
Third Mind |

I know there is the occasional thread about this, as well as some build guides, however I thought I'd ask anyways. Lately, I find myself coming up with ordinary stuff so I feel I need a jolt of unique creative inspiration.
Anyone have any unique, possibly silly yet effective builds they'd like to share? It doesn't need to be optimized but it'd be nice if it were effective.
NOTE: Also, if at all possible please avoid the use of paladins. I just can't seem to get myself to ever play one. I know, I guess I'm evil at heart. ; )

Third Mind |

I have seen quite a few of the builds from him and they are indeed unique. I do sort of wish that the feat order would be shown so it's easier to see how he gets to the awesomeness sometimes though. Like what level he took which feat, but that's just nitpicking of course. The builds made in that thread are probably 1,000 times better than I could make currently.

Rynjin |
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NOTE: Also, if at all possible please avoid the use of paladins. I just can't seem to get myself to ever play one. I know, I guess I'm evil at heart. ; )
How about an Anti-Paladin? ;)
And hrm, I do have a neat Gunslinger/Monk build I've made but haven't been able to try out you might like. It's interesting at least. Based on 20 point buy, 2 traits, average WBL.
Agrash the Cannoneer:
Lawful Evil Male Hobgoblin Gunslinger (Musket Master) 1
Initiative: +6
AC: 19
Saves: Fort +5, Ref +6, Will +2
HP: 14 (FC)
Str: 12
Dex: 18
Con: 16
Int: 12
Wis: 14
Cha: 7
Traits: Reactionary (+2 Initiative), Sensing Imperfection (+1 Sense Motive)
Alternate Racial Traits: Scarred (+1 Natural Armor, no Darkvision) and Engineer (+2 Craft Alchemy and Kn. Engineering, no Stealthy)
Skills:
Acrobatics +8
Craft: Alchemy +7
Kn. Engineering +7
Perception +6
Sense Motive +7
Feats:
Bonus: Gunsmithing
1.) Point Blank Shot
Class Features: Gunsmithing,Grit (2), Deeds
Melee: Longsword +2 (1d8+1/19-20 x2)
Ranged: Musket +6 (1d12/x4)
Equipment: Musket, Studded Leather Armor, Miscellaneous gear
Gunslinger (Musket Master) 5/Monk (Master of Many Styles/Sacred Mountain) 1
Initiative: +9
AC: 20 (+4 Dex, +3 Armor, +2 Natural Armor, +1 Nimble), Touch AC: 17
Saves: Fort +9, Ref +11, Will +5
HP: 59 (FC)
Str: 14
Dex: 20
Con: 16
Int: 12
Wis: 14
Cha: 7
Traits: Reactionary (+2 Initiative), Sensing Imperfection (+1 Sense Motive)
Alternate Racial Traits: Scarred (+1 Natural Armor, no Darkvision) and Engineer (+2 Craft Alchemy and Kn. Engineering, no Stealthy)
Acrobatics +14
Craft: Alchemy +12
Kn. Engineering +12
Perception +11
Sense Motive +12
Feats:
Bonus: Gunsmithing
Bonus: Rapid Reload (Muskets)
1.) Point Blank Shot
Bonus: Crane Style
Bonus: Toughness
Bonus: Stunning Fist (DC 13)
3.) Weapon Focus: Culverin
4.) Rapid Shot
5.) Deadly Aim
Class Features: Gunsmithing, Grit (2), Deeds, Nimble +1, Musket Training, Improved Unarmed Strike, Fast Movement (Deactivated), AC Bonus (Deactivated)
Initiative: +9
AC: 24 (+4 Dex, +6 Armor, +2 Natural Armor, +2 Nimble), Touch AC: 17
Saves: Fort +15, Ref +17, Will +12
HP: 77 (FC)
Str: 14
Dex: 20
Con: 16
Int: 12
Wis: 16
Cha: 7
Traits: Reactionary (+2 Initiative), Sensing Imperfection (+1 Sense Motive)
Alternate Racial Traits: Scarred (+1 Natural Armor, no Darkvision) and Engineer (+2 Craft Alchemy and Kn. Engineering, no Stealthy)
Acrobatics +23
Craft: Alchemy +16
Kn. Engineering +16
Perception +24
Sense Motive +17
Feats:
Bonus: Gunsmithing
Bonus: Rapid Reload (Muskets)
1.) Point Blank Shot
Bonus: Crane Style
Bonus: Toughness
Bonus: Stunning Fist (DC 15)
3.) Weapon Focus: Culverin
4.) Rapid Shot
5.) Deadly Aim
Bonus: Crane Wing
7.) Precise Shot
9.) Clustered Shots
Class Features: Gunsmithing, Grit (3), Deeds, Nimble +2, Musket Training Improved Unarmed Strike, Fast Movement (Deactivated), AC Bonus +1 (Deactivated), Bastion Stance, Still Mind, Ki Pool (5)
Melee: Longsword +11 (1d8+2/19-20 x2), Unarmed Strike +11 (1d6+2)
Ranged: Musket +16 (1d12+5/x4), +3 Culverin +20 (2d6+8/x4) (-4 when not braced)
OR
Musket +11/+11/+6 (1d12+11/x4), +3 Culverin +15/+15/+10 (2d6+14/x4)(-4 when not braced)
Equipment: Musket, +2 Mithral Chain Shirt, +3 Culverin, Belt of Physical Might (Str and Dex) +2, Cloak of Resistances +3, Headband of Inspired Wisdom +2, Bracers of Falcon's Aim, Eyes of the Eagle, Boots of Elvenkind, Miscellaneous gear, 8,900k remaining
At 1st level he's meh. By 6th he's workable, and IMO by 10 he's pretty baws.

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Fumbles.
Half-Orc Seeker Battle Oracle with the Wrecker Curse.
Then again, there is John Smith, and his totally awesome Horse.

Rynjin |

Rynjin wrote:Agrash the Cannoneer:
**Spoiler Removed**
HA! I'm definitely liking the mixture of bastion stance and the Culverin. I am curious as to why the use of Crane Style. Can it be used with musket or culverin?
Good job. It does give some interesting ideas. Thanks.
Pretty sure it can, since they're like any other 2H weapon, you can ungrip and regrip as a Free action. So fire, ungrip after your turn is done, and then re-grip next turn, and repeat.

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I find it's fun to just think up a weird combo of concepts and see if you can crunch them together.
Ever try a dual wielder with two whips and the combat expertise and whip mastery feat lines? Trip, disarm, trip, disarm, trip, disarm, GRAPPLE.
What about a half-orc thundercaller bard with warsinger for IMMENSE targeting range on that lightning, paid for with performance rounds? "Ooh, look at the little halfling in the next province. ZAP!"
How about a spearman fighter with combat patrol, lunge, and combat reflexes? Skip your turn and move to take AOO's every time ANYONE does something.
Just find a quirky weapon, or feat, race, or spell, and see what goes with it. You'd be surprised what you can come up with.

Byrdology |

Paladin/ Ninja: the shadow hunter- combines smite with SA to devastating effect! The shadows are no longer a safe haven for evil.
Ranger/ Grey Warden: the arbiter- medieval Judge Dredd. A skillfull well rounded brutalizer and stone cold excecutioner.
Barbarian/ Cleric: the paragon of destruction- rage + enlarge + channel smite! DR and high will saves thrown in for good measure.
Rogue/ Magus/ Duelist: the combat trickster- a deadly skirmisher with a plethora of combat boosting tools.
Bard/ Paladin: the dervish tank- high dmg, high AC, high adventure awaits
Fighter/ Monk: the dragon fury- a TWFer with x2 str on main weapon, and 1.5 on his "off hand"... Need I say more?
See anything you are interested in then let me know and I will expound upon it for you.
EDIT: I know you said no paladins, but they have great RP and flavor. Please avoid the Lawful Stupid style of play!

Third Mind |

@ Byrdology - If you could expound upon the ranger/grey warden and the fighter / monk that would be great.
It's not that I would play a paladin lawful stupid, at least I don't think I would. It's just there are so many "rules" and "barriers" that you have to abide by when playing them, that I'd feel forced to do things against my natural choices. The way they're built it just seems that they could easily lead to in party fighting.
@ Daynen - You do make some good points. Most of my ideas tend to be mid to high level builds. Problem being, I've yet to ever play a game past 5th.
Thanks for all of the ideas and builds everyone.

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EldonG wrote:I like picking a PrC, and going into it with a totally unexpected class...that was my goal for my suggestion, i have also done a horizon walker/gunslinger. It was awesome playing a wandering gun for hire.
It's a cool one, too...as well as the Pally/Shadowdancer. I could really see that in...maybe Galt. :)

Stome |

Here is a few rough ideas I have had kicking around.
A flame oracle. Blackened curse. Glorious heat feat and elemental spell metamagic for when fire won't work. Get to blast in med armor with a shield, Get free mini heals when you blast, Still get the full divine spell list to support the group. There is also good archetype options to make you the party trapmonkey if you like or say get some more arcane spells.
This one just came to me tonight. A "Rage Mage". Barb/Magus that gets its damage from arcane strike/pool strike/High Str and uses spells for buffs and utility only. Have not fleshed this idea out much.
Hexcrafter magus of a race with claws. Uses feral combat + Hex strike to deliver an Attack, A hex, and a spell at the same time. Damage wont but being able combine them all has it worth.

Journ-O-LST-3 |

Grippli bard who does puppet shows.
Human wizard specializing in gathering and disseminating information, uses fabricate and other spells to rapidly produce a scandal sheet type paper.
Kobold/Gnome/Dwarf civic engineer trying to sell major cities on building a second bigger undercity.
Courier wizard for hire, won't get the goods until 5th level (summon III gives access to greater teleport for 50lbs or a bag of holding for 5 rounds a shot) eventuraly plans to use simulacrum to have a franchise in every city.
Chef-Ranger, wants to cook one of each kind of monster.

Byrdology |

stats and equipment
20 pt buy
Str: 16
Dex: 16 (+2 from human)
Con: 12
Int: 10
Wis: 13 (+1 @ 4, 8, and 12)
Cha: 10
Looking to buy a +4 belt of phys perf, mithril full plate, comp longbow (+5 str), and a holy fauchard.
lvl beakdown:
1) ranger- combat ref, exotic weap prof: fauchard*, FE: undead
2) ranger- power attack
3) ranger- furious focus
4) ranger-
5) ranger- FE: evil outsider
6) ranger- Vital Strike ( you are the quientisential flanking buddy at this point!)
7) ranger- skill focus: sense motive
8) GW-
9) GW- imp critical
10) GW-
11) GW- bleeding critical
12) GW-
He ends up with +4 to hit/ dmg (instant enemy wand), 2d6 SA, 3d6 bane, 2d6 holy, the destruction judgement, and 4d8 weapon dmg (lead blades + vital strike. 80 skills, plenty of in and out of combat utility, and tons of flavor.
I left the last one up to you, because others put different priorities on feat selection and ability score priority in a TWF build. But there should be enough concept material to what you need.

Kydeem de'Morcaine |

Aggressive caster. But not SoS and high DC spells. Use only no save ray spells so it doesn't matter what you casting stat is. Just needs to be high enough to eventually get access to all your spells.
Sythesist summoner - attack caster. Use the combat suit edilon as your defense. Would let you max out your mental stats. Then only take the attack spells in the summoner list. Take the Samsaran race to get a few of the better arcane attack spells from other lists. Summoners only get a comparitively small number of spells each day so you have to be careful to not run out.
Druid shapechange as spy scout, not melee or attack caster.
Summoner with the edilon is the smart one of the pair. He constantly tells you what to do to survive and succeed.
Armored shadow dancer - heavily armored fighter with mithral full plate and shield. Use vanish/invisibility, stealth enhancement, and silence to sneak up on people in full armor then hit them with a dwarven long hammer.
Pick an odd weapon like star knife and build to master it.
Thrown weapon specialist and raging hurler.

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In my main PFS group, we have a 2 level challenge going on. Make a PC that has no more than 2 levels in any class/PRC. Trying to make things that work is actually a lot of fun. Course, PFS pretty much ends at 11, so I haven't built past that point, but we have a lot of cool gish builds coming off that.
If I play in a campaign again I'd like to do a throwing weapons guy. Too hard to do in PFS, since you can't make custom items and there are 2 belts that are almots required for throwing.

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Some of my PFS characters that are unusual enough that some of you might find them interesting.
Wizzlefarb: Gnome bard with the Prankster archetype from Advanced Race Guide. Started with 19 cha for casting and social skills and 14 int for skills and bardic knowledge. Took Skill Focus: Perform (Comedy) as his first feat, with the gnome Collector trait to get another +2 on Perform (Comedy). Obviously, Comedy is his first Versatile Performance, which he uses for bluff and intimidate. His "go to" move in combat is to demoralize enemies through intimidation to give them the shaken condition, then follows it up with the spells and/or the archetype's Mock performance. Planning to get Blistering Invective as his first level 2 spell, to go with the intimidation tactic. Against mindless enemies, he's still got Inspire Courage, a Wand of Cure Light Wounds, alchemist's fire, and a MW crossbow, so he's not useless in a fight, even though he's not a big damage dealer. But out of combat, he's at +15 to bluff or intimidate, +9 to diplomacy, and at least +7 on every knowledge skill, and he's only level 3.
Seamus Luckleaf: Self declared "World's luckiest halfling". Leprechaun wannabe. Cleric of "Lady Luck" (Desna) whose goal in life is to "spread the luck around". Buff/heal specialist with the Luck and Travel domains. Uses the racial favored class bonus to get more uses per day of the Bit of Luck power, to buff his allies. For fun flavor, has the Good Dreams trait from Halflings of Golarion. Also has the Helpful Halfling trait to give +4 when aiding others instead of the normal +2, just because it goes with the buffing theme.
Green Beard the Pirate: Half Orc cleric of Besmara, the Pirate Queen. Trickery and Chaos (Protean) domains. Melee touch and casting specialist. Channels negative for the spontaneous inflict spells, but doesn't actually channel at all. Uses racial favored class bonus for more uses per day of the Touch of Chaos power. Has high wisdom for other offensive spellcasting, but dumped charisma. Took a trait to get an intimidate bonus and have it as a class skill, along with the racial bonus, so that's actually his good social skill, which seems appropriate for a pirate. Uses domain powers and spells to create miss chances while in melee.
Qassir: Halfling Opportunist prestige class. Nuff said. I'm actually not quite there yet. I'm curious to see how effective the prestige class will be when I finally get to use it next level.

strayshift |
strayshift wrote:Imperious Bloodline Sorcerer Intimidator Build - check out the blood line powers.They do rock hard for intimidation...just...it's hard to compare with +1/+1 every 2 levels, +6 Str, and growth for +6 more and +4 Con.
Aye but then there is the small matter of you being a sorcerer and being able to blow the shit out of most things.

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EldonG wrote:Aye but then there is the small matter of you being a sorcerer and being able to blow the s&@% out of most things.strayshift wrote:Imperious Bloodline Sorcerer Intimidator Build - check out the blood line powers.They do rock hard for intimidation...just...it's hard to compare with +1/+1 every 2 levels, +6 Str, and growth for +6 more and +4 Con.
Yes, but the thread is about unique build ideas...it's one I keep trying to work out. ;)

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Dr. Absalom Smith, Archeologist - Inquisitor x/Cleric 1 of Calistria
Basically Indiana Jones without touching the Archeologist Bard. He is a charming CN adventurer specializing in hunting down lost or stolen artifacts (and taking vengeance on the ones that took them) and then selling them to Museums. Wisdom based whip user with whip mastery, channel smite, channeling scourge, guided hand, and the luck domain and conversion inquisition. He is loyal to his friends, not adverse to breaking the laws, and his love of secrets, drinking, and women grant him the favor of the savored sting. And gods help you if you get hit with Bane and Channel Smite at once.

Third Mind |

Alright, so I had a feat set laid out, but I will not be posting it as its order doesn't feel all that effective. I will however give the general idea.
This one requires a nice DM that will allow it.
Go beastmorph alchemist, picking up the mutagen and feral mutagen and going enough levels to get to 2nd level extracts, picking up power attack and catch off-guard on the way. Then go to titan mauler till at least level 3 picking up massive weapons asking your DM to actually have it let you use large weapons. Head back into alchemist until you can get combine extracts making it easier to further amp up your stats. Then from then on, do whatevs. Probably get to enough levels of alchemist to pick up greater mutagen.
Some extracts that could be useful: Enlarge Person, Ant Haul, Bull's Strength... other.
The basic idea is to get your strength score as high as you can, so that you can use large improvised weapons. Feral mutagen and beastmorph abilities are there in as backup if no improvised weapons are around.
A little messy and not much I know, but that is basically the older idea I came up with.
@ Fromper - Had thought of a luck build before, the halfling idea reminded me of it.

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I have seen quite a few of the builds from him and they are indeed unique. I do sort of wish that the feat order would be shown so it's easier to see how he gets to the awesomeness sometimes though. Like what level he took which feat, but that's just nitpicking of course. The builds made in that thread are probably 1,000 times better than I could make currently.
Keep in mind that Raving Dork builds characters AT level. The bulk of them weren't played to level, or even played at all.

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Channel Smite requires a swift action, which IIRC, Inquisitors have better uses for them.
Judgement is a swift action, but it lasts the entire fight.
Bane is a swift action, but it remains active once you set it.Once they are both set, there is no further need for swift actions unless you want to change the judgement effect.

rrllmario |
This is a weird character im playing now i dont have the character sheet my dm does so i dont know all the exact stats but he is a half-orc who worships cayden cailean and is a 1 Drunken Barbarian/1 Battle Oracle/1 fighter and i just leveled up and im going to do boreal sorcerer.
He drinks to rage longer, extra revelation disarm maneuver reroll initiative, full plate with tower sheild(might lose the sheild but im only tank type), wields a heavy flail. he is gonna get to turn his weapon into a frost weapon for 5 rounds per day, i'll take the true strike and sheild or mage armor. he will have around 28 ac while raging does good damage and has options in spells.
He is supposed to be the son of an orc tribe in the mountains and his goal is to unite the mountain ppl together.

Alexander Augunas Contributor |

This is a weird character im playing now i dont have the character sheet my dm does so i dont know all the exact stats but he is a half-orc who worships cayden cailean and is a 1 Drunken Barbarian/1 Battle Oracle/1 fighter and i just leveled up and im going to do boreal sorcerer.
He drinks to rage longer, extra revelation disarm maneuver reroll initiative, full plate with tower sheild(might lose the sheild but im only tank type), wields a heavy flail. he is gonna get to turn his weapon into a frost weapon for 5 rounds per day, i'll take the true strike and sheild or mage armor. he will have around 28 ac while raging does good damage and has options in spells.
He is supposed to be the son of an orc tribe in the mountains and his goal is to unite the mountain ppl together.
Mage Armor adds an Armor Bonus to AC, so it doesn't stack with your full plate.
Still, its a cool idea and I'm sure there are other spells you could take for the thrill of it. A good idea might be to go Cross-Blooded sorcerer so you could get two arcanas for the price of one. Those "cast a spell on yourself to give yourself a buff" arcana might end up working well for you.

rrllmario |
dang that does look like a good option for this character thanks and fluff wise i like it too he is haunted so maybe he is being haunted by the divergent motivations of the chaotic arcane gods and good divine gods or something like that. so i would only get one spell at first level so i would have true strike but the 2 bloodline abilities will be good i just have to choose another one.

Daenar |

Grippli bard who does puppet shows.
Human wizard specializing in gathering and disseminating information, uses fabricate and other spells to rapidly produce a scandal sheet type paper.
Kobold/Gnome/Dwarf civic engineer trying to sell major cities on building a second bigger undercity.
Courier wizard for hire, won't get the goods until 5th level (summon III gives access to greater teleport for 50lbs or a bag of holding for 5 rounds a shot) eventuraly plans to use simulacrum to have a franchise in every city.
Chef-Ranger, wants to cook one of each kind of monster.
too bad summoned creatures can't teleport :(

rrllmario |
dang that does look like a good option for this character thanks and fluff wise i like it too he is haunted so maybe he is being haunted by the divergent motivations of the chaotic arcane gods and good divine gods or something like that. so i would only get one spell at first level so i would have true strike but the 2 bloodline abilities will be good i just have to choose another one.
i dont really know what would be a good second bloodline, but i was also looking at the wildblooded sorcerer and that seems cool for boreal i could blast off a ray of frost before i get in cc and slow the opponent that would be interesting.

Tiny Coffee Golem |

Journ-O-LST-3 wrote:too bad summoned creatures can't teleport :(Grippli bard who does puppet shows.
Human wizard specializing in gathering and disseminating information, uses fabricate and other spells to rapidly produce a scandal sheet type paper.
Kobold/Gnome/Dwarf civic engineer trying to sell major cities on building a second bigger undercity.
Courier wizard for hire, won't get the goods until 5th level (summon III gives access to greater teleport for 50lbs or a bag of holding for 5 rounds a shot) eventuraly plans to use simulacrum to have a franchise in every city.
Chef-Ranger, wants to cook one of each kind of monster.
True. You'll have to call them and bargain for services.