What's a fun build to play as?


Advice


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(This is for PFS play.)

I need to make a new character because I don't have anything in the 1-5 range anymore, but I have absolutely no inspiration, as I already have most of the things I already want to play. Ideally I'd want something in medium armor that's capable of taking (and dishing out) some hits, with spells as backup. I'm not a big fan of ranged combat or full casters, I like to be in melee as much as possible. I'm looking for something new and interesting to play with, and preferably not a one-trick pony. I like to do non-cookie cutter builds that aren't necessarily top tier in power (though I do prefer things with 18 STR).

A quick rundown of the classes I've played:
- Support Cleric. A break from my usual motif, but sometimes I just like to sit back and let others do the work for me. Did nothing other than heal and the occasional buff.
- Smash Cleric of Gorum. Basically a Warpriest in spirit. Built for smashing stuff. Unsubtle.
- Street Performer Bard. Kinda retired him, as he's a one-trick pony. Like how Bards work, but in retrospect this one was a mistake.
- Ninja with Sap Adept/Sap Master feats. Kinda glad it got nerfed, my damage output was getting silly and I felt bad for playing him. Again, a STR-focused build.
- STR-Inquisitor. Never really clicked for me. Don't know why. Maybe too fiddly.
- Paladin/Bloodrager multiclass. Currently locked in Emerald Spire.
- Sword and board TWF Slayer. Really liked this build, but I'm really missing my spells. Slayers are a bit too vanilla for my tastes.
- Treesinger Elf. Also a STR-build. Great fun.
- STR-focused Occultist. This one's my most recent baby. I love him because of his versatility.

Rundown of my opinion of all the classes (though feel free to change my mind about them!):
- Barbarian: bit too single-minded. Would like to add more to the team other than "I punch it." Though I've been eyeing the Mad Dog archetype.
- Bard: could make a new one. I like how my old one played. Maybe go for a Skald.
- Cleric: great fun, but I'm playing two different Clerics in a PbP and a campaign.
- Druid: also fun. Tried making a Nature Fang Druid focused on archery, didn't really appeal to me in the end.
- Fighter: a bit too vanilla.
- Monk: there's some fun stuff in there, but very fiddly.
- Paladin: fun, but bland.
- Ranger: bland.
- Rogue: weak, doesn't really appeal to me.
- Sorc/Wiz: really not my style.
- Alchemist: I was theorycrafting a Barbarian/Alchemist multiclass, and I like it, but an Alchemist always seemed too fiddly for me.
- Cavalier: bit too narrow, IMHO.
- Gunslinger: I dislike ranged tactics.
- Inquisitor: too fiddly.
- Magus: dislike its one-trick ponyness. There's only one or two good builds.
- Oracle: tried making something with it many times, seems to lack what I want out of it (a "wow"-factor, mostly).
- Summoner: eh.
- Witch: not really a frontliner.
- Arcanist: same.
- Bloodrager: see Barbarian.
- Brawler: don't really see the appeal of it.
- Hunter: haven't really seen a build that excites me.
- Investigator: combines two classes I'm already "meh" about, though I have seen one in action that's an excellent frontliner, weirdly enough.
- Shaman: see Oracle.
- Skald: doesn't really wow me, but could be what I want out of the Bard class.
- Slayer: see Ranger.
- Swashbuckler: see Ranger.
- Warpriest: could be fun.
- Kineticist: not a big fan of the blasts.
- Medium: eh. Doesn't appeal to me, for some reason.
- Mesmerist: not really my style, at first glance.
- Occultist: love my current one, but don't want to replicate it.
- Psychic: not my style.
- Spiritualist: same.

So, in short, I'd like to play as something that's not just "I hit it with my sword," but also has some extra tricks up its sleeve, yet isn't too fiddly. Does anyone have a build I can get excited about? Maybe an unusual build or multiclass, or a fun race/class combination? I have a boon lying around for a Sylph, maybe I could use that.

Thanks a lot!


We're pretty similar I think, we obviously prefer STR based characters. I was gonna toss in Occultist but you seem to have already gone with a STR Occultist. I'd be open to hearing more about the build you opted for etc on that.

As for Mesmerist, I've yet to put my money where my mouth is, but I can see Mesmerist working very nicely with a STR build, I've just never actually built it, or tried it myself.

Also, you mentioned yourself you've seen Investigators as frontliners, and I'd thoroughly recommend it myself. I really love my current STR Empiricst investigator. Hits like a truck, and has sooo much more to offer on top of the high damage.

Grand Lodge

Mounted combat Hunter?
Str heavy, Int 13, Fauchard.
Combat Reflexes, Combat Expertise
Pack Flanking+Outflank+Paired Opportunists+Broken Wing Gambit.

Get a big honking dinosaur and go to town.
Or get a bird on a small character and fly around town.

Duettist bard with a small character for a flying Mauler mount has been a lot of fun.


I'm having a blast with my goliath druid with 1 dip in ranger and Shapeshifting Hunter feat for full favored enemy...
Big ass, high AC, 20' reach with a polearm, coupled with a strong pet (with a menacing amulet), natural attacks, decent skills (5x level as half orc or human), spells, and in the long run you get regeneration, rend, or if you preffer, fire, lightning or cold inmunity


If you want to be silly (And I never cross referenced this for PFS), you can run a barbarian/pack lord druid, take a bunch of crocodiles for your pets (All level 1) and level up barbarian until you have body bludgeon and hurler so you can stride around the battle field throwing alligators at people.

Yes I am aware this takes a bunch of levels to set up and is very impractical, but it is awesome.


Heretek wrote:

We're pretty similar I think, we obviously prefer STR based characters. I was gonna toss in Occultist but you seem to have already gone with a STR Occultist. I'd be open to hearing more about the build you opted for etc on that.

As for Mesmerist, I've yet to put my money where my mouth is, but I can see Mesmerist working very nicely with a STR build, I've just never actually built it, or tried it myself.

Also, you mentioned yourself you've seen Investigators as frontliners, and I'd thoroughly recommend it myself. I really love my current STR Empiricst investigator. Hits like a truck, and has sooo much more to offer on top of the high damage.

I was looking at the Mesmerist, and it could function as a pseudo-Rogue, I think, which could be interesting. A friend's running a purely debuff-based Mesmerist, and he drives me insane with it.

As for the Occultist, he's a nice combination of selfishness and utility, I think. Pretty standard build (18/13/14/14/11/7), with a Half-Elf, for the Elf FCB of half a Mental Point per level. I'm rocking 16 points of focus at level 8, which is great. Took Tome Eater to potentially regain some points, but never needed it.
My feats are Extra Mental Focus, Power Attack, Toughness, and Combat Casting.
Implements are Abjuration, Illusion, Transmutation, with Size Alteration, Energy Shield, Sudden Speed, and Mind over Gravity. Mind Barrier and Energy Shield saved my butt several times because activating them is a swift and I'm swimming in points (9 in Abjuration, 1 in Illusion for just in case, 6 in Transmutation). I've used Size Alteration more on allies than on myself, to be honest.
Spells are Shield, Vanish, Liberating Command, Resist Energy, Mirror Image, Spider Climb, Countless Eyes, Dispel Magic, Displacement.
With my combination of spells and powers I'm pretty much prepared for anything, and I'm able to use some of my stuff on others if they need it (Resist Energy, Size Alteration, Liberating Command, Dispel Magic). I have the means to buff myself, and I've deliberately chosen some powers that activate as a swift to have better action economy. Swift Expeditious Retreat is awesome. My only problem is that it still takes a while to buff and I usually end up in melee rather quickly, and I have to consider buffing myself more versus starting the fight and hope I finish it quickly enough that it doesn't matter. I'd love to do stuff like Legacy Weapon more often, but that means I'd be prepping for 3 rounds, and that'd mean the fight's already over by then. That's why most of my spells are utility: so I don't have to bother with them in combat. They either last a long time (it hurt me to take Countless Eyes above Haste, but I'm usually in parties that already carry that and I don't have the action economy for it. Besides, the spell fit my character, as he's a paranoid mess). Shield, Mirror Image, and Displacement are the only things I regularly cast in battle, with Vanish as a panic button for either myself or a heavily injured teammate.
The fact that Transmutation essentially gives me a free Belt of STR and Abjuration gives me a free Cloak of Res opens up a lot of cash for me to use on other stuff (mainly more AC). The Occultist is a big grab-bag of abilities, but I'm amazed at how versatile I managed to make him, and it's all practically just class features.
Given this build, what would you suggest for my level 9 focus power? I'm thinking Unraveling, mainly because the other stuff's already sort of covered, and you can never have too many Dispel Magics.


Quentin Coldwater wrote:


I was looking at the Mesmerist, and it could function as a pseudo-Rogue, I think, which could be interesting. A friend's running a purely debuff-based Mesmerist, and he drives me insane with it.

As for the Occultist, he's a nice combination of selfishness and utility, I think. Pretty standard build (18/13/14/14/11/7), with a Half-Elf, for the Elf FCB of half a Mental Point per level. I'm rocking 16 points of focus at level 8, which is great. Took Tome Eater to potentially regain some points, but never needed it.
My feats are Extra Mental Focus, Power Attack, Toughness, and Combat Casting.
Implements are Abjuration, Illusion, Transmutation, with Size Alteration, Energy Shield, Sudden Speed, and Mind over Gravity. Mind Barrier and Energy Shield saved my butt several times because activating them is a swift and I'm swimming in points (9 in Abjuration, 1 in Illusion for just in case, 6 in Transmutation). I've used Size Alteration more on allies than on myself, to be honest.

Shouldn't you have another Implement/School? 2 at lvl 1, 3 at 2, 4 at 6? If so I'd recommend Divination then grabbing Mind Eye. Use it in a dungeon and you now know everything about the dungeon, where the enemies area, etc etc. Extremely useful ability. Unraveling is definitely a solid option though.

Shadow Lodge

How about an Arcane Duelist? That's more of a frontliner bard.


Whip Magus can be fun, and you have lots of options in combat that aren't just dealing damage.


I can think of a decent STR mesmerist.

How about a half orc that focuses on one big hit with painful stare?

I suggest this race due to:
1. Weapon proficiencies. A nice falchion, a hefty axe...or heck, a longsword if you are trying for flavor (ie- half orc liar, since that is an important part of the class; maybe try for disguise and try to hide yourself as human)
2. Their favored class option gives them another 1/2 level on painful stare damage (may want to take toughness to be less squishy if you do this)

So at level 7, when they can get the intense pain feat, they get 3d6+6 extra damage on the hit. Maybe take power attack and furious focus, so you keep up good attack bonus (because who cares about hits after the first one?)

It seems like it works well enough. It will never be amazing in melee, but it will be able to throw out enough that you take a nice chunk or two.

After that, it is just debuffing, typical illusion/enchantment stunts, and maybe throwing a trick or two around to help keep the party up. I am sure that boosting low will party members with gift of will is never a bad idea (since your will save will be awesome with it as a good save +cha to it). As a bonus, even if you decide to hang back and cast spells, you can use painful stare when an ally attacks, so your investment into it is never really wasted.

You could also take the vexing daredevil archetype for some feinting stuff


I recommend a 6th Level Caster of a type you haven't played yet - they generally have a good balance of spells and other abilities, allowing you to contribute in various ways. ^^

Grand Lodge

I too like a whip magus or whip using Warpriest.

I did enjoy my Dagger Priest I built. Nothing says manly like stabbing guys to death with a dagger that hits like a great sword.


str epiricist investigator is my suggestion. you have lots and lots of skills and your knowledge is great super easily. You can go infusions and buff others, or mutagen and go to town.


I also recommend the investigator or alchemist build. Decent BAB progression, the extracts boost your utility well, and you can build it how you like it. Wanna melee it? do Grenaider and cleave things with Alchemist Weapon of Choice. Ghosts? Throw Force bombs at them. Want to boost your physical stat of choice? Mutagen. Mental? Cognitogen. Or just toss out a bunch of Smoke Bombs for board control and wade through places without chance of charge. They really are a "Choose your own Mayhem" style of character.

RPG Superstar 2012 Top 32

I had fun with a dwarf barbarian 1/magus X that rocked a dwarven waraxe. I played him up to around 7th or 8th level in Kingmaker.

It seems one-trick pony, but was actually pretty variable in fights.

He could rage and 2-hand Power Attack with his war axe. He could buff before raging if need be (large war axes do 2d8!). Or he could wield his waraxe 1-handed and use spell combat and/or spellstrike. I even considered taking a 2nd level of barbarian for Clarity or whatever where you can "pause" rage so you could cast.

I think my build was:

Traits: Berserker of the Society, Magical Lineage (shocking grasp)

Feats:
1. Barbarian, Power Attack
3. Combat Reflexes
5. Dodge
6. Arcane Strike
7. Intensify spell

Most of his spells were buffing or close combat damaging ones, like burning hands and shocking grasp

I think his stats were 16 (20 raging, 18 enlarged, 22 raging and enlarged), 14, 12, 14, 12, 6. He used Diplomacy checks as agro (-2 due to his dismal Charisma).


a class is the abilities and restrcitions I get. It is rare(paladin) They come with ways I play them.

I find unique abilities and I build a character and personality around it.

My mad dog barbarian is a halfing luchadore tag team wrestler

I have a barbarian alchemist. He has the traits pesh addict and I know a guy. He is a juicer druggie looking for his next quick fix.

You can do almost anything. I would need more of what things you like. You use fiddily and i have no idea what you mean by that.

Form what else you like i would suggest a war priest. They are strong frontliners with some tricky things they can do.

If you want something a touch more crazy. A half-orc ninja/ranger. You get the ranger for 2 levels of two weapon fighting without a dex modifier and high strength. Vanish into position and put some hurt on people with two weapon fighting sneak and bite all with sneak attacks. You have some tricks you can do with your ninja stuff and you also can hit hard.


Quentin Coldwater wrote:
Ideally I'd want something in medium armor that's capable of taking (and dishing out) some hits, with spells as backup.

Sounds like a Cleric to me.


I'd recommend Inquisitor but you've said you don't like them for being too fiddley. Is it mainly the Judgement? If so, the Sanctified Slayer trades out judgements for the slayer's studied target, sneak attack, and some slayer talents.

I had a blast using a half-orc travel domain inquisitor to get into monsters' faces and (adamantine heavy) pick away at 'em. Mithril breastplate and good to go.


Why not a str based Dragon disciple? 2 Level dip into ranger for permanent claws with aspect of the beast, take a race with a natural bite attack and multistrike and improved natural attack feats (although may want to consult your gm on using monster feats). You'd have some magic to lean on and once you start leveling as a disciple you'll grow some bulk. Dragonform then becomes even more beastly with the feats carrying over.


lemeres wrote:

I can think of a decent STR mesmerist.

How about a half orc that focuses on one big hit with painful stare?

I suggest this race due to:
1. Weapon proficiencies. A nice falchion, a hefty axe...or heck, a longsword if you are trying for flavor (ie- half orc liar, since that is an important part of the class; maybe try for disguise and try to hide yourself as human)
2. Their favored class option gives them another 1/2 level on painful stare damage (may want to take toughness to be less squishy if you do this)

So at level 7, when they can get the intense pain feat, they get 3d6+6 extra damage on the hit. Maybe take power attack and furious focus, so you keep up good attack bonus (because who cares about hits after the first one?)

It seems like it works well enough. It will never be amazing in melee, but it will be able to throw out enough that you take a nice chunk or two.

After that, it is just debuffing, typical illusion/enchantment stunts, and maybe throwing a trick or two around to help keep the party up. I am sure that boosting low will party members with gift of will is never a bad idea (since your will save will be awesome with it as a good save +cha to it). As a bonus, even if you decide to hang back and cast spells, you can use painful stare when an ally attacks, so your investment into it is never really wasted.

You could also take the vexing daredevil archetype for some feinting stuff

Been looking at the Mesmerist more, it's not quite what I want out of it. Don't know why, it just doesn't really excite me.

Heretek wrote:
Quentin Coldwater wrote:


I was looking at the Mesmerist, and it could function as a pseudo-Rogue, I think, which could be interesting. A friend's running a purely debuff-based Mesmerist, and he drives me insane with it.

As for the Occultist, he's a nice combination of selfishness and utility, I think. Pretty standard build (18/13/14/14/11/7), with a Half-Elf, for the Elf FCB of half a Mental Point per level. I'm rocking 16 points of focus at level 8, which is great. Took Tome Eater to potentially regain some points, but never needed it.
My feats are Extra Mental Focus, Power Attack, Toughness, and Combat Casting.
Implements are Abjuration, Illusion, Transmutation, with Size Alteration, Energy Shield, Sudden Speed, and Mind over Gravity. Mind Barrier and Energy Shield saved my butt several times because activating them is a swift and I'm swimming in points (9 in Abjuration, 1 in Illusion for just in case, 6 in Transmutation). I've used Size Alteration more on allies than on myself, to be honest.

Shouldn't you have another Implement/School? 2 at lvl 1, 3 at 2, 4 at 6? If so I'd recommend Divination then grabbing Mind Eye. Use it in a dungeon and you now know everything about the dungeon, where the enemies area, etc etc. Extremely useful ability. Unraveling is definitely a solid option though.

I'm a Tome Eater, I lose my 6th-level Implement. I agree that Divination is a strong contender.

Darigaaz the Igniter wrote:
I'd recommend Inquisitor but you've said you don't like them for being too fiddley. Is it mainly the Judgement? If so, the Sanctified Slayer trades out judgements for the slayer's studied target, sneak attack, and some slayer talents.

I meant "fiddly" as in too many moving parts. It's ironic, considering how complicated my Occultist is, but I just didn't like the playstyle of the Inquisitor. I had a Sanctified Slayer, and things like Studied Target, Bane, and other stuff made him unfocused, I felt.

The more I'm looking, the more I come back to an Investigator/Alchemist multiclassed with Barbarian. Seems like it could be fun.


I would also suggest Empiricist Investigator. I made mine as a str investigator for society and I have really enjoyed playing him. You can also use the talents to diversify what you can do in and out of combat. The first levels are a bit pain but you will do alright with the strenght focus but after fourth level it just gets better and better.


Reach cleric is amongst the most entertaining builds I've played. However if you're sick of clerics, I might recommend bloodrager. They can do much more the barbarians. They have some versatility and power. Magus is also decent.


For a rather unique melee/caster, I've been hashing out an idea for something that's become fixed in my mind as the "Gaelic War-Witch"...

The Strength Patron Witch gets Divine Favor on top of the fact that the Witch normally gets Heroism, meaning that that particular Witch crossed with Eldritch Knight is actually pretty dangerous as a baseline. Another thing the Witch gets is natural attacks - claws are easy, and so is prehensile hair (though personally I can't get behind hair-fighting, so I'd leave it alone myself). The Synergist Witch from the Familiar Folio also gets some interesting abilities that include a natural attack at 8 based on their familiar. The idea isn't just for natural attacks though - with INT-based Two Weapon Fighting, you can mix sword, claw, unarmed and eventually gore:

Gaelic War-Witch
Unarmed Fighter 1/ Synergist Witch 8/ Eldritch Knight
Dual Talent Human: 16/18, 12, 14, 14/16, 10, 8
Traits: Fate's Favored & Magical Knack
Familiar: Goat (always bonded - causes peculiar eyes and goat horns.)

1UF. +Improved Unarmed Strike / +Dragon Style / Artful Dodge
2SW. *Symbiosis: Low Light Vision*
3SW. Two Weapon Fighting / *Hex: Nails*

At this point, when making a full attack, sword switches to one-handed to go sword/ unarmed/ claw, since one hand has claws free. The unarmed strike involves Dragon Style, so it's locked in as a 1.5xSTR attack even though it's offhand.

4SW.
5SW. Arcane Strike / *Hex: Disguise* (Not everyone is... down with the horns.)
6SW.
7SW. Power Attack or Riving Strike or Arcane Armor Training / *Hex: Flight*
8SW.
9SW. Power Attack or Riving Strike or Arcane Armor Training / *Symbiosis: Gore Attack*

At this point, although BAB is at "-4", Heroism, Divine Favor (or Power), and Arcane Strike combine for +6 attack and +7 damage; while normally a string of TWF and natural attacks would be pretty mediocre, the huge buffs make them pile up to a whole lot of trouble. It's pretty nice that an Amulet of Mighty Fists enhances everything that isn't the sword, and the spell Ironskin grants a huge bonus to natural armor in place of an amulet. For standard attacks, two-handed strength-based sword side-steps normal TWF issues.

For defense, Ironskin combined with a mithral Kikko (0ACP) offers decent combined protection. While this is generally a melee character, the spell Ill Omen adds an awesome no-save debuff option to cripple enemy offense or assist allies in breaking saves. Skills and Witch Spells should make for pretty decent out-of-combat interest.


Having only read the opening post (and having enjoyed it very much) I would suggest Savage Technologist Barbarian. Why?

- Barbarian Smash!
- Barbarian talk with muscles (Primal Magnetism Baby!)
- Barbarian have awesome skill list
- Barbarian can make many different builds with gun and without
- Barbarian make switch hitter!
- Dex Bonus make TWF work for Barbarian

I want my next PFS char to be one but I'm still trying to figure out how to build one as there's so many options.

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