Strong Comeback build


Advice


Hey, all! I wanted to make a build around Strong Comeback.

Any cool ideas?
A couple of considerations:

- I don't care about multiclassing too much unless it fits thematically or it is a PrC.
- Don't bother with race, I'm likely using a custom race as usual for my group.

A couple of interesting archies and builds for this:
- Time Mystery and Dual-Cursed Oracle
- Guide and Skirmisher Ranger
- Roughrider Fighter
- Sczarni Swindler Rogue
- Luck Domain divine casters
- Deadly Accuracy feat
- Dark Delver PrC
- Samurai

Those just off the top of my head.


No? Nothing?

Dark Archive

Part of me wants to tell you to be human but you said no races bit humans have all these luck and reroll type feats if memory serves which would make this feat far stronger.

I'd consider a rogue, any number of Sorceror with appropriate bloodlines, a luck domain cleric, a dual cursed oracle of some sort and my favorite, ki mystic monk. You can probably mix and match this however you want for fantastic results.

Don't forget that improved iron will/fortitude and such are rerolled saves as is that one faith trait...can't recall the name. Second chance!


Does strong comeback work with cleansing light trait that allows to reroll 1's on channels to damage undead?

It might interest my channel smite build if it does ^^.

Scarab Sages

Metux wrote:

Does strong comeback work with cleansing light trait that allows to reroll 1's on channels to damage undead?

It might interest my channel smite build if it does ^^.

No, it specifies an ability check, a skill check, or a saving throw.


The improved saving throw feats, rogue talents that allow rerolls, and any luck stuff form a class would be good here.

The battle mystery has Battlefield Clarity, which is perfect for Strong Comeback. I would probably go with a dual cursed battle oracle. Time has two revelations for this, but one is for skills only and the other doesn't come online until level seven. Between Improved Great Fortitude, Improved Iron Will, Strong Comeback and Battlefield Clarity it is almost impossible to get rid of this kind of character with status effects (unless you are a PC with Dazing Fireball.)


Gnomes have an alternat racial trait called Eternal Hope, it lets you re-roll a nat 1 on a d20 once each day.

Silver Crusade

How about some sort of Ki Mystic/Sensei Monk build?


The Eater of Magic barbarian rage power allows a reroll on a failed saving throw versus spells, spell-like abilities, and supernatural abilities. Combine that with a Dual-Cursed Lame Oracle's Misfortune and immunity to fatigue and you've basically got a reroll versus all magical abilities (once per round) as you rage cycle.


Of course if you're already taking eater of magic you had the superstition power before this (hopefully in conjunction with the human FCB) and you were making your saves anyway. A feat for a very rare +2 is sort of wasted on this guy, he won't need it.

Strong comeback can't be the centerpiece of a build because it's a bad feat with no real support around it in the way of regular rerolls for which a +2 is significant enough to justify the feat itself. You're talking about a 10% increased chance to make the reroll, which is a roll you only make some percentage of the time when you fail AND when you have a mechanic in place to allow a reroll.

In summation, getting a 10% bonus on 10% of your rolls is a 1% increase, and that's really paltry.


Why 10% of the rolls get rerolled? Where did you get that number?

Guide/Skirmisher Ranger can reroll attacks very often, actually 1/2 of his Ranger level + Wisdom mod, and also you get rerolls from Ranger's Luck. Considering that as a full BAB class, you are taking a ton of attacks during Full Attacks (particularly if you are going TWF), rerolling one of those attacks is a nontrivial increase of an effective +7 to hit, statistically (throw two dice pick the best raises the average throw to 15).


You're assuming that the DC is 10 for your numbers, which it may not be in reality. You're also assuming a lot of rerolling on very few actual rolls. I suspect it won't play out. A TWF ranger at three encounters per day and 7 rounds per encounter is throwing a lot of dice.

Let's assume 2/3 rounds full attacking at level 12 (PFS cap)

That comes out to 6 attacks a round but only 27 attacks for the encounter due to the rounds you're taking single attacks after moving.

81 attacks /

(ranger level *.5) + 3 + 1 = 10 rerolls for the day

that's 12% of your rolls you can take advantage of it, and it's only a 10% improvement on those.

It's not enough to make me change my estimates. You're still talking a net 1.2% improvement.

Liberty's Edge

Time Mystery and Dual-Cursed Oracle

Definitely! Strong Comeback and, if you ever go Mythic, Mythic Strong Comeback on top of Misfortune, Fortune, Rewind Time, and Knowledge of the Ages would be very tasty.


Lastoth wrote:
Of course if you're already taking eater of magic you had the superstition power before this (hopefully in conjunction with the human FCB) and you were making your saves anyway. A feat for a very rare +2 is sort of wasted on this guy, he won't need it.

Of course, you could always intentionally fail the first save to pass the second one with an extra +2. Free temporary HP any time you get hit with a magical ability isn't too bad.


and excellent idea, but I believe you can't intentionally fail a save with superstition running.

Dark Archive

OK, looking it all over, I would have to say a time oracle with ki mystic is the way to go. Rerolls to ecerything all day. This is better suited for a higher level game/character. But 5 levels of mystic and everything else into oracle of time just sounds like a load of fun.

Time oracle is good enough on its own. If human you can grab defiant luck as well. Mess with everything.


Oh yeah, Strong Comeback is more of a capstone when you got oodles of rerolls, not much use early game.

Liberty's Edge

Oh, and add in the new level 1 Torag spell from Inner Sea Gods,
Fallback Strategy
School abjuration; Level cleric/oracle 1, inquisitor 1, paladin 1, magus 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Target you
Duration 1 minute/level or until discharged; see text
DESCRIPTION
While this spell is active, you may reroll one attack roll, combat maneuver check, or skill check before the result of the roll or check is known. You must take the result of the reroll, even if it's worse than the original roll. Once the reroll is used, the spell ends. You can have no more than one fallback strategy active on you at the same time.


The "Strong Comeback" feat has new relevance due to the Investigator's Spiritualist archetype. At third level, the Spiritualist gains "level plus Wisdom modifier" rerolls for failed saving throws.

With that consistent source of rerolls, across save categories, the boost from Strong Comeback becomes quite powerful... provided one's saves are already fairly strong. The reduction of chance in passing one's saving throws, across all categories, seems pretty useful.

I'm thinking a Dwarven Spiritualist is probably the way to go for this mechanic, combining Strong Comeback with the Drawf's Steel Soul/Glory of Old feat/trait combination. The Spiritualist could be roleplayed as resonating with Dwarven ancestor veneration and traditionalist sensibilities.

What do you all think?

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