| The Pale King |
So a player in our group decided he wanted to try DMing a high level campaign since we never really get over level 8, problem is I see so much potential for different builds at such a high level and am having a tough time picking myself a character. Other party members are a pistol wielding gunslinger, lore warden/martial master fighter and a Sacred Fist Warpriest. DM said not to worry too much about filling holes in the party since he will build the encounters to be potentially winnable by what we have.
What are some REALLY cool builds/tricks you can pull off or that come online at such a high level?
| Avoron |
If you're looking for power, caster is the way to go, simply because you'll qualify for Spell Perfection. Enough said.
However, you seem to be looking for fun, interesting, and powerful builds. My top suggestions, off of the top of my head:
Druid/Stalwart Defender (dip in fighter)-Huge earth elemental with a lucerne hammer, combat reflexes, whirlwind attack. Any enemy hit by an attack of opportunity must stop moving.
Scout Rogue, Vivisectionist/Beastmorph Alchemist- pouncing with four claws, 18d8+27 sneak attack damage with each claw
| Avoron |
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Here's a sample druid/stalwart defender build I made, for up to level 13:
Human Druid (Menhir Savant) 8, Fighter (Unbreakable) 1, Stalwart Defender 4
Feats:
1 (Fighter 1): Combat Reflexes, Endurance, Diehard, Toughness
2 (Druid 1):
3 (Druid 2): Dodge
4 (Druid 3):
5 (Druid 4): Combat Expertise
6 (Druid 5):
7 (Druid 6): Mobility
8 (Druid 7):
9 (Druid 8): Spring Attack
10 (Stalwart Defender 1):
11 (Stalwart Defender 2): Whirlwind Attack
12 (Stalwart Defender 3):
13 (Stalwart Defender 4): Shaping Focus
Domain:
whatever, Desert and Cave are nice
Defensive Powers:
11 (Stalwart Defender 2): Bulwark
13 (Stalwart Defender 4): Halting Blow
Suggested weapons and armor:
huge lucerne hammer
Wild stoneplate
Wild tower shield
huge alchemical silver cestus
huge cold iron cestus
huge dwarven boulder helmet
| K-kun the Insane |
An interesting combination I found while working on another project was Eldritch Scion (Magus) / Ninja. Adept at range, magic, and melee while granting many class skills and skill points. Charisma and Dexterity are the main skills, so you'd want Weapon Finesse and Combat Reflexes. You could make for some interesting background choices no matter which is your main class.
| gamer-printer |
Not to suggest your GM can't come up with great ideas for a high level campaign, but there's a 3PP AP for 15th - 20th level on the dream plane with Rite Publishing Coloseum Morpheuon. Plus there's a bunch of pre-gen NPCs of various mix class builds for Coloseum Morpheuon called Faces of the Tarnished Souk.
| avr |
Gundolons (sunmoners whose eidolons have many arms and many guns, synthesist or otherwise) should be effective by this level and would have the money to actually get all those guns.
You could have finished or almost finished a PrC by now. A Mammoth Rider could have a scary steed by now and be even more impressive next level. A Veiled Illusionist really is a master of illusions. Diviner (scrying) Wizard 1/Full BAB 1/Eldritch Knight 10/Arcane Archer 3 is possible, as is Ninja 3/Wizard 2/Arcane Trickster 10.
| LoneKnave |
Speaking of PRCs, you could do Spellslinger 1/Myrmidarch magus 4/EK10. As long as you are well prepared, with named bullet you'd be critting on every single spell you cast, that'd let you cast a swift action spell, that'd also crit... And your spell crits do x3 instead of the usual x2 to boot. With a pistol dagger blackblade, you'd be immune to misfires even.
| GeneMemeScene |
If you've ever wanted to play an Oracle but those curses look too foreboding then starting this high means most of them have either lost their detrimental effects or have much better tradeoffs.
Level 15 is also late enough such that you'll have Signature Deed. This means:
Mysterious Stranger gets +Dex and +Cha to every shot. And can two weapon fight with them.
Swashbucklers can Parry&Riposte for free.