Build help;High-Born Elven Swordsman


Advice


So I'm going to be playing for the first time in forever. I thought it would be cool to play a high-born son of an elven noble (setting is a bit Game of Thrones inspired). Like all the high-born kids in GoT, he was trained to fight in a castle, but has little real world experience. The whole concept is that he is very technically skilled but has a bit of a wild streak for a high-born elf.
I thought the idea of him having kind of what me and my friends jokingly call a "Rurouni Kenshin" mode, where when the battle gets tough he goes a little berserk. So I thought maybe a Mobile Fighter/Urban Barbarian might be cool. Would be lightly armored and using an elven curved blade. Not sure how it would work ou, but I'd like some input.
We'll be rolling for stats but It might be safe to theorize the build using 20 point buy. We'll be starting at level 1.
Thanks to anyone who has some suggestions!


Have you considered the magus class? kensai seems to be calling your name--if you're wanting to avoid the shocking grasp stigma, just focus more on true strike or mobility spells (bladed dash, force hook charge, etc.)

anyway, off the top of my head:

CG elf urban barbarian 1 / dawnflower dervish (dervish of dawn on d20pfsrd) fighter 19

stats (20pb):
str 13 (3), dex 16 (5+2), con 12 (5-2), int 14(2+2), wis 14 (5), cha 10

traits: indomitable faith (+1 will) / warrior of old (elf, +2 init)

feats:
1 - weapon finesse
2 - power attack
3 - combat reflexes, weapon focus (elven curve blade)
5 - step up, weapon spec (elven curve blade)
7 - following step, lunge
9 - step up and strike, greater weapon focus (elven curve blade)
11 - iron will, dazing assault
13 - ???, greater weapon spec (elven curve blade)
15 - ???, penetrating strike
17 - ???, greater penetrating strike
19 - ???, ???

grab agile and courageous enchants whenever.

consider a few 'extra rage' feats to bolster the amount of rounds you can rage.

i prefer the dawnflower dervish over mobile fighter AT since it doesn't compromise your weapon training and you get the final ability earlier.

Grand Lodge

Why would he not want to go the Shocking Grasp Magus route?

It works, and your distaste should not hinder a new player.

Grand Lodge

blackbloodtroll wrote:

Why would he not want to go the Shocking Grasp Magus route?

It works, and your distaste should not hinder a new player.

Because maybe he wants to be something other than Shocking Grasp Magus Number 12893?

Grand Lodge

LazarX wrote:
blackbloodtroll wrote:

Why would he not want to go the Shocking Grasp Magus route?

It works, and your distaste should not hinder a new player.

Because maybe he wants to be something other than Shocking Grasp Magus Number 12893?

He's new, probably never seen any, and would likely like an effective build.

So, your bias hurts a new player, because, well, why?

No need to throw some badwrongfun preaching, at some new player, just because you are bitter about a popular, effective build.


i only brought it up since some people DO have a distaste for cookie-cutter builds. im not saying he cant go that route or shouldnt go that route, just that there's alternate ways to go for a magus besides the instant choice.

Grand Lodge

I just tire of the "holier than thou" gamers, who try to ruin a possible fun experience for a new player.

This "that's been done so much" response is just silly to say to a new player.

They haven't done it.

Hell, the fact that it is popular helps with established tactics, and possible tweaks to fit character concepts.

It is like, when someone chooses to run a pregen.

You gonna give some new player crap for running a pregen, because your gaming tastes/style considers it "doing it wrong"?

They won't have any system mastery, and I hate to see new players, choose a 7 Con Elf Rogue, not knowing what they are getting into, and having a bad time.


it's cool, i gotcha.


How about an alchemist? Specifically a grenadier? I mean, saying a 'brash young youth' and the image of someone going into battle with sword and bomb in hand go hand in hand (until one of those hands gets blown off when you accidentally misjudged how long the fuse was; there were too many in that sentence anyway).

I suggest grenadier specifically since you can grab a single martial weapon (thus the Elven Curved blade; you already have longbow proficiency), and it trades away all that distasteful poison use in return cool stuff like coating your sword in burning oil and other alchemical items. Alchemist is also interesting because you can get that 'rage mode' through mutagens. Plus, all those spells and bombs can be used as a variety of useful buffs and battlefield control options.

Anyway, it is not TOO hard to make a strength based build with 20 pt buy (I know you aren't using that, but hey, we are using it for argument anyway). A few suggested score:
STR: 16 DEX: 14 (12+2) CON: 12 (14-2) INT: 15 (13+2) WIS: 10 CHA: 10
STR: 16 DEX: 14 (12+2) CON: 13 (15-2) INT: 14 (12+2) WIS: 10 CHA: 9
STR: 16 DEX: 14 (12+2) CON: 14 (16-2) INT: 14 (12+2) WIS: 10 CHA: 7

Liberty's Edge

Another obvious possibility, if allowed, is the Swashbuckler. It's from the Advanced Class Guide and only the playtest version is available at the moment...but it is basically made for this concept and available for free.

But honestly, Magus is my go-to class for battle-trained Elven nobility. It's both extraordinarily thematic and mechanically effective.

Grand Lodge

Yeah.

A Magus build just suites the concept too well, to not be considered.

RPG Superstar 2012 Top 16

He looked like he wanted to go pure martial, so Swashbuckler seems the right way...although he wants to use an Elven Curve blade, which is an...unusual choice.

Another way of approaching it would be to be an Elven Ranger, reflavored with the high skill points to reflect a noble education, and his pet to be an elven animal companion. 'Going nuts' could be his favored enemy bonus kicking in. Start with terrain: Urban and he's made for castles.

===Aelryinth


Thanks everyone for the input, though I forgot one big thing; the setting is like, low magic. I'm not toooo into it but I did just want to play a martial class anyways. Last time I played (my only long running character in fact) I was a verdant sorcerer. Got him all the way up to level 12 so I definitely got my fill of casting!
What's your guy's opinion on the Sword lord? With a dueling sword. Sounds pretty cool. Maybe multiclass with ranger like was suggested, or the afore mentioned urban barbarian.
Dueling sword is also viable for weapon finesse erego maybe making this guy a dex based build?
I don't usually speculate on builds like this, I just come up with a concept and go, but seeing as I aven't played in so long, and this is a new group I'm playing with, I want to make sure I'll have it fairly ironed out in my head.
Thanks again for your help!

Liberty's Edge

Swordlord is a solid Prestige Class. Personally, I'd go into it from something other than Fighter...Urban Ranger is solid, as would be Urban Barbarian...though both are slightly Feat-starved, admittedly.

If going Fighter, I strongly recommend Lore Warden rather than the Swordlord Archetype or anything else. It fits the character as described and is generally the most mechanically effective Fighter option available.

To pipe up again, the ACG's Swashbuckler, or even Slayer, would also be excellent if you're allowed to use the playtest document.


Guide ranger with skirmisher tricks to avoid spellcasting. You pick an enemy as your target and duel with him. You might even be able to stack the wild stalker to get rage instead of an animal companion. Elven curve blade is a great path to go, and you can stack power attack and other feats that drop accuracy against your guide target because accuracy and damage will increase. Favored terrains would be urban, and that could help social skills in cities, etc.

Grand Lodge

blackbloodtroll wrote:

I just tire of the "holier than thou" gamers, who try to ruin a possible fun experience for a new player.

I'm even more tired of cynical, jaded, "old hands" who immediately try to lock new players into the "Only one right way to play" mentality. You can actually be an effective magus without locking yourself in to either dervish dance or shocking grasp.

I am of the belief that new players should be allowed as much as possible to make mistakes, and that help should be limited to giving them the basics, and answering specific questions, trying as much as possible not to "lead" them unnecessarily.

We all made our mistakes in our early days. Let them have the growth experience of making their own.

Grand Lodge

LazarX wrote:
blackbloodtroll wrote:

I just tire of the "holier than thou" gamers, who try to ruin a possible fun experience for a new player.

I'm even more tired of cynical, jaded, "old hands" who immediately try to lock new players into the "Only one right way to play" mentality. You can actually be an effective magus without locking yourself in to either dervish dance or shocking grasp.

I am of the belief that new players should be allowed as much as possible to make mistakes, and that help should be limited to giving them the basics, and answering specific questions, trying as much as possible not to "lead" them unnecessarily.

We all made our mistakes in our early days. Let them have the growth experience of making their own.

Nobody was "locking in" anyone.

It is just an option. Letting new players know what their options are, and what they are getting into.

If a popular build, or a 7 Con Elf Rogue is what they want, it is best just to let them know what that means, and that neither way is "badwrongfun".

I sure hope this wasn't some kind of personal attack, in response to my comment.

I was speaking more in general, and not really trying to attack anyone.

RPG Superstar 2012 Top 32

there's two ways you can go with someone who "goes a little berserk"... you either just roleplay that, or you take something with rage. either option can make for a great character, but they will be very different.

if you want to have the rage mechanic you could go with an urban barbarian (the rage is actually less like what you're describing but the flavor of the archetype is the closest to your concept of any barbarian), but be aware that any barbarian will sort of be defined by their rage... its more than just a quirk or characteristic. you could also look at the wild stalker ranger- they lose the bonus combat feats but gain some rage; their skills (like barbarians) aren't very castle/highborn-esque but if you had him be from a woodelf area it could work (he'd maybe be a little more Legolas-ish).

if you're willing to just roleplay the temper, a Lore Warden fighter could be a good possibility. they get plenty of bonus feats so you can be good at finessing an exotic weapon, and they get a little more mileage out of Int which seems very elven.


Might I suggest the following to get rage, some fighter bonus feats to represent the typical "schooled" skills. Then he kind of learns to use primal elnven magic to augment his berserkness.

Fighter (Viking) 4
Sorceror 1 (Draconic some evil color)
Dragon Disciple 10

Focus sorceror spells on getting bigger (enlarge person), stronger (alter self, polymorph-types), and otherwise meaner. Start using them if any potential opponents talk down to you. Keep spells to a theme--they should all buff your combat ability, or solve a problem that really annoys your character (catching up to pesky flying things, climbing cliffs that just had to get in your way).

Recommended Abilities and Feats (assuming 20pt buy, this'll look a little weird) I'd normally recommend half-elf for this, but we'll make elf work.

Str 17 +0 R = 17 (13pts)
Dex 08 +2 R = 10 (-2pts)
Con 15 -2 R = 13 (+7pts)
Int 09 +2 R = 11 (-1pts)
Wis 07 +0 R = 07 (-4pts)
Cha 15 +0 R = 15 (+7pts)

F1: Weapon Focus (some 2-handed melee weapon), Skill Focus (Knowledge (Planes) <-- I think this is the one you need for Abyssal Heritage.
F2: Power Attack
F3: Cleave
F4: Weapon Specialization (your 2-handed melee weapon) +1 str
S1: Eldritch Heritage (Abyssal)
DD1:
DD2: choose your own feats from here...pick up iron will!
DD3: +1 con
DD4:
DD5:
DD6: Improved Eldritch Heritage (Strength of the Abyss) (Note: Rule as written Dragon Disciple stacks with your sorc level, which this feat sets to class level - 2 to determine the effect: char level 11 - 2+ 6 dragon disciple = 15, so +4 inherent to str immediately, and +6 at 12).
DD7: +1 int/wis

You wind up with a massive constant +10 bonus to strength from just the class combination, raging with a +6 belt for another +10 he'll play like an angry teenager on adrenaline.

For added effect, use spells to transform into animals without claws and/or bites, then use the bloodline powers to grow them for a horrendously overpowered natural attack routine.

Note he's highly vulnerable to will saves early to fit with the roleplay. Rage as soon as you take a decent hit in combat...


Something similar to Foxy Slicey, maybe? Just adapted to be an elf instead of a halfling.

Mobility, finesse, skill, ability to "go crazy"... It seems to fit the character concept you're going for.

The build is displayed at levels 1, 3, 6 and 10. I also added an small summary of what the character can do at each of those levels.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Build help;High-Born Elven Swordsman All Messageboards

Want to post a reply? Sign in.