Optimized Multiclass PFS Character


Advice


I'm currently midway through level 5 on this toon, and am posting it here to make sure that I didn't miss anything or make a silly mistake ...

For this build, the biggest thing to remember is that I am not taking more than one level in any given class. With this in mind, please keep any suggestions like "Oh, if you took another level in X, you'd be more powerful" to yourself.

On the flip side, if you know of a different class, feat, archetype, or item which would work better, please let me know. Just be careful that the suggestion doesn't dismantle part of this house-of-cards build.

Severe Multiclassed toon:

I'll try to post this as close as possible to how the iconics are posted, with references for where the numbers come from.

The stats will be buffed stats, meaning how he normally will be when fighting. Buffing takes 1 standard action for 1 hour (heroism), 1 standard for 10 minutes (metagen), then a swift and a free during combat.

Name: Squirrel (as in what the dog says in Up)
Male Half-Orc Bloodrager, Mutagenic Brawler, Archaeologist Bard, Swashbuckler, Kata Master Monk, Sleuth Investigator, Standard Bearer Cavalier, Dual Cursed Oracle, Verminous Hunter, Sacred Shield Paladin, Hooded Champion Ranger, Lore Warden Fighter
LG Medium Humanoid (1/2 Orc)
Init: +12 (+4 familiar, +2 trait, +1 comp bonus ioun stone, +2 Luck Pool, +3 dex), Perception +25 (11 ranks, -1 Wis, 3 class, 4 alertness, 2, Heroism, 2 archaeologist luck, Animal Aspect), +24 vs traps (+1 trapfinding, +2 scavenger, +4 animal Aspect)

Defense
AC 21, Touch 14, Flatfooted 18 (+5 Armor, +1 Deflection, +1 Insight, +2 natural, -2 Rage, +3 Dex, +1 boots)
HP: 132
Fort: +29 (base 16, 5 con, 3 cloak, 2 heroism, 2 luck, 1 ioun), Ref +26 (Base 14, 3 dex, 3 cloak, 2 heroism, 2 luck, 1 ioun, 1 boots), Will +19 (base 10, wis -1, 3 cloak, 2 heroism, 2 luck, 1 ioun)
Defensive Abilities: Opportune Parry and Riposte, Dodging Panache, daring, derring do, Opportunistic Evasion, Misfortune

Offense:
Speed 40
Melee: +1 Cold Iron Answering Dueling Seven Branched Sword(Pathfinder Field Guide) +23/+23/+23/+18 (8 BAB, 9 Str, 2 heroism, 2 luck, 1 ioun, 1 boots -1 Flurry, +1 weapon) 1d10+14 (9 Str, 2 heroism, 2 luck, 1 sword)
Ranged: Nothing
Special Attacks: Bloodrage 12/day, Opportunistic Parry, Panache/Luck Pool 6/day, Mutagen, Bite Attack

Stats
Str 28, Dex 16, Con 20, Int 8, Wis 8, Char 16
BAB: +8, CMB (For Disarm normally +31, +43 if part of opportune parry and riposte, +51 also with Paired Opportunists), CMD 33
Feats 1 Extra Rage,
Bloodrager 1 (Celestial Bloodline Familiar, Greensting Scorpion),
Familiar: Alertness, +4 Int
3 Lingering Performance
5 Vicious Stomp
Monk 1: Combat Reflexes
7 Paired Opportunist
Cavalier 1: Broken Wing Gambit
9 Extra Relevation
11 Intercept Charge
Fighter 1: Improved Crit
Skills: Perception +23, Disable Device +30, Knowledge Dungeoneering +14, Knowledge Religion+15, Knowledge Arcana +15, Knowledge Local +14, Knowledge Nature +14, Knowledge Planes +14, Knowledge Engineering +13, Knowledge Nobility +13, Knowledge History +13, Acrobatics +14, UMD +11, Bluff +15, Disguise +7, Sense Motive +16, Spellcraft +3, Linguistics +3
Languages: Common, Orcish, Celestial
SQ: Fast movement
Other: Inspiration Pool 2/day, Greensting Familiar, Tactician 2/day, Darkvision 60', Master of Trade, Misfortune, Life Link,
Traits: Reckless, Fate's Favored

Combat Gear:
Boots of Speed
Cold Iron Seven Branched Sword +1, Answer, Dueling (Pathfinder Field Guide)
Cloak of Resistance +3
Belt of Physical Perfection +2
Knight's Pennon
Chain Shirt +1, Brawling
Lepidstadt Investigator Hat
Ring of Protection +1
Headband of Charisma +2
Wand of Enlarge Person
6 potions of Enlarge Person
Cracked Ioun Stone (+1 comp to attacks)
Cracked Ioun Stone (+1 comp to saves)
Perfectionist Shavtoosh
Cracked Ioun Stone (+1 comp to init)
2 Ring of Tactical Precision (you only wear one)
Goggles of minute Seeing
Ioun Stone (Weapon Familiarity)
Ioun Stone (+1 insight to AC)
MW Thieves Tools
Resplendant Uniform Coat
Wand of Infernal Healing

Playing this toon:

I'm not gonna lie, this toon is complicated to make -- and complicated to play.

Your numbers are in a constant case of flux as the various bits-and-pieces are active or inactive (rage, luck, mutagen, aspect, tactician, standard, boots, etc.) My recommendation is to use 3x5 cards -- or a spreadsheet during play to indicate which things are active or not.

Animal Aspect Tactics:
Before combat -- You have Animal Aspect (Wasp) up,
During combat -- switch to Animal Aspect (Mantis)
After combat -- switch to Animal Aspect (Worm), and use Life Link to heal the entire party.

Opportune Riposte and Parry
This is your main schtick, Dueling Answerer means that when you riposte, your weapon becomes +5 and gives an additional +11.
Against an opponent with a big scary weapon, do this:
Move through his threatened area, provoking:
He attacks you (Opportune Riposte and Parry), you win, and DISARM him.
He is now just a big bag of HPs for the team to defeat.
Against an opponent with no weapons, do this:
Move through his threatened area, provoking:
He attacks you (opportune Riposte and Parry), you win, and TRIP him.
This triggers Vicious Stomp, giving your Paired Opportunist friend an AoO vs a tripped opponent.

Tactician:
Lets be honest, 2/day is nothing to build a character around -- but it is good for boss and mini-boss fights. The rest of the day, choose a melee buddy (like a rogue), and loan him one of your two rings of Tactician (for rogues, Paired Opportunist, for a tank Broken Wing Gambit)
Assuming decent tactics by your partner, you will be giving each other bonuses to attack and (more importantly) extra attacks. (And in your case, use those attacks to debuff the opponent)

Misfortune:
Giving anyone (friend or foe) a reroll 1/day is golden. Only use it for critical things (save or die, critical hits by X3 weapons, when you cannot afford to miss, etc.) as it uses an immediate action.

Seven Branched Sword:
This is a strange weapon to use, its a 20X3 D10 weapon. Not the beefiest one to use. However, it's a monk weapon, which means flurrying with it. The main reason to use it, is the ability to make your enemy flat-footed (reduced CMD, lowered AC, becomes susceptible to sneak attack by fellow party members).

Sczarni

Awesome concept, but you'll have better luck if this thread gets placed in a more appropriate location.

Flagged for the Advice Forum.


I always love these kinds of characters. Your main problem is going to be the same problem most people have, or low BAB. However, your buffs seem to be getting around that fine.

Shadow Lodge RPG Superstar Season 9 Top 8

Just remember that the worm animal aspect was nerfed to no longer include fast healing. Now it only provides light fortification.

Errata here

Grand Lodge

Just in case you didn't know, errata of ACG removed fast healing form Animal Aspect (Worm).

Scarab Sages

You'll want to invest in a pair of Boots of the Earth to replace the fast healing from the worm aspect.


Walter Sheppard wrote:

Just remember that the worm animal aspect was nerfed to no longer include fast healing. Now it only provides light fortification.

Errata here

Argh! Sad that errata hits things with the nerf stick ... Master of Many styles hit me hard a few months ago (like, three of my characters) ...

But, glad I learned about it here before I invested in that aspect of the character.


Imbicatus wrote:
You'll want to invest in a pair of Boots of the Earth to replace the fast healing from the worm aspect.

Naw, I am using Boots of Speed. If I were to buy these, instead of my character being all super-cool and oracle life linking / fast healing, I'd pass around boots after combat ... at that point in time, its cheaper/quicker/less silly to just use a wand of infernal healing.


Goddity wrote:
I always love these kinds of characters. Your main problem is going to be the same problem most people have, or low BAB. However, your buffs seem to be getting around that fine.

Right ... plus combat tricks like disarm, trip, and make them lose dex, all help make up for the BAB bonus -- the flurry makes up for the attacks.


meyerwilliam wrote:


Argh! Sad that errata hits things with the nerf stick ... Master of Many styles hit me hard a few months ago (like, three of my characters) ...

Thats... probably a good indication the nerf stick was needed.


BigNorseWolf wrote:
meyerwilliam wrote:


Argh! Sad that errata hits things with the nerf stick ... Master of Many styles hit me hard a few months ago (like, three of my characters) ...

Thats... probably a good indication the nerf stick was needed.

Should probably nerf wizards then, and fighters and rogues and all the classes. I know one guy and all he plays is a standard rogue. Must be Super OP and need a nerf. :P

Scarab Sages

Boots of the Earth are being nerfed as well, per that new clarification document.

Sovereign Court RPG Superstar 2009 Top 32

Y. Duskwalker wrote:
Boots of the Earth are being nerfed as well, per that new clarification document.

What new clarification document?

Shadow Lodge

LinkyDoodle

Scarab Sages

Yup. Can only activate them once per day.


Well.

I've hit Level 8, and so far, the character is working as planned. Errata has caused some changes from my original plans.

character:

I'll try to post this as close as possible to how the iconics are posted, with references for where the numbers come from.

The stats will be buffed stats, meaning how he normally will be when fighting. Buffing takes 1 standard action for 1 hour (heroism), 1 standard for 10 minutes (metagen), then a swift and a free during combat.

Name: Squirrel (as in what the dog says in Up)
Male Half-Orc Celestial Bloodrager, Mutagenic Mauler (Brawler), Archaeologist Bard, Swashbuckler, Kata Master Monk, Sleuth Investigator, Standard Bearer Cavalier, Dual Cursed Oracle
LG Medium Humanoid (1/2 Orc)
Init: +11 (+4 familiar, +2 trait, +1 comp bonus ioun stone, +2 Luck Pool, +2 dex), Perception +14 (5 ranks, -1 Wis, 3 class, 2 alertness, 2 Heroism, 2 archaeologist luck)

Defense
AC 20, Touch 13, Flatfooted 18 (+5 Armor, +1 Insight, +2 natural, -2 Rage, +2 Dex, +2 Shield)
HP: 80
Fort: +16 (base 8, 4 con, 2 heroism, 2 luck), Ref +16 (Base 10, 2 dex, 2 heroism, 2 luck), Will +11 (base 8, wis -1, 2 heroism, 2 luck)
Defensive Abilities: Opportune Parry and Riposte, Dodging Panache, daring, derring do, Opportunistic Evasion, Misfortune

Offense:
Speed 40
Melee: +1 Answering Temple Sword +17/+17 (4 BAB, 8 Str, 2 heroism, 2 luck, 1 ioun, -1 Flurry, +1 weapon) 1d8+11 (8 Str, 2 luck, 1 sword)
Ranged: Nothing

Special Attacks: Bloodrage 6/day, Opportunistic Parry, Panache/Luck Pool 5/day, Mutagen, Bite Attack, Snake Fang

Stats (Buffed)
Str 26, Dex 14, Con 18, Int 8, Wis 8, Char 16
BAB: +4, CMB (For Disarm normally +20, +24 if part of opportune parry and riposte, +31 also with Paired Opportunists), CMD 26
Feats 1 Extra Panache,
Bloodrager 1 (Celestial Bloodline Familiar, Greensting Scorpion),
Familiar: Alertness, +4 Int
3 Lingering Performance
5 Vicious Stomp
Monk 1: Combat Reflexes
7 Extra Revelation
Cavalier 1: Paired Opportunist

Skills: Perception +14, Disable Device +12, Knowledge Dungeoneering +12, Knowledge Religion+12, Knowledge Arcana +12, Knowledge Local +14, Knowledge Nature +12, Knowledge Planes +12, Knowledge Engineering +12, Knowledge Nobility +12, Knowledge History +12, Acrobatics +10, UMD +11, Bluff +15, Disguise +21, Sense Motive +14, Spellcraft +7, Survival +7, Intimidate +11, Diplomacy +11
Languages: Common, Orcish, Celestial
SQ: Fast movement
Other: Inspiration Pool 2/day, Greensting Familiar, Tactician 1/day, Darkvision 60', Master of Trade, Misfortune
Traits: Reckless, Fate's Favored

Combat Gear:
Temple Sword +1, Answer
Knight's Pennon
Mithril Chain Shirt +1
Heavy Steel Shield
Headband of Charisma +2
Wand of Enlarge Person
6 potions of Enlarge Person
Cracked Ioun Stone (+1 comp to attacks)
Cracked Ioun Stone (+1 comp to init)
1 Ring of Tactical Precision
Ioun Stone (Weapon Familiarity)
Ioun Stone (+1 insight to AC)
MW Thieves Tools
Hat of Disguise
Wand of Infernal Healing

How it plays:

This is a lego-style monstrosity, lots of moving parts.

Most of the time, he wants around unbuffed, however since the half his buffing occurs as a swift or free action, that is not too much of a problem.

Shticks:
When we enter a dungeon, with very limited duration, he pops his Pennon for Heroism. An hour is usually the entire dungeon.

Movement and AoOs: Here is the hard part.
When moving up to an enemy, move PAST them, provoking. They AoO you, to which you Riposte (answerer kicks in), when you beat them, you either Trip them or Disarm them (if either is appropriate).

When full attacking an enemy, start out by attempting a disarm check. Since you don't have improved disarm, it provokes, which you riposte, you then trip them, which triggers vicious stomp.
End Result: Your initial attack results in your unarmed damage to them, them tripped and disarmed. Your next attack is effectively +4 as they are prone, your bite attack is not too shabby).

He's been a lot of fun to play.


Imbicatus wrote:

Yup. Can only activate them once per day.

Sorry to barge in on that, but that's just for PFS, right?

Because I've been wanting to make these nasty socks version of that item for a long time now; the magic goes away if you clean them. I'd be sad if I never got to use that gimmick.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Optimized Multiclass PFS Character All Messageboards

Want to post a reply? Sign in.