SADest character challange


Pathfinder First Edition General Discussion


So, we all know how some characers are SAD and some are MAD as all hell. Well The challange I raise to you all, try and find the SADest character of all!

With all the new classes, archetypes, and feats that let you swap around stats (and all the people complaining about said classes, feats, and archetypes) I feel like we can create a whole new standard for a truly SAD character.

Personally I feel the Loradin (using CHA for damn near everything), the Zen Archer, and the Scarred Witch Doctor are teh SAD champions but I may be wrong!


Is the win condition how many things you can apply one stat to or how effective a character is with one stat? If the latter, wizard wins as usual.


I would say the most effective charactar you can make with a single stat. And, funny enough, the Wizard would look MAD vs something like a Oracle with a 2 level dip into Pally.

Sovereign Court

I guess Lore oracle + paladin 2 (Divine grace) + the feat divine protection(ACG)...yeah divine protection is an insight bonus, divine grace bonus is untyped, so you get to add twice your cha bonus to saves, it's very ridiculous, on top of it cha for nearly everything. While cha is still your main casting stat so even with 2 levels down, you'll still reach 9th level spells.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Eltacolibre wrote:
I guess Lore oracle + paladin 2 (Divine grace) + the feat divine protection(ACG)...yeah divine protection is an insight bonus, divine grace bonus is untyped, so you get to add twice your cha bonus to saves, it's very ridiculous, on top of it cha for nearly everything. While cha is still your main casting stat so even with 2 levels down, you'll still reach 9th level spells.

You might want to take another look at the Divine Protection feat -- it explicitly mentions that if you are getting charisma to saves from another source such as Divine Grace, you just get +1 to all your saves from the feat.

The real benefit from that feat could occur when you reach 7th level and are an oracle 5/paladin 2. You could take Divine Protection at that level, so you are now adding charisma bonus +1 to all your saves. At this point you might decide to retrain your 2nd oracle level into a 6th oracle level, with the result that you still add charisma bonus to saves and get 3rd level cleric/oracle spells to replace your lost Lay on Hands ability.


I would argue that summoner is the most SAD character you can play. You really don't need any good stats at all. CHA is somewhat important for number of summons per day. But really most your spells are buffs and summons, no saves granted. You could have terrible physical stats and even mediocre CHA and still just stand back, summon your eidolon and let it tear apart your enemies and use your spells to buff it even further or support with more summons and battlefield control like black tentacles(no save)

Liberty's Edge

Lore Oracle 6/Agent of the Grave 1/Lore oracle 13
Revelations:
Lore Keeper
Side Step Secret

Feats:
Divine protection
Noble Scion War
(Not sure what the feat is called but there is one that gives charisma to will saves against fear I think)
Total:

Charisma now works for my knowledge skills, health, Armor class, reflex saves twice, will saves, fortitude saves, initiative, and will saves VS fear.

If this character started evil, and later became lawful good he could cast Bestow "grace of the champion" on himself to gain charisma to attack rolls as well. There is nothing to say I lose my class features in Agent of the grave (I could be wrong though)

The other method would be instead of agent of the grave be an undead with one level of anti paladin so that he has smite good. This would also give his charisma to fortitude twice.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

You can't get double bonuses to the saves. Somewhere, I can't remember where, it was stated that you can't get a stat bonus twice to the same thing.


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Scarred witch.

20 con. All other stats 7 or 10.


Undone wrote:

Scarred witch.

20 con. All other stats 7 or 10.

Yep, Scarred Witch Doctor archetype


Nowadays it is pretty much all about the Lore/Nature/Lunar Oracle. No need for any Paladin levels or anything else really. You want:

Level 1: Noble Scion of War Feat - use Charisma for Initiative instead of Dexterity

Level 1: Sidestep Secret or equivalent revelation - use Charisma for AC and Reflex saves in place of Dexterity

Level 1: Irrepressible Trait - use Charisma instead of Wisdom for saves against mind affecting effects

Level 3: Lore Keeper revelation allowing you to make Knowledge checks using Charisma instead of Intelligence. Nature and Lunar Oracles can gain the same effect using the Spirit Guide archetype and choosing the Benefit of Wisdom Hex (the archetype changes the benefit to Charisma).

Level 5: Divine Protection Feat - add Charisma modifier to all saves

Make sure at some point to purchase a Circlet of Command. It adds +3 to all Charisma Checks (not just skills) which will arguably include Initiative and Reflex saves.

Also be aware that many GM's will nix the idea of Divine Protection stacking with Sidestep Secret for Reflex saves. It isnt a big deal as your Reflex save will still be enormous.


Some Other Guy wrote:
You can't get double bonuses to the saves. Somewhere, I can't remember where, it was stated that you can't get a stat bonus twice to the same thing.

This is highly debateable. There is a James Jacobs quote about double stacking modifiers to CMB I think which was looking at the interaction of Fury's Fall and something else. He doesnt touch other areas and in any event always stresses that he is not a rules guy. As things stand you can pretty much expect table variation.


andreww wrote:

Nowadays it is pretty much all about the Lore/Nature/Lunar Oracle. No need for any Paladin levels or anything else really. You want:

Level 1: Noble Scion of War Feat - use Charisma for Initiative instead of Dexterity

Level 1: Sidestep Secret or equivalent revelation - use Charisma for AC and Reflex saves in place of Dexterity

Level 1: Irrepressible Trait - use Charisma instead of Wisdom for saves against mind affecting effects

Level 3: Lore Keeper revelation allowing you to make Knowledge checks using Charisma instead of Intelligence. Nature and Lunar Oracles can gain the same effect using the Spirit Guide archetype and choosing the Benefit of Wisdom Hex (the archetype changes the benefit to Charisma).

Level 5: Divine Protection Feat - add Charisma modifier to all saves

Make sure at some point to purchase a Circlet of Command. It adds +3 to all Charisma Checks (not just skills) which will arguably include Initiative and Reflex saves.

Also be aware that many GM's will nix the idea of Divine Protection stacking with Sidestep Secret for Reflex saves. It isnt a big deal as your Reflex save will still be enormous.

Well a 1 level paladin dip is actually still useful due to Smite. When Fighting something evil you then Cha AGAIN xD

Shadow Lodge

andreww wrote:

Nowadays it is pretty much all about the Lore/Nature/Lunar Oracle. No need for any Paladin levels or anything else really. You want:

Level 1: Noble Scion of War Feat - use Charisma for Initiative instead of Dexterity

Level 1: Sidestep Secret or equivalent revelation - use Charisma for AC and Reflex saves in place of Dexterity

Level 1: Irrepressible Trait - use Charisma instead of Wisdom for saves against mind affecting effects

Level 3: Lore Keeper revelation allowing you to make Knowledge checks using Charisma instead of Intelligence. Nature and Lunar Oracles can gain the same effect using the Spirit Guide archetype and choosing the Benefit of Wisdom Hex (the archetype changes the benefit to Charisma).

Level 5: Divine Protection Feat - add Charisma modifier to all saves

Make sure at some point to purchase a Circlet of Command. It adds +3 to all Charisma Checks (not just skills) which will arguably include Initiative and Reflex saves.

Also be aware that many GM's will nix the idea of Divine Protection stacking with Sidestep Secret for Reflex saves. It isnt a big deal as your Reflex save will still be enormous.

To add:

-Mysterious stranger nets you charisma to damage

-Dips on bard open the path for pengeant of the peacock, use bluff(cha based) to make any intelligence check

-Paladin lets you heal a number of times according to your cha

-You can get TRIPLE grit/panache/inspiration when combining swshbuckler, mysterious stranger and the other investigator archetype(dont remember the name)

- Only thing is missing is charisma to attack roll altought smite evil get you this on a situational basis

- Combinations of the unarmed paladin, monk and champion of iori can get you almost unlimited smites


Bestow Grace of the Champion can cover multiple smites and other paladin abilities. Pageant of the Peacock is pretty awesome, but I'm ok with just using Spirit Guide to get Benefit of Wisdom and not having to dip. Though seriously, Spirit Guide is amazing for Oracles. Now if only Arcane Enlightenment had been written to work with spontaneous caster...

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
andreww wrote:
Some Other Guy wrote:
You can't get double bonuses to the saves. Somewhere, I can't remember where, it was stated that you can't get a stat bonus twice to the same thing.
This is highly debateable. There is a James Jacobs quote about double stacking modifiers to CMB I think which was looking at the interaction of Fury's Fall and something else. He doesnt touch other areas and in any event always stresses that he is not a rules guy. As things stand you can pretty much expect table variation.

Well, I would be incredibly surprised if a GM allowed this. having all of your saves at +20 or more by level...8 is absurd.

Liberty's Edge

Not sure about this one but for a less situational charisma to attack rolls could a mythic tier three with beyond morality be both a paladin and antipaladin? Throw in hell knight for smite chaos and now only lawful neutral and true neutral is safe from your charisma.
But I have no clue if you actually can do that or not so it very likely does not work.

Edit: I forgot that smite gives you a deflection bonus to AC against the target of your smite.


K177Y C47 wrote:
Well a 1 level paladin dip is actually still useful due to Smite. When Fighting something evil you then Cha AGAIN xD

I wouldnt give up a caster level for a 1/day bonus to AC against a single creature. I tend to build my Oracles as casters first and rarely do they ever make any form of physical attack so the extra attack and damage is also fairly irrelevant.


Some Other Guy wrote:
andreww wrote:
Some Other Guy wrote:
You can't get double bonuses to the saves. Somewhere, I can't remember where, it was stated that you can't get a stat bonus twice to the same thing.
This is highly debateable. There is a James Jacobs quote about double stacking modifiers to CMB I think which was looking at the interaction of Fury's Fall and something else. He doesnt touch other areas and in any event always stresses that he is not a rules guy. As things stand you can pretty much expect table variation.
Well, I would be incredibly surprised if a GM allowed this. having all of your saves at +20 or more by level...8 is absurd.

You can get pretty close to that with an Oracle without double dipping, even without stat minmaxing. By level 8, with a non dumping 16, 14, 14, 12, 10, 8 stat array you can be looking at:

Charisma 24: 16 base +2racial +2level ups +4stat boost
Constitution 16: 14 base +2 stat booster
Wisom 14: 14 base

You pick up Divine Protection and Craft Wondrous Items, make your own Cloak of Resistance, stat boosting headband and belt and cracked pale green ioun stone and you end up with:

Fortitude: +17 (+2base +4con +3 cloak +1ioun stone +7divine protection)
Reflex: +16 (+2base +7charisma +3cloak +1ioun stone +3 circlet of command)
Will: +19 (+6 base +2wisdom +3cloak +1ioun stone +7divine protection)

And that is without factoring in any save boosting traits or really pushing things with stats. You could just as easily start with a 7 strength and dexterity and grab an 18 starting Charsima.


Some Other Guy wrote:
andreww wrote:
Some Other Guy wrote:
You can't get double bonuses to the saves. Somewhere, I can't remember where, it was stated that you can't get a stat bonus twice to the same thing.
This is highly debateable. There is a James Jacobs quote about double stacking modifiers to CMB I think which was looking at the interaction of Fury's Fall and something else. He doesnt touch other areas and in any event always stresses that he is not a rules guy. As things stand you can pretty much expect table variation.
Well, I would be incredibly surprised if a GM allowed this. having all of your saves at +20 or more by level...8 is absurd.

In fact in that same thread the example was brought up (by me) of oracle wiht the relevation of cha instead of dex and a paladin. He siad that YES they DO get Charisma twice on saves. Once as a replace and once as an add. Again caveat he is not the rule guy, but if you want to use his quotes to say you never get the same stat tiwce, please also use his quotes where he says you DO get the same stat twice.

Shadow Lodge

The wording is that one, you replace dex by charisma.

Second, divine grace grace gives you an untyped bonus [/b]equal[b] to your charisma


Falcar wrote:

Not sure about this one but for a less situational charisma to attack rolls could a mythic tier three with beyond morality be both a paladin and antipaladin? Throw in hell knight for smite chaos and now only lawful neutral and true neutral is safe from your charisma.

But I have no clue if you actually can do that or not so it very likely does not work.

Edit: I forgot that smite gives you a deflection bonus to AC against the target of your smite.

Anti-pally and Pally are "alternate classes" like Rogue/Ninja and Cavalier/Samurai. They count as "complex archetypes" so you can't combine the two even if you did overcome the alignment incongruity.

Regarding the topic at hand, a Scion of Humanity Aasimar with Racial Heritage(Orc), a variant heritage that provides a Con bonus, and the Scarred Witch Doctor Witch archetype is always nice.


andreww wrote:
K177Y C47 wrote:
Well a 1 level paladin dip is actually still useful due to Smite. When Fighting something evil you then Cha AGAIN xD
I wouldnt give up a caster level for a 1/day bonus to AC against a single creature. I tend to build my Oracles as casters first and rarely do they ever make any form of physical attack so the extra attack and damage is also fairly irrelevant.

Ah ok lol. I love making Dark Tapestry Oracles with races that pump up a revelation so that I can abuse the Many Forms ability xD. That ability is just awesome (Form of the Dragon 2 as a Su ability? I think yes!)

Grand Lodge

oracle litch


Loradin Graveknight?

Shadow Lodge

Lich/graveknight Nymph Oracle/antipaladin

Unearthly Grace (Su)
A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Stacks with divine grace and the like but not with divine protection


andreww wrote:

Nowadays it is pretty much all about the Lore/Nature/Lunar Oracle. No need for any Paladin levels or anything else really. You want:

Level 1: Noble Scion of War Feat - use Charisma for Initiative instead of Dexterity

Level 1: Sidestep Secret or equivalent revelation - use Charisma for AC and Reflex saves in place of Dexterity

Level 1: Irrepressible Trait - use Charisma instead of Wisdom for saves against mind affecting effects

Level 3: Lore Keeper revelation allowing you to make Knowledge checks using Charisma instead of Intelligence. Nature and Lunar Oracles can gain the same effect using the Spirit Guide archetype and choosing the Benefit of Wisdom Hex (the archetype changes the benefit to Charisma).

Level 5: Divine Protection Feat - add Charisma modifier to all saves

How does this character contribute during combat aside from being a quick, high-save skill monkey?

It looks to me like a 3/4 BAB melee class without martial weapon proficiency and slightly late Cleric spells as a vain attempt to patch up those deficiencies.


davidvs wrote:
andreww wrote:

Nowadays it is pretty much all about the Lore/Nature/Lunar Oracle. No need for any Paladin levels or anything else really. You want:

Level 1: Noble Scion of War Feat - use Charisma for Initiative instead of Dexterity

Level 1: Sidestep Secret or equivalent revelation - use Charisma for AC and Reflex saves in place of Dexterity

Level 1: Irrepressible Trait - use Charisma instead of Wisdom for saves against mind affecting effects

Level 3: Lore Keeper revelation allowing you to make Knowledge checks using Charisma instead of Intelligence. Nature and Lunar Oracles can gain the same effect using the Spirit Guide archetype and choosing the Benefit of Wisdom Hex (the archetype changes the benefit to Charisma).

Level 5: Divine Protection Feat - add Charisma modifier to all saves

How does this character contribute during combat aside from being a quick, high-save skill monkey?

It looks to me like a 3/4 BAB melee class without martial weapon proficiency and slightly late Cleric spells as a vain attempt to patch up those deficiencies.

Um... it's a full casting class oracle? How do caster oracles normally contribute to combat? They cast spells.


Which spells? It is not a class I have seen much at the table.

If it were a Cleric, it could use buff spells to pretend to be a Fighter. But it is using all its feats in non-combat stuff, which makes that path less effective.

If it were a Cleric, it could use Sacred Summons. But as an Oracle it has no aura.

What am I missing? How else does the Cleric/Oracle spell list contribute during combat?


davidvs wrote:

Which spells? It is not a class I have seen much at the table.

If it were a Cleric, it could use buff spells to pretend to be a Fighter. But it is using all its feats in non-combat stuff, which makes that path less effective.

If it were a Cleric, it could use Sacred Summons. But as an Oracle it has no aura.

What am I missing? How else does the Cleric/Oracle spell list contribute during combat?

It has access to the entire Cleric spell list. If you think the Cleric can only contribute to combat by using summons or buffing itself into a fighter, then you really have no imagination on how to play a divine caster.

If you want to figure out how to be an Oracle, then play one or read some guides, it's not my job to teach you how to cast.


davidvs wrote:

How does this character contribute during combat aside from being a quick, high-save skill monkey?

It looks to me like a 3/4 BAB melee class without martial weapon proficiency and slightly late Cleric spells as a vain attempt to patch up those deficiencies.

Melee is one of the least effective things you can do as a Cleric/Oracle, even the Reach Cleric only really bothers to use a Long Spear to make the occasional opportunity attack. The straight Oracle caster gets access to a whole host of useful Cleric control spells. Off the top of my head you are looking at:

Level 1: Command, Murderous Command, Forbid Action, lll Omen (from dual-cursed)
Level 2: Burst of Radiance, Sound Burst
Level 3: Blindness, Bestow Curse, Dispel Magic
Level 4: Blessing of Fervour, Holy Smite
Level 5: Plane Shift, Greater Command, Greater Forbid Action

Pick up Dazing spell and you are adding one of the most powerful control effects to any direct damage. Take the Blackened Curse and apply Dazing to stuff like Flaming Sphere or Wall of Fire.

Even if you do want to go down the melee route it isn't hard to pick up the more useful buff spells, Divine Favour, Blessing of Fervour, Righteous Might etc. You only really need Power Attack and a Longspear.

Depending on which Mystery you take that will also give you a bunch of other options. The Lunar and Nature Oracle can both get a full progression animal companion. The inflict spell using Cleric also gets to turn Mass Cause Inflict Wounds into one of the most powerful control spells around by adding a DC10+half level +cha mod will save r be confused for 5 rounds. Its a simple SU ability and not marked as mind affecting and so also effects plants, oozes etc.

Finally the Spirit Guide archetype offers amazing versatility to Oracles. You have access to 10 different spirits, each of which provides you with access to a different spell list and different hexes. Add in Paragon Surge and you can access the rest of your own spell list as needed.


You need to be a Kobold to get Kobold Confidence, then you base off your Fortitude saves and total amount of damage you can take before dying out of Charisma.

Becoming an Agent of the Grave means that you can then effectively dump Constitution too!

Shadow Lodge

Secret Wizard wrote:

You need to be a Kobold to get Kobold Confidence, then you base off your Fortitude saves and total amount of damage you can take before dying out of Charisma.

Becoming an Agent of the Grave means that you can then effectively dump Constitution too!

Not totally dump con or else your hp would be very low since only agent of the grave levels count for charisma to hp


Well, not DUMP dump, but you can go 8 CON and patch it up with Favored Class HP bonus on the meanwhile.

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