So in a recent session of Giantslayer my cavalier ended up Strength Damaged, Dexterity Damaged, Engulfed, Paralyzed, Suffocating, and he survived thanks to quick action from his comrades. In case he dies I have begun construction on a backup PC.
I want someone with at least two good saves, at least four skill points, at least d10 hit die.
I want to take Climb, Acrobatics, Swim, Perception,and survival, and I was thinking of the feats Toughness, Great Fortitude, Lightning Reflexes, Iron Will, Endurance, Diehard, and perhaps the Deathless Tree.
The Game is 20 point buy, Paizo stuff only.
Anyone have any decent builds they can think of that fits all this stuff in?
I was thinking of a Slayer...
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Here is what I have for Staying Alive.
Favorite Phrases: “F&*% you I’m eating!” and "I Like Money."
CG Half-Orc Primalist Spelleater Arcane Bloodrager
Alternate Racial Traits: Sacred Tattoo and Shaman's Apprentice
20 point buy: Str: 16, Dex: 14, Con: 15, Int: 8, Wis: 12, Cha: 13
(If you don't like 8 in Int you can boost to 10 and take Wis to 10.)
Trait 1: Fate's Favored- Paired with Sacred Tattoo you get +2 Luck bonus on all 3 saves...this is better than taking 3 feats.
Trait 2: Dangerously Curious (cause UMD is a Nice skill to Have...scrolls are cheap)
Build By Level:
1 HD: Feats- Endurance(from Shaman's Apprentice Trait) and Diehard, Abilities-fast movement, bloodrage, Disruptive Bloodrage (Su)
2 HD: Blood of Life (Su)Notice the SU in that ability. This fast healing IS magical and not a EX ability like a majority of Fast Healing
3 HD: Feat-Fast Healer, Blood sanctuary
(because of Blood of Life (Su) your fast healing IS magical...makes Fast Healer actually work for you to increase your amount of Fast healing by 1+ Half CON modifier= 3 currently)
4 HD: Eschew materials, Blood casting, Arcane Bloodrage (Sp)
5 HD: Feat-Raging Vitality, Spell Eating (Su) (another source of Magical healing! Raging Vitality makes your CON effectively 2 points higher and you don't end rage while unconscious so you can fast heal while down to stabilize and get back up)
6 HD: Bloodline Feat- Power Attack
7 HD: Feat- Arcane Strike, Fast Healing/ Increase
8 HD: Greater Arcane Bloodrage (Sp)
(Doesn't every melee frontliner want Displacement to add layered defense to your AC...amazing ability to have as a free action)
9 HD: Feat- Sunder , Bloodline Feat- Iron Will
10 HD: Fast Healing/ Increase
11 HD: Feat-Bloodied Arcane Strike, Greater bloodrage (Need to take bloodied Arcane strike to free up your swift actions for Raging Brutality and Jingasa of the Fortunate Soldier.)
12 HD: Bloodline Feat- Disruptive, Primal Choices: Superstitious & Witch Hunter
(you're giving up Caster's Scourge (Ex) for 2 rage powers. You should already be a caster's worst nightmare with Disruptive Bloodrage (Su), Disruptive feat, and spellbreaker feat. Now add in more damage you're doing to casters and increasing your saves seems more important to me)
13 HD: Feat- Raging Brutality, Fast Healing/ Increase
14 HD: Indomitable will
15 HD: Feat- Toughness , Bloodline Feat- Spellbreaker
16 HD: Fast Healing/ Increase, Trade out True Arcane Bloodrage (Sp) for Eater of Magic and Spell Sunder
The gear I recommend:
Headband of Cha +2 or GREATER (You don't need to +1 Cha if you go this route to cast your highest level spells)
Jingasa of the Fortunate soldier- This gets you +2 luck AC and 1/day critical negation for 5k...this really is a bargain Item.
Spell Storing and Furious Adamantine Weapon (preferably reach)
Spell Storing Armor (W/armor spikes if you took a reach weapon)
Spell Storing allows you to cast more spells a day by loading them in your down time. They also are a way to free up action economy and using Vampiric touch or a debilitating Touch attack can make you even better front line tank.
Alternative Build Involves Throwing away spell Sunder and Sunder for Combat Reflexes and Come and Get me.
Basically you have really good saves, 50% Miss chance, Great Damage, d10 hit Dice (Like you wanted), Whatever skills you pick up...I really like UMD, Fast Healing, and spells.
He really is a brutal Beast that can take down some Giants.
Also I recommend Big Game Hunter on any character in Giantslayer or Rise of the Runelords due to the overwhelming amount of Large+ critters you fight.
AM barbarian works. Search it up. You end up with crazy saves against magic, massive DR, faster than average speed, and a load of HP.
Other than than, a Primalist Bloodrager with the Destined bloodline gets fairly good hit chance and saves. Technically only one good save, but both rage and the bloodline boost all saves. Paladin of any sort is also pretty survivable, though sadly only has 2 skills/level. Samurai might be worth a peek. Ronin and Order of the Warrior are both good Orders to pick, though again, you technically only have one good save. Ranger nets you skill points, Endurance, and two good saves (not will, sadly). Multiclassing into Unbreakable Fighter wouldn't be too bad, to pick up a bonus to your Fortitude save and to get Endurance and Diehard.
The worst choice you could make with full martial is plain Fighter.
1. AM Barbarian (this almost feels like cheating)
2. Paladin (Mercies and Lay on Hands are awesome)
3. Primalist Bloodrager
4. Ronin Samurai
Paladin is probably the Tankies tank that ever tanked. Lay on Hands with the proper feat support (Fey's Foundling) and FCB can get obscene. On tp of that you have immunities out the wazoo. Stonelord Paladin gains quite a few more immunities, but looses out on spells, some of which are really, really good for survival (Death Ward, anyone?).
Something I like but nobody has yet to mention however, is the Martial Artist Monk. A decent list of immunities combined with the rare ability to resist ability damage/drain. On top of that he has the ability to ignore DR with a check, and inflict a few status conditions of his own. Later gains the ability to ignore damage that would knock him unconcious or kill him with a Reflex save.
Barbarian is the final one. Rage Powers are amazing. With Rage Cycling, you can get Flesh Wound and DR, and basically be immune to any hit that doesn't deal a ton of damage to you. You hit like a truck, sponge off blows that would put others down, and have a wide array of useful combat abilities like Pounce, Come and Get Me, and the awesomeness that is Spell Sunder. There is literally a Rage Power that prevents you from dying for a turn. With the right Rage powers a Barbarian can get Pounce, 60 ft flight speed, and an arguably better version of True Seeing that isn't affected by Mind Blank. All around great class.
|Just a Guess|
Well I posted this in another thread but works here too:
Play the character that can never die.
Half-Orc Paladin with Fey Foundling and the Deathless line.
Sacred Tattoo + Fate's Favored all up in this biznitch.
Something takes you below 0? YOU HIT HARDER.
Then heal yourself up with your 4d6+8 (or more!) healing per Lay on Hands.
The only thing that slows you down are all those back rubs you get for the soreness in your shoulders from carrying that team, despite the fact that apparently they're trying to kill you.
Favorite survival build for me:
Race: HumanTraits: Honored Fist of the Society, Indomitable Faith
Starting Scores: STR 18 (includes racial +2) / DEX 14 / CON 12 / INT 10 / WIS 15 / CHA 7
Planned Pips: +1 WIS at 4th level, rest to STR.
Feat/Ki Power/Style Strike Progression
1st level. Crane Style + Toughness + Dodge
2nd level. Combat Reflexes
3rd level. Power Attack
4th level. KP: Qinggong Power [Barkskin]
5th level. Crane Wing + Style Strike [Flying Kick]
6th level. Mobility + KP: Ki Metabolism
7th level. Weapon Focus
8th level. KP: Abundant Step
9th level. Crane Riposte
10th level. Improved Critical + KP: Qinggong Power [Ki Leech] + Style Strike [Foot Stomp]
11th level. Dimensional Agility
12th level. KP: Diamond Soul
13th level. Dimensional Assault
14th level. KP: One Touch
15th level. Dimensional Dervish + Style Strike [Spinning Kick]
Use a Sansetsukuon wielded in two hands (I used a Temple Sword for flavor reasons).
You regularly have enough AC to be untouchable, and you combine that with: 1. great fort saves, 2. great reflex saves AND evasion. 3. great will saves, 4. Ki Metabolism, so you can hold your breath for... 14 hours. With a Belt of Physical Perfection, that's 16 hours.
He also deals REALLY good damage.
You can switch some stuff around, you don't NEED Weapon Focus too much.
I'm a fan of Invulnerable Rager Barbarian with the Dragon Totem line, Human favored class to boost Supersition, and the feats Stalwart and Improved Stalwart. Walk around with DR /- in the 20s, massive saves, and a huge resistance to an element of your choice. AC pretty much ceases to matter as the vast majority of things are going to be doing nothing but chip damage to you if anything. It takes a while to come together and you miss out on Pounce, but hey at least you get a fly speed from Dragon Totem.
My favorite, though not exactly optimal, is half orc fighter taking the ORC favored class bonus and deathless master.
The FCB is Add +2 to the Fighter's Constitution score for the purpose of determining when he dies from negative hit points, and deathless master lets you take full round actions without losing HP while negative.
So basically you can be a -30 hp and still tearing through enemies. You fight till you die.
Thank you for all the suggestions. I have to go through everything and see what shakes out.
@ My Self- We are currently only level Two and the GM said we would be three soon, but I think like most AP's this one goes to about 16 or so. I really hope my Cavalier survives in which case this build will just sit in the back burner for a future game, but the beating my PC took made me think about making an awesome survivalist/juggernaut/commando type guy.
What level are you?
This is the toughest build I can think of:
Human barbarian (invulnerable rager) 9/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 49)
NG Medium humanoid (human)
Init +2; Senses Perception +16
AC 21, touch 12, flat-footed 19 (+7 armor, +2 deflection, +2 Dex, +2 natural, -2 untyped penalty)
hp 134 (10 HD; 1d10+9d12+60)
Fort +17, Ref +8, Will +10; +2 morale bonus vs. fear, paralysis, and sleep, +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 12/lethal, 13/—; Resist fire 8, extreme endurance
Speed 40 ft. (30 ft. in armor)
Melee +3 fortuitous furious guisarme +18/+13 (2d4+13/×3) or
bite +10 (1d4+3)
Special Attacks rage (24 rounds/day), rage powers (animal fury, dragon totem, dragon totem resilience, increase damage reduction +2, intimidating glare, superstition +7)
Str 25, Dex 14, Con 22, Int 13, Wis 12, Cha 7
Base Atk +10; CMB +15; CMD 29
Feats Combat Expertise, Combat Reflexes, Diehard, Endurance, Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Stalwart[UC]
Traits indomitable faith, threatening defender
Skills Acrobatics +12, Climb +8, Intimidate +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (nature) +14, Perception +16, Stealth +0, Survival +9, Swim +8
SQ fast movement
Other Gear +1 breastplate, +3 fortuitous furious guisarme, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, ring of protection +2, 150 gp
Animal Fury (Ex) Gain a d4 bite attack while raging
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (13/-) You have Damage Reduction against all attacks.
Diehard You are stable and can choose how to act when at negative Hp.
Dragon Totem +2 (Brass Dragon [Fire]) (Su) While raging, +2 to Perception and saves vs. fear, paralysis, and sleep effects.
Dragon Totem Resilience (Fire 8) (Su) While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem - acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her cu
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (8) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Increase Damage Reduction +2 (Ex) While raging, your DR increases by 1.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Rage (24 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
You have dr 12/-, you have crazy good saves against spells:
+24 fort, +15 ref, +15 will. You also have barbarian hit points, which is great.
You do crap for damage BUT whatever, you can outlast everything
I realize that this guy dosent have d10 HP but a hunter with a spinosaurus AC Can have very good defensive options when he stand next to his dinosaurus buddy. Magic Can make up for the lag of hit points. A halfling seem to be the ultimate defensive character in this case but a human Can start the AC with str 22 and that is also worth taking:)
|Charon's Little Helper|
Technically not d10 - but go with a dwarf dex monk.
Grab an Agile AoMF ASAP and later an Allying cestus for enhancement +.
At level 6 you'd be sitting at an AC well into the 30's easily with Mage Armor up. Pushing 40 if you take Crane Style. Saves could be all +15 or better vs spells and SLAs (if you grab Steel Soul & the trait to boost +1)
The damage is mediocre - but that's not what you asked for.
|SmiloDan RPG Superstar 2012 Top 32|
In another thread someone posted a cool halforc paladin build.
Sacred Tattoo and Fates Favored, of course
1. Endurance (alternate racial feature)
1. Fey Foundling
7. Deathless Zealot
9. Next Deathless feat
Already posted this general idea up thread. Deathless Initiate is the first Feat though.
|SmiloDan RPG Superstar 2012 Top 32|
The Palladin build seems really good but I'm already playing an LG cavalier so if he dies and I replace him with that it kind of feels like playing the same character over.
I'm looking into Slayer Half-Orc with the Sacred Tattoo+Fates Favored trick and Taking Iron will, going Deathless, using Ranger Combat Style and Combat trick to fill out my offensive feats. If I can make him Dex based to attack and take Finesse Rogue trick I can prioritize Con and Wis more further increasing his saves and HP.
A really good slayer build you could try out is an Achaekek worshipping slayer. You can use the deity's style feats to gain access to Improved Two Weapon Feint without the prerequisites, which is pretty sweet.
I do recommend you stay away from being dexterity based... You miss out on all the free damage ranger combat style provides. Of you want I can post a build.
|Charon's Little Helper|
Sure. Couldn't I get Dex to dmg from slashing grace or dervish dance or something?
The best way for a Slayer is probably a 3-4 level dip in unchained rogue.
Dervish Dance requires your other hand to be empty. (not a good idea)
Slashing Grace may allow you to use a buckler in your off-hand since it's technically strapped to the arm. (I haven't seen anyone who is sure about that since the errata.) But you definitely can't do anything else with it.
Certainly nothing wrong with slayer. But to me it doesn't fit the "I will survive this" concept. Most I've seen have been built and played as the rogue/ninja on steroids.
Paladin, monk, and barbarian (or similar bloodrager) builds usually tend to be the hardest to kill. They can be built with great saves and lots of immunities.
Another thing to consider. Tiefling with the trait for a +2 on all resistances and the feat expanded resistance will give you a resist 7 vs all the elements.
Mid level casters that are buffed up can also be really tough to kill. Only if you group, GM, campaign, and play style allow you to usually be buffed up for combats!
My sorc was once the super tank for the group (kept a small army busy for a while) with protection from energy, mirror image, displacement, improved invisibility, stoneskin, globe of invulnerability, and a few other buffs going.