| avr |
For a scout, lets try a Drunken Brute Savage Technologist Barbarian. As long as the drinks/your liver hold out you can keep that rage going, and the rage increases both strength and dex.
1: power attack
Half-elf: skill focus (stealth)
2: rage power (scent)
3: extra rage power (moment of clarity)
4: rage power (perfect clarity)
5: extra rage power (lesser air totem)
6: rage power (ultimate clarity)
7: extra rage power (air totem)
8: rage power (internal fortitude)
9: dampen presence
10: rage power (greater air totem)
Between scent and ultimate clarity you can find everything. Air totem gives you air walk 1 round per rage so you can get places, internal fortitude (and the right ioun stone) gives you rage cycling. You get dampen presence so stealth continues to be possible at higher levels.
It doesn't get hide in plain sight - but you can down a potion of vanish as a move action.
Edit: If you find scent unnecessary considering you're aiming for ultimate clarity, you could get Auspicious Mark instead. I like scent for the ability to detect who has been here as well as who is, but YMMV.
| Lune |
Hm. I have been thinking about this more. Prolly going to try for a build during my break actually as it has my interest.
I am thinking a Half-Orc with City-Raised, Gatecrasher, Scavenger and Skilled Alternate Racial Traits. Probably 2 levels of Rogue for Trapfinding and the Trapspotter Rogue Talent, and most of the rest of the levels in Barbarian with the following Rage Powers:
Smasher
Gear Breaker
Hard Hitter
Witch Hunter
Spell Sunder
Superstitious
Sunder Enchantment
The following feats:
Power Attack
Improved Sunder
Greater Sunder
Sundering Strike
Destroyer's Blessing
No particular order to that. However, I am thinking of working in Lore Warden for the extra feats, Knowledge skills as class skills, and CMB for the Sundering.
The Breaker archetype looks good but it loses Trap Sense. I suppose that isn't huge as the goal of the build is to break the traps if they can't disarm them but preferably spot them first either way. So, yeah...going Breaker.
This build is going to be very feat starved. Anyone have any ideas on ways to accumulate feats any faster? 4 levels of Lore Warden gets 3 bonus feats plus Combat Expertise. Thats about all I got.
| AndIMustMask |
Ascalaphus wrote:I don't normally see people do a "total skillmonkey", because it's a really suboptimal build. The most-used skills are spread across Dex (Disable Device, Stealth), Int (Knowledges, Spellcraft) and Cha (Diplomacy, UMD, Bluff/Intimidate). Trying to be good at all of them will make you pretty MAD.Investigators can make most of those Int based with Empiricist and Student of Philosophy (everything but Stealth and Intimidate), Inquisitors can make many of them at least partially Wis based with conversion Inquisition and Monster Lore, and Bards can make many of them Cha based (or get arbitrarily high bonuses to them, or both).
This is, in large part, why these classes make good skill monkeys. Investigators and Bards better than Inquisitors because they get other bonuses on top of that. All three can also be very good combatants or spell casters on top of that, actually.
the bruising intellect trait lets you intimidate off of int, if memory serves.
for bards they dont even need to actually invest in most skills--they can just invest in perform (whatever you have versatile performance for) for a three-birds-with-one-skill-point setup that works off of CHA, and combine with pageant of the peacock for bluff in place of knowledge checks (and you can get bluff as a versatile performance!), and with their skill-boost performance and lingering performance, they can get sick bonuses to it as well.
this also makes things like prodigy, skill focus, and several traits incredibly powerful for granting an effective bonus to so many skills at once.
Deadmanwalking
|
the bruising intellect trait lets you intimidate off of int, if memory serves.
Indeed, but then they can't take Student of Philosophy and thus can't use Bluff or most stuff involving Diplomacy with Int.
for bards they dont even need to actually invest in most skills--they can just invest in perform (whatever you have versatile performance for) for a three-birds-with-one-skill-point setup that works off of CHA, and combine with pageant of the peacock for bluff in place of knowledge checks (and you can get bluff as a versatile performance!), and with their skill-boost performance and lingering performance, they can get sick bonuses to it as well.
this also makes things like prodigy, skill focus, and several traits incredibly powerful for granting an effective bonus to so many skills at once.
Yep. Investigators are similarly blessed with the ability to enhance everything for free via Inspiration and a couple of Talents.
| Lune |
Alright, so here is what I have come up with:
Half-Orc taking the following alternate racial traits:
City Raised: - weapon familiarity, +proficiency in whip and longsword, +2 to knowledge (local)
Gatecrasher: - ferocity, +2 to Str checks to break objects and to Sunder
Scavenger: - intimidating, +2 to appraise and perception checks to find hidden objects, determine whether food is spoiled, or identify a potion by taste.
Skilled: - darkvision, +1 skill rank / level
Traits:
Dangerous Curious: +1 UMD and it is a class skill
Trap Finder: +1 trait bonus on Disable Device, it is always a class skill, can use it to disarm magical traps
Barbarian levels are all Breaker and Liberator
Fighter levels are all Lore Warden
Str: 14
Dex: 12
Con: 13
Int: 18
Wis: 10
Cha: 10
1 rank in each of 10 knowledge skills 2 on each of the fighter levels in order: arcana, local, nature, religion, planes, dungeoneering, engineering, geography, history, nobility
-20 for knowledges and single rank skills
@ 11th level: 99
Acrobatics: 15 =11 Ranks +3 Class +1 Dex
Climb: 7 = 1 Rank +3 Class +2 Str
Craft (Alchemy): 18 = 11 Ranks +3 Class +4 Int
Disable Device: 16 = 11 Ranks +3 Class +1 Dex +1 Trait
Handle Animal: 4 = 1 Rank +3 Class
Intimidate: 4 = 1 Rank +3 Class
Linguistics: 18 = 11 Ranks +3 Class +4 Int
Perception: 14 = 11 +3 Class
Ride: 6 = 1 Rank +3 Class +2 Str
Stealth: 15 = 11 Ranks +3 Class +1 Dex
Survival: 4 = 1 Rank +3 Class
Swim: 6 1 Rank +3 Class +2 Str
Use Magic Device: 15 = 11 +3 Class +1 Trait
Slight of Hand: 12 = 11 Rank +1 Dex
Spellcraft: 10 = 6 Ranks +4 Int
Sunder: +26 = 11 BAB +4 Str +5 Destructive +4 Greater Sunder +2 Gatecrasher +2 Lore Warden
Smasher 1/rage ignore all hardness, Hard Hitter: Ignores 5 hardness
Heal 1 point if object is “broken”
Spell Sunder: suppressed if successful, 2 rounds if exceeded by 5, dispelled if exceeded by 10
1st
Barbarian 1
Destructive, Rage, Power Attack (1st)
2nd
Figher 1
Improved Sunder (bonus)
3rd
Barbarian 2
Hard Hitter, Rage Power: Superstition, Extra Rage Power: Smasher (3rd)
4th
Barbarian 3
Battle Scavenger
5th
Barbarian 4
Rage Power: Witch Hunter, Extra Rage Power: Gearbreaker (5th)
6th
Barbarian 5
Disprutor
7th
Barbarian 6
Rage Power: Spell Sunder, Greater Sunder (7th)
8th
Barbarian 7
Damage Reduction 1/-
9th
Barbarian 8
Rage Power: Sunder Enchantment, Extra Rage Power: Disruptive (9th)
10th
Fighter 2
Destroyer's Blessing (bonus)
11th
Fighter 3
Combat Expertise (bonus), Extra Rage Power: Stunning Irruption (11th)
12th
Fighter 4
Vital Strike (bonus)
13th
Barbarian 9
Extra Rage Power: Shrapnel Strike (13th)
14th
Barbarian 10
Damage Reduction 2/-, Rage Power: Eater of Magic
15th
Barbarian 11
Greater Rage, Oath of the Unbound (15th)
16th
Barbarian 12
Rage Power: Strength Surge
17th
Barbarian 13
Damage Reduction 3/-, Improved Vital Strike (17th)
18th
Barbarian 14
Hide from Constructs, Rage Power: Powerful Blow
19th
Barbarian 15
Furious Finish (19th)
20th
Barbarian 16
Damage Reduction 4/-, Rage Power: Spellbreaker
| Lune |
boring7: Yeah, for dealing more damage to traps and Sundering in general. Also for when you can only single attack and/or charge. Greatsword scales well on Vital Strike as well.
BBT: Wrecker Oracle? *goes and looks it up* Yeah, normally bad but in this circumstance really good. I would be interested in seeing that. The only issue is gaining the ability to disarm magical traps. I know there is the Trap Wrecker feat but that isn't disarming. It is beneficial to have both. Would you take the Trap Finder trait?