Darigaaz's Discount Pile O' Builds


Advice

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Inspired by Ravingdork's Crazy Character Emporium I've decided to drop a place for all my nutso builds. Both as an archive and a potential help thread.

DISCLAIMER: The following is presented as a series of level-by-level character building choices. Not everything you can possibly choose when creating a character will be filled out. This is to leave the option for you to customize them to suit your playstyle and/or the campaign. Any such choices will be noted by their name in capital letters such as 'FEAT' and 'ROGUE TALENT'. Neither are the personalities or motivations of any such potential characters set in stone by this thread. All builds use an assumption of 20 point buy and 2 traits. 99% of options can be found on the prd, it is rare I choose something from the pfsrd that is not on the prd.

Build Template:

Class; In the case of a multiclass character, this will be the most prevalent class. Any multiclassing will have the secondary class in full or short at the start of the level line in which it is taken.
Race
Alt Racial Abilities
Favored Class Bonus
Str _, Dex _, Con _, Int _, Wis _, Cha _
Traits
Archetypes and other class choices such as domains, specialist school, patron, etc.

01 FEAT
02
03 FEAT
04 +1 STAT
05 FEAT
06
07 FEAT
08 +1 STAT
09 FEAT
10
11 FEAT
12 +1 STAT
13 FEAT
14
15 FEAT
16 +1 STAT
17 FEAT
18
19 FEAT
20 +1 STAT
----------

You can also find a google docs folder of all these HERE, but not all of these are finished to a satisfactory level yet.


Mad-Bomber Wanna-Be-Dragon

Spoiler:
Alchemist
Tiefling (could pass for a lizardfolk)
Maw or Claw, Prehensile Tail, Scaled Skin (fire)
+½ bomb damage/lv
Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 8
Indomitable Faith, Pragmatic Activator
Chirugeon or Mindchemist

01 Point Blank Shot
02 Precise Bombs
03 Precise Shot
04 DISCOVERY, +1 Int
05 Iron Will
06 Concussive Bomb
07 Rapid Shot
08 Fast bombs, +1 Int, retrain Concussive Bomb to Force Bomb if feasable
09 Two-Weapon Fighting
10 Flight
11 Improved Iron Will
12 DISCOVERY, +1 Int
13 FEAT
14 DISCOVERY
15 Improved Precise Shot
16 DISCOVERY, +1 Int
17 FEAT
18 DISCOVERY
19 FEAT
20 GRAND DISCOVERY, DISCOVERY, DISCOVERY, +1 Int


Generic Rage Cycling Barbarian

Spoiler:
Barbarian
Human
Heart of the fields
+⅓ to superstition bonus
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 11
Reactionary, Magical Knack (Oracle)
Invulnerable Rager, Urban Barbarian, Lame Curse, Metal Mystery

01 Power Attack, Iron Will
02 Superstitious
03 Extra Rage Power: Lesser Beast Totem
04 Witch Hunter, +1 Str
05 Improved Sunder
06 Spell Sunder
07 Extra Rage Power: Strength Surge
08 Beast Totem, +1 Str
09 Oracle, Dance of Blades, Extra Rage Power: Ghost Rager
10
11 Greater Beast Totem, Extra Rage Power: Eater of Magic
12 +1 Str
13 RAGE POWER, FEAT
14
15 RAGE POWER, FEAT
16 +1 Str
17 RAGE POWER, FEAT
18
19 RAGE POWER, FEAT
20 Ora, +1 Str


Archer Bard with a little extra

Spoiler:
Bard
Human
+1 hp/Bard lv
Str 11, Dex 17, Con 12, Int 10, Wis 10, Cha 16
Magical Knack (Bard), TRAIT

01 Point Blank Shot, Precise Shot
02
03 Arcane Strike or Deadly Aim
04 +1 Dex
05 Rapid Shot
06
07 Weapon Focus: Shortbow
08 +1 Dex
09 Arcane Archer, Clustered Shots
10 AA
11 AA, Skill Focus: Knowledge: Arcane
12 AA, +1 Dex
13 Eldritch Heritage: Arcane
14
15 Improved Precise Shot
16 +1 Dex
17 Improved Eldritch Heritage: New Arcana (Antimagic Field, SPELL)
18
19 FEAT, SPELL (New Arcana)
20 +1 Dex


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One Big Hit

Spoiler:
Cleric
Human
+1 Skill Point/lv
Str 13, Dex 10, Con 14, Int 10, Wis 17, Cha 14
Birthmark, TRAIT
Gorum, DOMAIN, DOMAIN, Channel Negative

01 Channel Smite, Guided Hand
02
03 Power Attack
04 +1 Wis
05 Furious Focus
06
07 Extra Channel (why is this only able to be taken once?)
08 +1 Wis
09 Vital Strike
10
11 FEAT
12 +1 Wis
13 Devastating Strike
14
15 Improved Vital Strike
16 +1 Wis
17 FEAT
18
19 FEAT
20 +1 Wis


Just using Gorum for the greatsword. Two options for domains are Strength(Ferocity)+Destruction(maybe Rage) and Chaos(Protean)+War(Tactics). The former lets you tack on even more damage to that one big hit most turns with Destructive Smite+Ferocious Strike, the latter is more versatile with some debuffs, self-buffs, and a better selection of domain spells.


'WTF is up with your family tree?'

Spoiler:
Dragon Disciple
Half Elf
+1 Skill point/paladin or dragon disciple level; +1 hp per oracle level
Str 16, Dex 11, Con 14, Int 12, Wis 10, Cha 15
TRAIT, TRAIT
Oath of Vengeance or Antipaladin, Nature Mystery, Haunted Curse

01 Paladin, Power Attack, Skill Focus: Knowledge: Planes
02 Pal,
03 Pal, Racial Heritage: Kobold
04 Pal, +1 Cha
05 Oracle, Nature’s Whispers, Scaled Disciple
06 DD,
07 DD, Multitalented Mastery, Improved Initiative
08 DD, +1 Cha
09 DD, Eldritch Heritage: Abyssal
10 DD, Blind Fight
11 DD, Improved Eldritch Heritage
12 DD, +1 Cha
13 DD, FEAT, Toughness
14 DD
15 DD, FEAT
16 Ora, +1 Cha
17 Ora, FEAT, REVELATION
18 Ora
19 Pal, FEAT
20 Pal, +1 Cha


Alternate Take:

Dragon Disciple
Half Elf
+1 Skill point/paladin or dragon disciple level; +1 hp per bard level
Str 16, Dex 11, Con 14, Int 12, Wis 10, Cha 15
Fate's Favored, TRAIT
Oath of Vengeance or Antipaladin, Archaeologist

01 Paladin, Power Attack, Skill Focus: Knowledge: Planes
02 Pal
03 Bard, Lingering Performance
04 Pal, +1 Cha
05 Pal, Arcane Strike
06 DD
07 DD, Multitalented Mastery, Improved Initiative
08 DD, +1 Cha
09 DD, Eldritch Heritage: Abyssal
10 DD, Blind Fight
11 DD, Improved Eldritch Heritage
12 DD, +1 Cha
13 DD, FEAT, Toughness
14 DD
15 DD, FEAT
16 Brd, +1 Cha
17 Brd, FEAT, REVELATION
18 Brd
19 Pal, FEAT
20 Pal, +1 Cha


The starting Int is to know Draconic without having to spend a point in Linguistics.


Master of the Waters

Spoiler:
Druid
Undine
+1 skill point/level
Str 8, Dex 14, Con 14, Int 10, Wis 19, Cha 10
Beacon of Faith, Reactionary
Master of Many Styles, Menhir Savant

01 Oceans Subdomain, Improved Initiative
02
03 Craft Wondrous Item
04 Monk, Snake Style, +1 Wis
05 Natural Spell
06
07 Wild Speech
08 +1 Wis
09 FEAT
10
11 FEAT
12 +1 Wis
13 FEAT
14
15 FEAT
16 +1 Wis
17 FEAT
18
19 FEAT
20 +1 Wis


Use your abilities to cast at up to +4 caster level. There are 2 reasons for the dip. 1) for the defensive benefits. 2) To make the levels you qualify for the wild shape feats match up with the levels you can actually take them.


Scary Pokedex

Spoiler:
Inquisitor
Half Orc
City Raised, Sacred Tattoo
+1/2 per level to Intimidate and Knowledge to identify
Str 17, Dex 13, Con 14, Int 10, Wis 14, Cha 10
Birthmark, World Traveller (Knowledge: Local)
GOD, DOMAIN

01 Quick Draw
02
03 Power Attack, Precise Strike
04 +1 Str
05 Furious Focus
06 Outflank
07 FEAT
08 +1 Wis
09 FEAT, TEAMWORK FEAT
10
11 FEAT
12 TEAMWORK FEAT, +1 Wis
13 FEAT
14
15 Dreadful Carnage, Coordinated Charge
16 +1 Str
17 FEAT
18 TEAMWORK FEAT
19 FEAT
20 +1 Str

Skills:
Level 1: Knowledge: Arcane, Dungeoneering, Local, Nature, Planes, Religion
Even Levels: 2 ranks in: Intimidate, Sense Motive, Perception
Odd Levels: 1 rank in: Knowledge (Arcane, Dungeoneering, Nature, Planes, Religion), 1 other


The idea for the quick draw is to use a quickdraw light wooden/steel shield and a 1-handed weapon. On your turn, stow the shield as a free action, grab the weapon with both hands, go nuts, let go with one hand, redraw the shield as a free action. Now you have the benefits of a shield on their turns and most of the benefits of a 2 handed weapon on yours. This can work to a less-efficient extent by just using a buckler.

Choice of God and Domain is wide open, I had great success running this build as a Desnan with Travel(Exploration), though getting Plant(Growth) is helpful for those intimidates early on.

I didn't bother with Weapon Focus and Dazzling Display, instead I just opted for Blistering Invective.


Arrowed

Spoiler:
Monk
Dwarf
Sky Sentinel
Favored Class Bonus
Str 12, Dex 14, Con 12, Int 10, Wis 19, Cha 8
TRAIT, TRAIT
Qinggong, Zen Archer

01 Steel Soul, Precise Shot
02 Combat Reflexes
03 Deadly Aim
04 Barkskin replaces Slow Fall, +1 Wis
05 Arcane Strike, True Strike replaces High Jump
06 Improved Precise Shot
07 FEAT, KI POWER replaces Wholeness of Body
08 +1 Wis
09 Clustered Shots
10 Improved Critical
11 FEAT
12 Restoration replaces Abundant Step, +1 Wis
13 FEAT, Shadow Step replaces Diamond Soul
14 BONUS FEAT
15 FEAT
16 +1 Wis
17 Stunning Fist
18 BONUS FEAT
19 FEAT, KI POWER replaces Empty Body
20 +1 Wis


Bash em in the Face

Spoiler:
Ranger
Half Elf
Dual Minded
+1 HP/level
Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Magical Knack: Ranger, Indomitable Faith
Guide

01 Quick Draw
02 Improved Shield Bash
03 Iron Will
04 +1 Str
05 Craft Magic Arms and Armor
06 Shield Master
07 Two Weapon Fighting
08 +1 Dex
09 Improved Two Weapon Fighting
10 Bashing Finish
11 Greater Two Weapon Fighting (if you have a +2 Dex item)
12 +1 Str
13 FEAT
14 Shield Focus
15 FEAT
16 +1 Str
17 FEAT
18 Greater Shield Focus
19 FEAT
20 +1 Str


I wouldn't bother TWF until level 6


Kyubi

Spoiler:
Rogue
Kitsune
+1 hp/lv
Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 16
TRAIT, TRAIT
Ninja, Scout

01 Magical Tail
02 Rogue Talent: Finesse Rogue
03 Paladin, Magical Tail
04 Pal, +1 Cha
05 Magical Tail
06 Vanishing Trick
07 Magical Tail
08 NINJA TRICK, +1 Cha
09 Magical Tail
10 NINJA TRICK
11 Magical Tail
12 Feat: Magical Tail, +1 Cha
13 Magical Tail
14 Invisible Blade
15
16 NINJA TRICK, +1 Cha
17
18 NINJA TRICK
19
20 NINJA TRICK, +1 Str

An alternate take would be to have weapon finesse at level 1 and vanishing trick at level 2, then at level 6 retrain them so it looks like the build.


Double Dance

Spoiler:
Shadowdancer
Human
+1 hp/paladin level
Str 13, Dex 17, Con 14, Int 10, Wis 10, Cha 14
TRAIT, TRAIT
Oath of Vengeance

01 Paladin, Weapon Finesse, Combat Reflexes
02 Fighter, Dervish Dance
03 Pal, Dodge
04 Pal, +1 Dex
05 Pal, Mobility
06 SD
07 SD, Power Attack
08 SD, ROGUE TALENT, +1 Dex
09 SD, Improved Critical: Scimitar
10 SD
11 SD, FEAT, ROGUE TALENT
12 SD, +1 Dex
13 SD, FEAT
14 SD, ROGUE TALENT
15 SD, FEAT
16 Pal, +1 Dex
17 Pal, FEAT
18 Pal
19 Pal, FEAT
20 Pal, +1 Dex

Because I noticed Shadowdancer and Dervish Dance both required exactly 2 ranks in perform: dance.


Probably Still Broken

Spoiler:
Summoner
Half Elf
Dual Minded
+1/4 evolution point/level
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 17
Indomitable Faith, TRAIT
Wild Caller

01 Spell Focus: Conjuration
02
03 Sunlight Summons
04 +1 Cha
05 Moonlight Summons or Starlight Summons
06
07 Starlight Summons or Moonlight Summons
08 +1 Cha
09 Augment Summoning
10
11 Superior Summoning
12 +1 Cha
13 FEAT
14
15 FEAT
16 +1 Cha
17 FEAT
18
19 FEAT
20 +1 Cha


You could grab Extra Evolution for those last few feats and just have the most tricked out eidolon ever.


Jamie Want Big Boom

Spoiler:
Wizard
Elf
Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Str 10, Dex 14, Con 12, Int 19, Wis 10, Cha 10
Magical Lineage: Fireball, TRAIT
Admixture Subschool, Bonded Item

01 Spell Focus: Evocation
02
03 Greater Spell Focus: Evocation
04 +1 Int
05 Spell Specialization: Fireball, Intensified Spell
06
07 Empower Spell
08 +1 Int
09 Greater Spell Specialization: Fireball
10 Dazing Spell
11 Spell Penetration
12 +1 Int
13 Greater Spell Penetration
14
15 Spell Perfection: Fireball, Quicken Spell
16 +1 Int
17 FEAT
18
19 FEAT
20 +1 Int, BONUS FEAT

When the ACG comes out, if the arcanist doesn't change much from its second playtest version, then this'll probably switch to that class. Until then, it stays wizard.


Yesssssss.


Channel Bomber

Spoiler:
Ifrit; Wildfire heart, something to replace Fire Affinity
+1/2 to effective level for the purpose of determining the effects of one revelation (channel)
Str 14, Dex 15, Con 14, Int 10, Wis 8, Cha 17
TRAIT, TRAIT
Oracle 20; Life Mystery, Haunted Curse

01 Channel, Selective Channelling
02
03 Combat Reflexes, Life Link
04 +1 Cha
05 Arcane Strike
06
07 Extra Channeling, Energy Body
08 +1 Cha
09 FEAT
10
11 FEAT, Combat Healer
12 +1 Cha
13 FEAT
14
15 FEAT, REVELATION
16 +1 Cha
17 FEAT
18
19 FEAT, REVELATION
20 +1 Cha


This is a reach weapon user. You can consider prestiging/multiclassing after 13 since your channel won't improve from there.

I'm trying out a slightly different format for the top of the build. Hopefully groups things a bit better.


Theurge

Spoiler:
Half Elf; Drow Magic
+1 hp/wizard level
Str 8, Dex 14, Con 14, Int 16, Wis 15, Cha 10
TRAIT, Reactionary
Cleric 1/Wizard 2/Mystic Theurge 10/Wizard 7
GOD, DOMAIN, Trickery Domain or Fate Inquisition, CHANNEL
ARCANE SCHOOL, Bonded Object

01 Clc, False Focus
02 Wiz,
03 Wiz, Improved Initiative
04 MT, +1 Int
05 MT, FEAT
06 MT
07 MT, FEAT
08 MT, +1 Int
09 MT, FEAT
10 MT
11 MT, FEAT
12 MT, +1 Wis
13 MT, FEAT
14 Wiz
15 Wiz, FEAT
16 Wiz, BONUS FEAT, +1 Int
17 Wiz, FEAT
18 Wiz
19 Wiz, FEAT
20 Wiz, +1 Int

Bad News: For 10 levels you're relying on captured spellbooks, found/purchased scrolls, or transcribing your own scrolls then copying them for new spells. Good news: Your casting is only one level behind that of a straight wizard, and you get 11 levels of cleric casting alongside it, enough for Heal. Feats could use a bit more filling in, I admit to not being as skilled at making caster builds.


How Horrifying

Spoiler:
Witch; Scarred Witch Doctor, Shadow Patron
Half Orc; Sacred Tattoo
Lv 1-2: +1 skill point; Lv3+: +1 spell known
Str 8, Dex 14, Con 20, Int 12, Wis 10, Cha 8
Reactionary, Fate's Favored

01 Improved Initiative
02 Evil Eye
03 Extra Hex: Cackle
04 Misfortune, +1 Con
05 Extra Hex: Flight
06 Slumber
07 Accursed Hex: Misfortune
08 Fortune, +1 Con
09 Quicken Spell
10 Retribution
11 Split Hex: Misfortune
12 Ice Tomb, +1 Con
13 FEAT
14 Hag’s Eye
15 FEAT
16 Agony, +1 Con
17 FEAT
18 Life Giver
19 Extra Hex: Forced Reincarnation
20 Natural Disaster, +1 STAT

The goal is to land a misfortune and start save-or-die/suck on the biggest nasties you find.

Stats, patron, grand hexes, some of the major hexes, and order to take the hexes from 2-7 are still being wiggled about.


The Amazing Spider-sligner

Spoiler:
Human
+1/4 grit/gunslinger level
Str 10, Dex 18, Con 12, Int 13, Wis 14, Cha 10
Indomitable Faith, TRAIT
Gunslinger 5/Alchemist 2/Gunslinger 8/Alchemist 5
Pistolero; Vivisectionist

01 Point Blank Shot, Rapid Reload: Pistols
02
03 Precise Shot
04 Deadly Aim, +1 Dex
05 Two Weapon Fighting
06 Alc
07 Alc, Extra Arm, Extra Discovery: Extra Arm
08 +1 Dex
09 Clustered Shots
10 Improved Two Weapon Fighting
11 Iron Will
12 +1 Dex
13 Improved Precise Shot
14 Greater Two Weapon Fighting
15 FEAT
16 Alc, +1 Dex
17 Alc, DISCOVERY, FEAT
18 Alc
19 Alc, DISCOVERY, FEAT
20 Alc, +1 Int

I would actually like some critique on this one. Well, all of them are open for it, but this one especially.

Sadly, the Will Save is absolutely atrocious, but the earliest place I had an open feat slot was 11th. It's also kind of annoying having to delay Clustered Shots so much, but that's the first feat slot I had after qualifying for it. I went back to alchemist levels because after Gunslinger 13 you're not getting all that much. I considered lowering to Str 9 and Cha 8 to start with 19 Dex, but meh.


Really like the builds up so far! I had actually arrived at virtually an identical build for Xarol here as your mad bomber build. Have you made any necromancers yet?


The closest I have is an Oracle built nearly step for step from the Jargonaut guide. Basically use the Undeath word because it's Lv2 and has no material components. You could probably get the same performance with the Experimental Spellcaster feat.

Silver Crusade

Darigaaz the Igniter wrote:

Jamie Want Big Boom

** spoiler omitted **When the ACG comes out, if the arcanist doesn't change much from its second playtest version, then this'll probably switch to that class. Until then, it stays wizard.

You may want to consider a level of crossblooded sorceror orc/draconic for extra boom


Tin Foil Yamakah wrote:
Darigaaz the Igniter wrote:

Jamie Want Big Boom

** spoiler omitted **When the ACG comes out, if the arcanist doesn't change much from its second playtest version, then this'll probably switch to that class. Until then, it stays wizard.
You may want to consider a level of crossblooded sorceror orc/draconic for extra boom

I did, and I decided it wasn't worth it. However, that's why I mentioned the Arcanist. Since they can currently get both the Orc Bloodline arcana and the Admixture element shifting.

EDIT: Or rather, I couldn't find a good level to take it.


Wait, wait, whoa. Did I just read the experimental spellcaster feat right? Could I take that with a wizard... and just get the undead word? Wow!

Silver Crusade

Darigaaz the Igniter wrote:


EDIT: Or rather, I couldn't find a good level to take it.

Well if you are proposing builds to level 20, I would do it at 1st level and take Improved Initiative


Tin Foil Yamakah wrote:
Darigaaz the Igniter wrote:


EDIT: Or rather, I couldn't find a good level to take it.
Well if you are proposing builds to level 20, I would do it at 1st level and take Improved Initiative

But then that pushes back ALL of my firebally goodness by a level and messes up the timing of feat acquisition.

ashern wrote:
Wait, wait, whoa. Did I just read the experimental spellcaster feat right? Could I take that with a wizard... and just get the undead word? Wow!

If you took it as a cleric/oracle it would be a 2nd level word. If you take it on a sorcerer/wizard then it's a 3rd level word.


Dot


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Darigaaz the Igniter wrote:

Generic Rage Cycling Barbarian

** spoiler omitted **

If you are a rage cycle , you miss the ultimate feat for full damage ...

And also, raging vitality is a must

Silver Crusade

Darigaaz the Igniter wrote:
Tin Foil Yamakah wrote:
Darigaaz the Igniter wrote:


EDIT: Or rather, I couldn't find a good level to take it.
Well if you are proposing builds to level 20, I would do it at 1st level and take Improved Initiative

But then that pushes back ALL of my firebally goodness by a level

Build:
S1: Eschew materials, Improved Initiative
W1: Spell Focus(Evocation)
W2: Varasian Tattoo(Evocation)
W4: Spell Specialization(Fireball)
W5: Empower Spell
W6: Spell Penetration
W8: Intensify Spell

You get the idea at 6th level your fireballs are doing 9d6 x 1.5 + 21

Traits Magical Lineage, Wayang spellhunter


666bender wrote:
Darigaaz the Igniter wrote:

Generic Rage Cycling Barbarian

** spoiler omitted **

If you are a rage cycle , you miss the ultimate feat for full damage ...

And also, raging vitality is a must

Raging vitality is nice, but it's not really that necessary for an urban barbarian who will normally be buffing only Str (or Dex) with Controlled Rage. And what would this 'ultimate feat for full damage' be? If you're thinking of Furious Finish, that's for Vital Strike builds, not rage cycling builds.

Tin Foil Yamakah wrote:

S1: Eschew materials, Improved Initiative

W1: Spell Focus(Evocation)
W2: Varasian Tattoo(Evocation)
W4: Spell Specialization(Fireball)
W5: Empower Spell
W6: Spell Penetration
W8: Intensify Spell
You get the idea at 6th level your fireballs are doing 9d6 x 1.5 + 21

Traits Magical Lineage, Wayang spellhunter

First off, you can't get Spell Focus at that level unless you're playing with PFS's house-rules. Second off, Magical Lineage and Wayang Spellhunter don't stack on the same spell. Third off, I don't like taking a feat from an obscure source just to make up the difference in caster level from the dip. And no, taking magical knack wouldn't stack with it. See here.


Darigaaz the Igniter wrote:

Scary Pokedex

** spoiler omitted **
The idea for the quick draw is to use a quickdraw light wooden/steel shield and a 1-handed weapon. On your turn, stow the shield as a free action, grab the weapon with both hands, go nuts, let go with one hand, redraw the shield as a free action. Now you have the benefits of a shield on their turns and most of the benefits of a 2 handed weapon on yours. This can work to a less-efficient extent by just using a buckler.

Choice of God and Domain is wide open, I had great success running this build as a Desnan with Travel(Exploration), though getting Plant(Growth) is helpful for those intimidates early on.

I didn't bother with Weapon Focus and Dazzling Display, instead I just opted for Blistering Invective.

I was doing a version of the shield juggle with a fighter I was playing. using a bastard sword and a ring of force shield. during my turn I'd dismiss the shield and get some big two handed bastard sword power attacks in, then at the end of my turn, I'd reactivate the ring of force shield as a free action and sword and board when it wasn't my turn

Silver Crusade

Darigaaz the Igniter wrote:
666bender wrote:
Darigaaz the Igniter wrote:

Generic Rage Cycling Barbarian

** spoiler omitted **

If you are a rage cycle , you miss the ultimate feat for full damage ...

And also, raging vitality is a must

Raging vitality is nice, but it's not really that necessary for an urban barbarian who will normally be buffing only Str (or Dex) with Controlled Rage. And what would this 'ultimate feat for full damage' be? If you're thinking of Furious Finish, that's for Vital Strike builds, not rage cycling builds.

Tin Foil Yamakah wrote:

S1: Eschew materials, Improved Initiative

W1: Spell Focus(Evocation)
W2: Varasian Tattoo(Evocation)
W4: Spell Specialization(Fireball)
W5: Empower Spell
W6: Spell Penetration
W8: Intensify Spell
You get the idea at 6th level your fireballs are doing 9d6 x 1.5 + 21

Traits Magical Lineage, Wayang spellhunter

Quote:
First off, you can't get Spell Focus at that level unless you're playing with PFS's house-rules.

You are correct

Quote:
Second off, Magical Lineage and Wayang Spellhunter don't stack on the same spell.

They do according to PFS rules.

Quote:
Third off, I don't like taking a feat from an obscure source just to make up the difference in caster level from the dip.

Fair enough, either way you have given me some great ideas so thanks! Do you have any good enchanter builds?


Nah, I don't have any enchanters. Enchantment, Illusion, and Necromancy are screwy for me.

Grand Lodge

Darigaaz the Igniter wrote:
Nah, I don't have any enchanters. Enchantment, Illusion, and Necromancy are screwy for me.

What do you mean, "screwy"?


For the first two, I'm not so good at thinking of situations to use them. Like, alright I can charm this guy, then what? Or yeah I can put up an illusion of a stone wall, but what kinds of situations will that help?

As for necromancy, it's generally too much resource management, makes my head hurt. Summons at least disappear sooner or later. That level of complexity is also why I build casting focused druids instead of scouring 4 beastiaries for offense forms.

Grand Lodge

Well, I suppose the first two are for a more creative player.

Done right, they are quite strong.

I am not suggesting you lack creativity though.

Silver Crusade

Especially Illusionists, I suck at illusions


I'm working on an Eldritch Knight build, but I'm having a hard time choosing between

Fighter 1/Wizard (Scryer subschool) 1/EK
Aasimar Sohei 1/Empyrial Sorcerer 1/EK
Aasimar Oracle (Battle or Metal; Skill at Arms) 1/Sorcerer 1/EK(/MT?)

Of course, each of them has their issues. The wizard build won't have automatic spell access, and the sorcerer builds won't be getting 2nd level spells until character level 6.

Grand Lodge

I say, option #2.


Darigaaz the Igniter wrote:

Master of the Waters

** spoiler omitted **
Use your abilities to cast at up to +4 caster level. There are 2 reasons for the dip. 1) for the defensive benefits. 2) To make the levels you qualify for the wild shape feats match up with the levels you can actually take them.

Updated with alternative take

Spoiler:
Oread
Treacherous Earth, Granite Skin
+1 skill point/druid level
Str 12, Dex 12, Con 14, Int 10, Wis 19, Cha 8
Beacon of Faith, TRAIT
Cave Druid, Caves Subdomain

01 Improved Initiative
02
03 FEAT
04 +1 Wis
05 Barbarian, FEAT
06
07 Natural Spell
08 +1 Wis
09 Vital Strike
10
11 Furious Finish
12 +1 Wis
13 FEAT
14
15 FEAT
16 +1 WisT
17 FEAT
18
19 FEAT
20 +1 STAT


Much the same, but now with the option of transforming into a Carnivorous Crystal and smacking them for 112+str damage vital strikes from level 11 onwards. Buffing yourself with Strong Jaw first will of course make the hit even more stupidly strong, but currently there's a bit of rules confusion about how the 7d8 scales.


Darigaaz the Igniter wrote:

Generic Rage Cycling Barbarian

** spoiler omitted **

Why do you take Urban Barbarian Archetype ?

(Just don't get it)


Esk wrote:
Darigaaz the Igniter wrote:

Generic Rage Cycling Barbarian

** spoiler omitted **

Why do you take Urban Barbarian Archetype ?

(Just don't get it)

To avoid suddenly-dead syndrome, keep my AC up, and be able to cast even when raging.


Whip it Good

Spoiler:
Half Orc; City-Raised, Sacred Tattoo
Magus; Hexcrafter
+1 Hp/level
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Fate's Favored, Magical Lineage: Frostbite, Bruising Intellect, DRAWBACK

01 Arcane Strike
02
03 Wand Wielder, Rime Spell
04 HEX, +1 Str
05 Weapon Focus: Whip, Whip Mastery
06 ARCANA
07 Improved Whip Mastery
08 +1 Int
09 ARCANA, Enforcer
10
11 BONUS FEAT, FEAT
12 ARCANA, +1 Int
13 FEAT
14
15 ARCANA, FEAT
16 +1 Int
17 BONUS FEAT, FEAT
18 ARCANA
19 FEAT
20 +1 Int


Not a super damage build, this focuses more on debuffs and resource longevity. Obviously the main trick is spell combating True Strike with combat maneuvers performed via the whip, enabled by Wand Wielder so you can use your spell slots for more Rime Frostbites. Rime Frostbite+Enforcer is thrown in there for a combo of damage and debuff.

Still playing around with the order of some things. Some potential alternatives include rearranging Arcane Strike, Rime Spell, and Enforcer; changing the stats up a bit; or rearranging things to grab a different arcana at 3rd and using Extra Arcana for Wand Wielder at 5th.


Darigaaz the Igniter wrote:

Archer Bard with a little extra

** spoiler omitted **

Well, sadly the new faq means the elritch hertiage for antimagic field won't work anymore. So, this one's going back to the drawing board. May end up just being bard 8/AA 10/bard 2.


I'm working on a new build. The idea is your standard heavens oracle with a high crit weapon. What I'm not sure of, however, is whether to go oracle 20, oracle 18 with a paladin 2 dip, or oracle 4/paladin 16.

EDIT: To be more specific: Half Elf, ancestral arms (falcata or scythe), magical lineage (color spray), persistent spell; that's all I feel you need to invest into it. The reason I'm debating this is that the heavens revelations beyond awesome display aren't that great. I feel like I'd gain more use out of the Cha synergy from the paladin.


We Are Legion

Spoiler:
Human or Half Elf
Summoner

01 Skill Focus (Knowledge: any), Nature Soul
03 Eldritch Heritage (arcane)
05 Animal Ally
07 Boon Companion or Leadership
09 Leadership or Boon Companion

Have your cohort be a mini-you with pretty much the same build.


Mini-build brought to you via one of my friends. Have an animal companion, eidolon, and familiar all at max or nearly max progression.


Darigaaz the Igniter wrote:

Jamie Want Big Boom

** spoiler omitted **When the ACG comes out, if the arcanist doesn't change much from its second playtest version, then this'll probably switch to that class. Until then, it stays wizard.

Well, the arcanist changed enough that this build will stay wizard. Specifically, the arcanist lost the ability to gain both school powers and the bloodline arcana.

Grand Lodge

Bolt Ace Gunslinger.

I dare you to try.


blackbloodtroll wrote:

Bolt Ace Gunslinger.

I dare you to try.

Looks like a nice sidegrade for my Spider-slinger build if you use hand or light crossbows. In fact, I'll go ahead and add that note.

Grand Lodge

I would love to see that.

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