| rangerjeff |
Have GM credit to 2 already, and looking at build at level 8 to gauge long term build quality.
Oni-Spawn Tiefling LN Cheliax Asmodeus
Level of Ranger just for +2 Ref, +1 BAB, FE human, and mainly wand of Lead Blades
At level 8:
Str 24 (enlarged, belt of str+2, alter self Oni-Spawn SLA)
Dex 10 (enlarged)
Con 12
Int 10
Wis 22 (+1 at 4 and 8, +2 headband of wis+2)
Cha 5
hp: 60
AC: 25 (enlarged)
Level 1 Ranger (FE human), Toughness, Defender of the Society, Omen (+1 to Intimidate and 1/day use Intimidate to demoralize as a swift action)
Level 2 Inquisitor (Conversion Inquisition)
Level 3 Inquisitor, Power Attack
Level 4 Inquisitor, Teamwork Feat (fixed on Outflank at lvl 6 Inquisitor)
Level 5 Inquisitor, Weapon Focus (Falchion)
Level 6 Inquisitor
Level 7 Inquisitor, Vital Strike, Teamwork Feat (variable, ususally Paired Opportunists, Shielded Caster for Darkness, or Lookout before combat)
Spells:
0: Create Water, Daze (DC 16), Detect Magic, Guidance, Read Magic, Sift
1: Bless, Cause Fear (DC 17), Divine Favor, Litany of Weakness, Shield of Faith
2: Blistering Invective (DC 18), Darkness, Instrument of Agony, Litany of Defense
3: Heroism, Keen Edge
Buffing:
swift action Judgement sacred bonus +3 damage, +2 attack, or +2 AC
swift action cast Litany of Defense double armor enhancement bonus and immunte to fear for 1 rounds (when needed, hopefully when Shielded Caster is up and able to be used)
Potion enlarge 1 min
Wand Lead Blades 1 min
Divine Favor +2 1 min
Shield of Faith +3 deflection 7 minutes
Intrument of Agony (minutes, +2 to morale to Intimidate with weapon in case Heroism isn't up, on hit can release spell into enemy for DC 18 Will save or be nauseated for 1d4+1 rounds or sickened (mind effecting) for 1 round with the save.)
Keen edge extended (rod) 140 minutes on Falchion
Heroism extended (rod) 140 minutes +2 morale on attacks, saves, skill checks
Blistering Invective a group of enemies, or swift action Omen Intimidate a single enemy, then attack/wait for them to come to me and get AoO'd.
Weapon +1 Cruel Adamantine Falchion (15-20, x2) (if I hit a shaken, frightened, or panicked enemy, it becomes sickened for 1 round, and I get 5 temp hp (for 10 mins) if I knock an enemy below 0hp.)
+16/+11 3d6+23 damage, 6d6+23 if vital strike used
Gotta go, thoughts?
| Nuclearsunburn |
Looking for Intimidating Prowess and Cornugon Smash. And maybe a level of Rogue (thug archetype) to frighten people left and right. Traits, Unnatural Presence is almost a must have for an intimidate based build since it gives that skill a broader scope. Looks alright once you take Cornugon Smash and Intimidating Prowess. Not sure why you want Vital Strike.
| rangerjeff |
Well, I was trying to do the demoralize thing, make it easy to hit and safer for me (since I don't have fighter hp or BAB), then do big damage when I hit with Lead Blades and Enlarge up, so Vital Strike was part of that idea. I haven't taken Skill Focus (Intimidate) yet either.
Tiefling favored class bonus for Inquisitor can be +1/2 to Intimidate and +1/2 to monster knowledge, so add 7 levels of that.
Skills
+17 Bluff
+13 Climb
+17 Diplomacy
+29 Intimidate
+10 know arcana (+9 monster knowledge for all, so +19 for constructs, magical beasts and dragons)
+7 know dungeon (+16 for oozes)
+4 know local (+13 for humanoids)
+7 know nature (+16 for fey, monstrous humanoids, animals and plants)
+10 know planes (+19 for outsiders)
+10 religion (+19 for undead)
+19 perception
+14 sense motive
+12 survival
+10 swim
Unnatural Presence isn't PFS legal, sadly.
Here's a question about cornugon smash. If I'm using my cruel weapon, it doesn't get to sicken if I make a successful immediate demoralize check, does it? I want things to be demoralized before I approach them as much as possible, especially once I get Cruel on the Falchion.
And okay, Intimidating Prowess comes before Skill Focus (Intimidate) for sure. Demoralize lasts an extra round for every 5 over the DC I get (DC=10+HD+Wis mod of target, so by level 8 the boss may have DC 24 or so, so if I roll an 11 average, +29 = 40, so 4 rounds of demoralize on the average boss, good enough to finish the fight. So I probably don't need the circlet of persuasion and should take Intimidating prowess instead of vital strike, and then have 4500gp and the head slot free and still now +33 Intimidate.
Oh, and level of Ranger is also for Martial Weapon Proficiency.
RP, out of combat shtick, he's a big purple skinned tusked scary Inquisitor of Law. He's Neutral, so he's cool with working with friends, so long as they're not too Chaotic. He's great with knowledges for monster ID, obviously, and keeps the party informed that way. But mostly he just buffs up, scares the crap out of the bad guys and, lays down the law very heavily.
I haven't made a two-handed weapon big damage dealer build yet, this is a stab at that while still retaining some utility (hey, the bad guys I demoralize are debuffed for everybody, and I can demoralize then Cause Fear to make one guy run away for a while, and then the knowledges and face skills.)
Milton Smithson
|
I've gone with the Infiltrator Archetype, along with the Conversion Inquisition. double tapping wisdom on a couple social skills is nice.
I too am Oni-Spawn, Chelaxian, Asmodeus.
Fun character to play, and people get very upset when I cast Bless, and they receive the Blessing of the Prince of Darkness, although not even Paladins of Iomedae have refused the bonus. Such weak minded fools.
| rangerjeff |
Ah cool! What spells have you found useful?
And checking item costs, 33,000gp WBL budget
+1 Cruel Adamantine Falchion, 11,075gp
+2 Agile Breastplate 4550gp
+2 Natural Armor amulet 8000gp
+2 Str Belt 4000gp
+2 resist Cloak 4000gp
Extend Rod 3000gp
Handy Haversack 2000gp
Headband of Inspired Wisdom 4000gp
oops that's 40,000gp, so only +1 Natural Armor and +1 resist cloak
maybe Ring of force Shield 8500gp
Mnemonic Vestment 5000gp (can carry scrolls of spells I don't know but on spell list and cast them without expending them using my spell slots, very useful for situational circumstances.)
Milton Smithson
|
Well, he's level 5, but I've only played him twice! He used GM credit for First Steps to 2, GM credit for Goblins, played him the twice to make 3rd, and then Runelords credit to make 5th!
With that said, True Strike is great, and ended a scenario once, with 2H Heavy Mace and Power Attack,and Judgement up.
I am taking 0 ranks in heal, and rather he has Bleed and Stabilize. I figure I want people either alive, or dead, so rather than heal check, I'll just apply the appropriate spell.
He bills himself as the mythical "Paladin of Asmodeus" and very imperious. Referring to other party members as "minions" and ordering them about. He has Heavy Armor Proficiency and wears Platemail (because all Paladins wear Platemail). When he delivers a Judgement, he refers to it as "smiting" his opponent. Likewise, his Bane ability is "Weapon Bond." He mimics almost all of e Paladin abilities, except the swift action heal.
He constantly has his Infiltrator Alignment set at LG, and sure enough a guy kept checking me in each of the two modules he played, different guy in each.
Obviously I'll explain the character to the GM upon request, but to the other Players, only after the scenario.
I'm having him drawn and a figure made. Black and red, a tabard with the Asmodean star on it. His heavy mace hanging at his belt, and he is pointing with two fingers on his right hand, and his left is holding a set of shackles. I should add in the one scenario I played him in, we had a captive, and folks were looking for rope, so I casually walked up and tossed them some shackles from his Inquisitors Kit. It floored people at 2nd level, now at 5th he had a haversack, and MW shackles in multiple sizes.
You really have to play him up!
Oh, and his hat is a red priest's hat, with a black hat band, and black lace around the brim.
He's quite magnificent in his creepiness. I play him as "creepy, but not evil" to stay within the campaign alignment rules.
When first designing Milton, I started this thread and received both advice and heckles:
| rangerjeff |
Oh, right, forgot about Bane. So, another swift action option, dammit. Have almost never used swift action with my first 6 PFS characters (Ranger 10, Conjurer 9, Archer Cleric 8, Witch 5, Druid 4, Fighter 3) and now there are too many to choose from with this character. But I guess with intel I can just set my bane for what I expect and not have to use the swift for it. But another +2 to attack and 2d6 damage. Holy mother of Asmodeus, how did I forget about that?
Yeah, may be a bit of a glass cannon, but this character is going to bring the beat down.
So, Bane Human would look like, full buffs inc. to attack Judgement, at level 8
+22/+17 5d6+25 (15-20, x2)
and saves +12 fort, +8 ref, +15 will
Milton Smithson
|
Remember the Bane is another +2 to attack and damage, not just attack. And since you set it for what you are facing, that's pretty uber! Beats the heck out of the Holy/Axiomatic option the Paladin gets.
Also, consider using Bane for Offense, and using your Judgement for Defense.
I have a friend who is also fielding an Inquisitor, and we look forward to trying out the spell to share your Judgement and watch his Sacred and my Profane bonuses stack with one another!
| Akerlof |
The hit points worry me. You're only getting 7hp a level and you're a low-ish AC meleer.
I don't think you need 18 Wis to start: You only have 2 spells that grant saves, and one of those the save is only to see if the cake gets iced. You don't need a tremendously high intimidate with Cornugon Smash since you aren't trying to intimidate enemies for multiple rounds, you just need to beat 10+HD+Wis consistently. I'd suggest starting with a 16 Wis, bump Con up to 14+ and putting my stat bumps into Str instead.
I'd also put my FC bonus into HP: Dropping Wis by 4 and losing 3 from your favored class bonus, your intimidate is still going to be +22. The average CR 11 (boss of a sub tier 8-9 scenario) has 14 HD so the CR is 24+Wis. You're going to be succeeding on less than a 5 most of the time.
The other worry I have is all those standard action buffs. Sure, you'll be at +22/+17 5d6+25 (42.5 average damage) with Lead Blades, Enlarge Person, and Divine Favor up, but you're still at +20/+15 2d4+2d6+22 (34 average damage.) So you spent 3 rounds buffing to get 8.5 damage and 2 attack. (Median AC at CR 11 is 25, so you go from hitting on a 3 to hitting on a 5 without the buffs. Inquisitor is a 3/4 BAB class, but they have a lot of tools make up for it.)
If you can prebuff, go for it! But don't spend in combat time buffing when you could be smacking things. If, for some reason you do have time to buff, I would suggest Divine Favor first, it's the most bang for your buck. Then go Enlarge Person, and only if you truly don't have anything better to do, pop Lead Blades. But, if you can move+attack, skip the buffs. If you're a double move away and the enemy is going to be coming for you anyway, move + Divine Favor would be my recommendation. Also, getting a sipping jacket for that potion of Enlarge Person works well, too. It's another swift action so you won't be Big until the third round, but it lets you full attack every round while still getting the benefit of size on occasion.
Finally, keep an eye on your HP and an eye on the damage the enemy is doing. If it looks like you'll potentially be knocked unconscious in the next round, switch to the healing judgment. It's saved my life three times so far: The fast healing isn't much, but it's enough to automatically stabilize you.
| rangerjeff |
Yeah, I hear you. I'm definitely veering off of optimal, but I don't want to stray too far. I want this guy to be both an intimidator/melee build and an occasional save or suck caster. And I would like demoralize to stick for 3 rounds on average. And combat will be much more dangerous if I don't get to buff. And part of demoralize is -2 to saves, so I could be pretty good at Causing Fear in early levels as a follow up to a swift/regular Intimidate.
Looked into Sipping Jacket, can only be used for instant effect and ones with duration of rounds, not minutes like Enlarge Person or longer.