What's the best level 3 character you can come up with?


Advice


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I'm playing a one-off session with no hope for longevity. Any help would be appreciated!


The Porcupine!


Date of Lies wrote:
I'm playing a one-off session with no hope for longevity. Any help would be appreciated!

We need more details. What content is thr gm allowing, do you mean best as in most powerful or best as in fun since there's no long term plan needed.


"Best" is very subjective.


Gnome Swashbuckler 1/Fighter 2 (lore warden)

Gnome Master Tinker- Crafts his own saw tooth sabres that he is prof cause he crafted them.
Weapon focus- Saw Tooth Sabres
Slashing Grace
Two weapon fighting

You now dual wield a pair of sabres dex to damage.

Best of all you're a gnome.


Full Orc Barbarian(armoredhulk)1/Alchemist(vivisectionist and ragechemist)1/AnyFullBABClass1

Strength 32 when raging and mutated.

That's 2d6+19 when swinging a greatsword at +13 to hit when using Power Attack and Furious Focus as your 1st and 3rd level feats. +1d6 sneak attack at times.

You also get full plate to have a semi-decent AC.

Heck, that's not even counting whatever benefits you can squeeze out of that third class...


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But you wouldn't be a gnome.

Sovereign Court

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Probably Kitsune Sylvan Sorcerer, to max that DC, high dc on compulsion spells (Sleep) to coup de grace people, combined with an animal companion for flanking/tanking etc...

Now if your dm allows you to use call animals to summon druids with the animal soul feat...this is by far my favorite setup ever for level 3. Summon druids and swarm the battlefield with summon nature allies, done.


Wizard 3?

Nah, Witch 3 with Slumber Hex.


How OP do you want to be.

Animal companions are very powerful at low levels. A half orc packmaster hunter can 3 level 3 ACs with the beast rider feat. Take 3 stegosauruses. Better yet they will all have outflank.

Dark Archive

Holy Tactician Paladin 3.

Teamwork 24/7.


I actually posted this a while back. It gives you massive HP and sleep hex DC;
Human racial heritage orc
1)scarred witchdoctor witch (con instead of INT for sleep hex/spells)
2)Barbarian (any archetype, bloodrager might be better now) +4 con
3) Alchemist (or any of the new classes/abilities with mutagen) +4 con mutagen
+2 con belt
= (10 + 1 (witch level) + 5 (ability score) + 4 from above) 20 DC sleep @ 3 with ability focus it's 22 DC sleep @ 3 (23 with a potion of bear's endurance instead of belt)
Carry a scythe for coup de grace

*Edit: with mutation fighter you might want to replace alchemist with fighter and get a high BAB and another feat to play with (if you don't really care for extracts)


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I'm pleasantly surprised by my Asmodean Cleric.

Feats: Combat Reflexes, Command Undead, Sacred Summons.

Variant channeling (Rulership). Domains: Trickery, Magic (Divine).

He plays like a Str 18 reach cleric with a consecrated longspear (Adventurer's Armory). He can channel negative energy to control undead, for a mass Daze, or charge his spear (out of combat) to cause a Daze on the next target hit. He can use Copycat for defense, then trigger his group buff from the Magic domain. He can Summon a Hell Hound as a standard action.


1)scarred witch doctor. Super sleep hex. BBEG killer.

2) Negative channel cleric of Ra based on rulership varian channel. Very comparable to scarred witch doctor. Cleric requires a bit more investment and will be a bit MAD but unlike witch the cleric can daze lock whole groups at a time. King of mob killers.

3) human cleric 1/weapon adept monk 2. 7 feats in 3 levels, awesome saves, and nice tricks. Take conversion inquisition, channel smite and guided hand and in exchange you have your wisdom taking over almost everything. AC, to hit chance, will save, ki pool later on, social skills, perception, and more in one stat. Sign me up!!! Here's a nice thing ur will a level 3 should be NO less than +7; meaning your one of the few who can laugh at that witch or cleric up above.

4) any well made paladin. At low levels a paladin has no weakness period. And even if he did he can heal to cover said weakness. Also one of the few who save against witch or cleric.

5) half orc lunar oracle. Here comes the pain. An animal companion of equal Level and you getting 3 natural attacks is an damage output machine that few can even hope to match at this level. I'm not sure it's possible to put out more raw damage as this character can at level 3. Synthesist maybe?

6) synthesist. Duh!!!

7) tiefling two handed ranger. Going for defense and skills over all else... Take power attack, shield of swings, pit of the armor and fight defensively to get 26+ AC. Even the best of martials will probably have to crit to hit or close to it. Even urban barbs with 24 strength, full BAB, and such will likely need 17 to hit with power attack in effect and he's pretty extreme. A fighter with weapon focus is a out the same. Still the defense is very good for our tiefling.

8) gnome wizard using scorching ray. Can reach level 7 CL with spell specialization and traits. That means 2 rays of 4D6 on single target. At level 3 there is almost no fire resistance so go with and murder single targets fast. On a decent roll you could kill PC level enemies in a single spell use, respectable.


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Hey puss, how u getti g rulership on Asmodeous? Dispater has it but not Asmodeous according to my material.


Dot dot dot


Plenty of amazing ideas in this thread, will keep them for reference if nothing else. Will let you guys know what I decide. However I dont believe than scarred witchdoctor works on an alternate heritage human

Silver Crusade

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Here's an obscene CHA-based 3rd level technical-pacifist character:

Triple-classed Human with STR10 DEX10 CON10+ INT10 WIS10 CHA18+

This character can go an entire career without ever directly killing anything. Allies & the pet can handle coup de grace as needed.

1 level Dual Cursed Oracle of Heavens - protect yourself and your allies with Oracle's misfortune. Force foes to save twice vs your Save-or-Die spells. The Extra Revelation feat gets you Awesome Display, for super-powered color spray. CHA gives you high DC on spells like Command or Murderous Command. Protects entire party against critical hits. Every Immediate Action is already spoken for, for the duration of your career. If, for the rest of your career, all you ever did was use your Misfortune immediate action to maximum effect every round, you would pretty much pull your own weight.

1 level cleric of horus. Variant Channeling (Rulership) lets you daze-lock entire mobs. Your high CHA gives you a good DC. You must take the animal domain, to keep your AC at level. Other domain is your choice, there are many options. Selective Channeling feat is essential.

1 level sylvan sorcerer. With the boon companion feat tax you have a full animal companion from the start. Cast Color spray as a sorcerer spell, since you don't get it as an Oracle. High CHA gives good DCs.

Stick to Sylvan Sorcerer for 4th+ level. By 7th+ level your gimped casting levels will hurt, so consider planning ways to compensate. Color spray starts dropping off around 10th level. At 8th level you can get Loathsome Veil, which is the best Illusion[Pattern] spell ever. This build is pretty much the only way to apply Awesome Display to Loathsome Veil.

Defense is very strong. Both your animal companion and Misfortune keep you from harm. You have access to terrific buffs, especially with clever use of Share Spells. Excellent saves.

This character lacks the endurance of the slumber witch, but has many more options: Color Spray; Channel Negative Energy to Daze and Damage; Command; others. Here are some ways this character build drops powerful enemies:

#1 Move to 25' from foe, just behind your own martial front-liners. Command (as an Oracle spell using your CHA) the foe to 'Approach!'. Force a 2nd will save if needed. The foe wastes its next action, all your allies get an AoO, and the foe ends its turn surrounded by your front liners. Entire groups of players has been known to fall over laughing when this happens.

#2 Close range super-powered color spray forces will DC. Misfortune forces a 2nd will save. At 5th level a Quick Channel forces a 3rd will save.

#3 Channel negative energy to Daze all nearby foes. At 5th level you can quick channel twice per round. Force one foe to save twice (thrice!). The rest of your party mops up.


Orc barbarian. Get lesser beast totem and use extra rage power to pick up animal fury. You can put down around 40-something damage on a full power attack. My level 5 orc barbarian was pretty much unstoppable with that set up.


human fighter.

5 feats at level 3 FTW!


Pathfinder Lost Omens, Rulebook Subscriber

Level 3 is a sweet spot for a Vivisectionist;

Start with 20 Str, have at least 13 Int, put the rest in Dex/Con. Be any race that you can get a +2 to Str with.

At second level take Feral Mutagen, at 3rd Power Attack. Your first level feat can have been whatever - Improved Initiative is always a solid choice. Arcane Strike is amazing if you started with an SLA to qualify.

Three natural attacks, with a +7 Str bonus to damage, you can cast Enlarge Person on yourself, you have 2d6 of Sneak Attack dice against flat footed opponents, you are a literal monster.


Pendagast wrote:

human fighter.

5 feats at level 3 FTW!

sry sir but I already posted a monk with 7 feats.


Date of Lies wrote:
Plenty of amazing ideas in this thread, will keep them for reference if nothing else. Will let you guys know what I decide. However I dont believe than scarred witchdoctor works on an alternate heritage human

there is a feat that allows it. adopted I think it was named.

Sovereign Court

Emissary Cavalier 1/Lore Warden Fighter 2 is a nice third level character. Full speed in medium armor, combat expertise, bonus skill points and so forth.

Human for the extra feat and skill point.


Renegadeshepherd wrote:
Pendagast wrote:

human fighter.

5 feats at level 3 FTW!

sry sir but I already posted a monk with 7 feats.

7 much more limited choice of feats.

sry. trumped.


Magda Luckbender wrote:
This build is pretty much the only way to apply Awesome Display to Loathsome Veil.

Straight Oracle into Mage of the Veil PrC is another. Yes, you lose revelation progress, but that's really not the end of the world.


Renegadeshepherd wrote:
Hey puss, how u getti g rulership on Asmodeous? Dispater has it but not Asmodeous according to my material.

Good question. Given that there's actually a Tyranny variant, it's actually pretty dubious.


Pendagast wrote:
Renegadeshepherd wrote:
Pendagast wrote:

human fighter.

5 feats at level 3 FTW!

sry sir but I already posted a monk with 7 feats.

7 much more limited choice of feats.

sry. trumped.

I admit deflect arrows and dodge are not the greatest but it was free :) and weapon focus and perfect strike are no joke. and at level 3 that monk is getting more attacks than said fighter; which is sad because you want the fighter to be good at these low levels.


Renegadeshepherd wrote:


5) half orc lunar oracle. Here comes the pain. An animal companion of equal Level and you getting 3 natural attacks is an damage output machine that few can even hope to match at this level. I'm not sure it's possible to put out more raw damage as this character can at level 3. Synthesist maybe?

So let me get this straight...

You pick Half-Orc to get an initial natural attack (toothy), but then in order to get two more natural attacks, you'd have to use Gift of Claw and Horn twice in the battle? What feats/animal feats/spells do you recommend?


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Date of Lies wrote:
I'm playing a one-off session with no hope for longevity. Any help would be appreciated!

Aasimar Sohei Empyreal Sorceror Eldritch Knight...

Because, Prestige Class at level 3.

Actually, it gets Wis to AC (plus mage armor and shield if you want to waste spells on them), great saves, if you happen to live to level 4+, casting and BAB increase quickly.

Use a composite longbow and switch to a halberd/glaive/other reach weapon...since you have improved unarmed strike.

Feats: Power Attack (1) Pick One Monk Bonus (1) Cleave (3) Pick One Fighter Bonus (3). Enlarge Person--now you can attack anything adjacent to anything else within 20 feet. Nothing in Great Cleave requires you to use the same weapon for each attack.

Magical Knack(Sorceror) will give you full caster level for your limited number of spells. Oh, and you have a free alignment detection blast, if it hurts they're evil, if it heals they're good, otherwise neutral.

Liberty's Edge

Pathfinder Rulebook Subscriber

DDDDDDOT


Pathfinder Adventure Path Subscriber

Nice builds.

I still would consider core casters with 2nd level spells.

Lantern Lodge

Standard Human Summoner?

Feats:
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning <or> Summon Good Monster

Throw a zoo at your problems- -what enemy at level three can fight through (1d3+1 ponies) or (1d3 ponies with Die Hard) every turn?


Add one level of Master Summoner to any beatdown class.

Angel-Blooded Aasimar Barb1/MS1/Barb2 is wildly strong. Tier your eidolon to be a trap/perception biped.

You can heal yourself, enlarge yourself, hide in the dark, solve traps and flood the battlefield with 7ish monsters. Plus you have two combat feats available.


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Human Occultist Arcanist 3

Feats:
Spell Focus (Conjuration)
Augment Summoning
Evolved Summon Monster

Arcanist Exploits:
Potent Magic (+2 CL of DC to a spell)
Either Familiar or Arcane Bonded Item (Craft Wondrous Item at level 3?)

Evolutions I like (for one of your summoned creatures):
Bleed (Claws): One Eagle gains 1d6 bleed on both claw attacks.
Pounce: Able to full attack after charging.
Slam: Your elemental gainst a second slam attack
Magic Attacks: All attacks by this creature are magic for overcoming DR

You get all of what a summoner has, but trade an eidolon for access to the sorcerer/wizard list, buffed spells and a familiar or arcane bonded item. Plus, unlike Summoner, you are a completely SAD class (needing only intelligence). Dump that Str/Cha/even Wis.


Jayson MF Kip wrote:

Standard Human Summoner?

Feats:
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning <or> Summon Good Monster

Throw a zoo at your problems- -what enemy at level three can fight through (1d3+1 ponies) or (1d3 ponies with Die Hard) every turn?

I'm confused where does Die Hard come from?


Wizard (conjurer, teleportation subschool). 10 ft. dimensional step as swift action is surprisingly useful for being evasive. Have access to create pit and glitterdust some of the best battlefield control for the price. Mage Armor and Mirror Image will generally keep you save; the nature of the game might impact my level 2 spell choices.

Go human for the extra feat at this level. Improved Initiative, Spell Focus (Conj), Augment Summoning. Have great DCs for Grease, Create Pit, Glitterdust, etc. and summon critters for a long enough duration to be useful, even at level 3, because of summoner's charm. I'd choose arcane bond for a one-off, grab that extra level 2 spell of any sort, but I generally like the flexibility of arcane bond. Scorpion familiar for initiative bonus is pretty solid. For traits, an initiative trait and the trait that makes perception a class school are very useful.


If you want a ranged build...
Third level is a sweet spot for a Zen Archer monk: You have Weapon Focus, Rapid shot (equivalent in flurry), and Point Blank Master for free. Take Precise Shot and Point Blank Shot as your bonus feats, then you only need a 13 Dex to take Deadly Aim, and all your other points go into Wisdom (which you use for bow attacks, AC, and will save) and Strength.

Go with a dwarf for Wis and Con, take Deep Sight for 120 ft of darkvision. With a composite bow, you can shoot people with no ranged penalty up to 110 ft, which makes for a looooong hallway for critters to run down before they get to you.

Get cold iron durable arrows and weapon blanches to blow through DR.

Any fighter build...
Weapon Master has weapon training kick in at third level, so that's a good one to consider.

I second the Holy Tactician Paladin build.
Picking the right teamwork feat depends on your other party members, but Outflank, Precise Strike, Escape Route, and Lookout are generally useful options for this build. (I have a variant of this build with a reach weapon, Combat Reflexes, and Bodyguard, too.)

Lantern Lodge

sunbeam wrote:
Jayson MF Kip wrote:

Standard Human Summoner?

Feats:
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning <or> Summon Good Monster

Throw a zoo at your problems- -what enemy at level three can fight through (1d3+1 ponies) or (1d3 ponies with Die Hard) every turn?

I'm confused where does Die Hard come from?

Summon Good Monster

Grand Lodge

I like Drunken brute barbarian/Vivisectionist alchemist. If your DM rules accelerated drinker works with either mutations or extracts then your golden. Be a strength build to stack mutagen and rage for a +8 to STR. You have sneak attack as well. Move action drinking that wont provoke AoO. (Dependant on the GM ruling) . Extracts of enlarge person and true strike will serve you very well.


That is goofy because Diehard does absolutely nothing on a summoned creature.

Summoning wrote:
A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower

Whether it has Diehard or not, by RAW it still disappears as soon as it hits 0 HP or lower. Poorly written feat.

Lantern Lodge

RumpinRufus wrote:

That is goofy because Diehard does absolutely nothing on a summoned creature.

Summoning wrote:
A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower
Whether it has Diehard or not, by RAW it still disappears as soon as it hits 0 HP or lower. Poorly written feat.

If the designers didn't intend for GMs to make judgement calls, they wouldn't explicitly tell GMs to make judgement calls.


Fighter 3 Two handed fighter

1: Power attack, Combat reflexes, Weapon prof Faluchard
2: Pushing assault
3: Weapon Focus Faluchard

Human with 20/14/14/7/11/7 as the stats. Smash stuff hard.


Fruian Thistlefoot wrote:

I like Drunken brute barbarian/Vivisectionist alchemist. If your DM rules accelerated drinker works with either mutations or extracts then your golden. Be a strength build to stack mutagen and rage for a +8 to STR. You have sneak attack as well. Move action drinking that wont provoke AoO. (Dependant on the GM ruling) . Extracts of enlarge person and true strike will serve you very well.

Accelerated Drinker doesn't work with extracts or mutagens, by designer comment. Potion Glutton from Inner Sea Gods is even better and works with everything.

Grand Lodge

Ahh well there we go.

I did say if DM rules it. Some can...any non PFS game can have what ever the DM wants.

But potion glutton does get it done legally.


RumpinRufus wrote:

That is goofy because Diehard does absolutely nothing on a summoned creature.

Summoning wrote:
A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower
Whether it has Diehard or not, by RAW it still disappears as soon as it hits 0 HP or lower. Poorly written feat.

Isn't this a case of specific beats general? I mean how does it make sense to give a useless feat to the summons? The author obviously didnt intend for it to be useless


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Sorry, not trying to derail thread. RAW it is useless to give a summon Diehard, RAI it was obviously meant to do something. If I was GMing I would let the summon stick around if it was at negative HP, I guess I was just feeling pedantic.


More ideas in this blog post.

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