen senses
Spear training 2
Armor training 1
Spining lance
BAnner
=== Gear ===
+2 Jousting Full plate (7 K)
+2 Silvershenn small lance (8,5 K)
+2 Belt of str and con (10 K)
Cracked pale green prism Ion stone (Attack) (4K)
Rinf of protection (2K)
Amulet of nat armor (2K)
+3 Cloack of resistance (9 K)
Military saddle
Eyes of the eagle


Rynjin wrote:
It's less to do with weight and more with where the weight IS. Very cumbersome attached to your arm like that. Personally I would have made it something like a -4 to hit since even a demigod character is going to be hindered by a Greatsword strapped to their wrist but I can see how no use at all makes sense.

The off-weight of the weapon (3lb) becomes quite insignificant when you character is able to lift over 170lb without any inconvenience.

Beside,s how does, say, a spear hanging from your hand completely stops you from doing shooting a hand-crossbow? I could see a penalty (although simply throwing the hanging weapon over you shoulder would solve that, as it'd be very close to where the characters' backpack is anyway), but making it completely impossible makes no sense. There is no law of physics saying you can't use your hand if something heavy is dangling from it.

Nicos wrote:
Not sure if you can THF a lance when mounted

You can, but why would you? According to PF's insane RAW, simply being a 2-handed weapons is enough to allow you to add 1.5 Str modifier to damage rolls, you don't have to actually 2-handle it. It just happens that it's usually impossible to 1-hand a 2-handed weapon. (Another instance where making something impossible makes no sense, it doesn't matter how strong or skilled you are, it's impossible to wield a 2-handed weapon with one hand, even though you can use a large 1-handed weapon with a -4 penalty -.-').


Lemmy wrote:
Bob_Loblaw wrote:
(I know some of the names are stupid. They were just place holders so I knew what each character could do)

Dude... The name of the thread-opening character is Dr.Fighty McCharming! The next one is a swashbuckling Barbarian named Foxy Slicey! ^^

Let's see...

Bowser: Cool build. Hadn't seen a Warforged Juggernaut in... Well, a long time. I dunno how good it's in actual combat, though. Bull Rush is fun, but its usefulness in combat is limited.

That said, Bowser's DR and countless immunities certainly make for a convincing juggernaut. He does seem able to hurt enemies pretty badly too.

Quickflame is a cool concept, but I personally hate the idea of depending on an Agile AoMF to be effective... I mean, it's not exactly something you find in every loot. I really dislike relying on very specific gear. Other than that, no major critcism.

One-Hit Wonder reminds me of a build I made for a friend for RotRL. The idea was exactly the same, the guy who one-shots everything :P. I even had a very similar feats selection. I guess it's true what they say about great minds, huh? Haha.

I think Id remove Greater Weapon Focus, though, it's not like you'll need lots of accuracy to hit with your first attack. I'd replace it with Cornugon Smash for added combat versatility (I love that feat!).

Scorch seems like a really fun build. The focus on claw attacks make it more unique. I dislike the focus on blast spells. I know it matches the character concept, but it doesn't have any synergy with his need of full attacks, so it ends up being something that looks cool on the character sheet, but rarely comes into play. Burning Hands is pretty much a waste for him. :(

Sun Tzu seems fun. I always love maneuver builds. I'd remove WF and WS and replace them with Improved/Greater Disarm. Probably add Cornugon Smash instead of Dodge too.

Lacitirc, OTOH, is surprisingly dull. All he has is full attack damage, but with the usual shortcomings of TWF....

I agree with quite a bit of what you have to say. These were options I built for a player that can't handle too many options so I was trying to keep them simple. Since I know what they are going to expect on the adventure, I was able to tailor the builds to be useful without being overpowered. He settled on Bowser and has managed to miss often or roll low for damage. It was not a good day for him. He can take a beating but luck was not on his side to deliver one. He also can't seem to charge when he should. No matter how much we try to remind him that he has a charging character.


Lemmy, here's one for you to look over. I want to see if you can figure out the theme of this character. There are hints everywhere.

These are his raging stats.

Frankie Peterik (Bloodrage Dragon Disciple):

Male Oread Bloodrager 5/Dragon Disciple 6 (Pathfinder RPG Advanced Race Guide 0)
CN Medium outsider (native)
Init +9; Senses blindsense 30 ft., darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 26, touch 11, flat-footed 24 (+7 armor, +3 shield, +2 Dex, +5 natural, +1 deflection)
hp 158 (6d12+5d10+82)
Fort +18, Ref +9, Will +11; +2 vs. spells cast by you or an ally, +1 trait bonus vs. mind-affecting effects you are not already suffering from
Defensive Abilities improved uncanny dodge; Resist dragon resistances, dragon resistances, acid 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft., burrow 15 ft.
Melee bite +14 (1d6+21) and
. . 2 claws +14 (1d6+14) and
. . 2 claws +14 (1d8+14)
Special Attacks bloodrage, breath weapon, dragon bite, claws, claws
Oread Spell-Like Abilities (CL 11th; concentration +13)
. . 1/day—magic stone
Bloodrager Spells Known (CL 6th; concentration +8):
. . 2nd (2/day)—blur, scorching ray, see invisibility, stone call[APG]
. . 1st (3/day)—enlarge person (DC 13), magic missile, mirror strike[UC], reduce person (DC 13), true strike
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 24, Int 14, Wis 12, Cha 14
Base Atk +9; CMB +11; CMD 28
Feats Combat Casting, Eschew Materials, Extra Rage, Improved Initiative, Improved Natural Attack (claw), Oread Burrower[ARG], Power Attack, Raging Vitality[APG], Stony Step[ARG]
Traits reactionary, stoic dignity
Skills Acrobatics +10 (+15 to jump), Fly +14, Knowledge (arcana) +10, Knowledge (local) +11, Linguistics +3, Perception +16, Sense Motive +2, Stealth +12, Survival +15
Languages Common, Draconic, Dwarven, Terran, Undercommon
SQ blood casting, blood sanctuary, bloodlines (draconic), dragon type, fast movement
Other Gear +3 armored coat, +2 buckler, amulet of natural armor +1, belt of physical perfection +2, boots of striding and springing, cloak of resistance +4, headband of vast intelligence +2, flawed agate ellipsoid ioun stone (9), cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, mossy disk ioun stone, ring of protection +1, 4,245 gp
--------------------
TRACKED RESOURCES
--------------------
Augury (100% accuracy, 1 uses) - 0/1
Bloodrage (22 rounds/day) (Su) - 0/22
Breath Weapon (2/day, DC 14) (Su) - 0/2
Magic Claws & Fire Bite (5 rounds/day) (Ex) - 0/5
Magic Stone (1/day) - 0/1
--------------------
Special Abilities
--------------------
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary (Su) +2 to save vs spells cast by you or an ally.
Bloodrage (22 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Breath Weapon (2/day, DC 14) (Su) 2/day, Breath Weapon deals 11d6 Fire damage, DC 14.
Burrowing (15 feet) You have a Burrow speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Dragon Type (Brass Dragon [Fire]) +1 damage per die for [Fire] spells.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Magic Claws & Fire Bite (5 rounds/day) (Ex) 2 Magic Claw attacks deal 1d4 damage. Bite attack deals 1d6 damage.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Stoic Dignity You and allies (in 10') gain +1 trait / morale bonus vs. mind-affecting effects.
Stony Step Treat 5 feet of earth or stone-based difficult terrain as normal.
--------------------
Frankie Peterik grew up in the mean streets of a large city. He would spend his days fighting to make money. Literally, he would get into a ring and trade blows with people to pay the bills. One day he crippled an opponent and was sent to prison. After a year of training in prison, he got out, back on the street. He had done his time. Now he takes his chances. He goes the distance. He's just a man with a will to survive.

Now his fights are fast. He has stopped going to style and started going for glory. He hasn't forgotten where he came from. He fights to keep that alive.

He gets into the thrill of the fight. He rises up to challenge his rivals. He's the last known survivor of his clan. He has taken up to stalking his prey, often in the night. He always seems to know what's going on with the locals.

He spends his days in the heat, not worrying about it at all. He likes to face his opponent rather than attack from a hidden position. He now takes on opponents slightly tougher than himself when he can. He's hanging tough, staying hungy. He lets them stack the odds against him. His fights are now sanctioned so he has no fear of killing his opponents. He has the skill to survive.

Whenever he retires, it will be at the top of his game. He would have shown he has the guts and gained the glory. He will have gone the distance.


Lemmy wrote:


Nicos wrote:
Not sure if you can THF a lance when mounted
You can, but why would you? According to PF's insane RAW, simply being a 2-handed weapons is enough to allow you to add 1.5 Str modifier to damage rolls, you don't have to actually 2-handle it. It just happens that it's usually impossible to 1-hand a 2-handed weapon.

The two contradictory FAQs on the issue are tose kind of FAQs that I do not even want to read ever. I want to two hand because 1.5 str to damage, power attack and furious focus.

The other option is to use a shield for a solid defense, a still good attack and to swap furious focus for something else like indomitable mount or mounted shield.


Bump. Just in case somebody want to post fancy new character using the ACG.


I'll do my best to post a few more builds once I get the ACG pack for HeroLab. ;)

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