PVP Session, Build Advice needed


Advice


So we have a 2-shot PVP session, one is a Team Battle (one team vs one team), the other is a Free-For-All. We might include a Capture the Flag option if we have time. I need some build advice for a general-buffing Skald and a self-reliant Fighter in these situations.

OFFICIAL RULES (NON-NEGOTIABLE)

-Each team will consist of 5 Players. The team will consist of 4 Fighters and 1 Skald for each side (for the Team Battle/Capture the Flag; the other will just be everyone playing a Fighter type, you against the world, in a Battle Royale).

-OFFICIAL PATHFINDER HARDCOVER SOURCES ONLY; THIS INCLUDES CORE, APG, ACG, ARG, UC, UM, UE, UCamp, AND OA. (Unchained and Beastiaries probably aren't allowed.)

-Characters are level 6 with 20 Point Buy. No statistic can be lowered below 8 or raised higher than 18 pre-racials. All characters receive maximum Hit Dice (i.e. Max HP Rolls). WBL is followed, meaning each character gets 16,000 gold to spend.

-Characters are offered Masterwork Weapons and Armor for free, but for extras (such as getting Mithril Armor, or adding Enhancements), they must pay out of pocket at Price value.

-Any race that doesn't adjust CR or provide similar power levels would be allowed. Similar to the above rule, must be official hardcover source for validity. If it's in the Beastiaries only, it's not being allowed.

-De Facto feats, like Power Attack and Point Blank Shot will be given to everyone for free. Weapon Focus will be removed, and is no longer a pre-requisite for any feats that require it. No Teamwork Feats are allowed (for balance purposes on both sides of the spectrum, both optimization and lack thereof), and you, the PLAYER, have no knowledge of your teammates' statistics or capabilities until the teams are formed, but before the match begins.

-Each character will be given 8 feats to choose from (overriding any they might possess from their class), and 1 character trait of their choice. Racial Feats are not calculated into this, and can add onto it if certain options are chosen. (In other words, Human Bonus feat, for example, would provide the character with 9 feats instead of 8.)

-NO SUMMONING CREATURES, CASTING SPELLS (SAVE THE SKALD), USING WANDS/STAVES (UMD OR OTHERWISE), POSSESSING UNNOTED CONSUMABLES, OR STATISTIC-INCREASING ITEMS. Each character will receive 2 Cure Moderate Potions that restore 26 HP each, and no more than that. Also, no Haste spell for the Skalds. We disallowed for balance and De Facto purposes.

-Cover and Skill Checks (such as Acrobatics, Escape Artist, et. al.) will be relevant for certain aspects of combat (as terrain is a factor, and Combat Maneuvers will certainly be relevant).

END OFFICIAL RULES

(I'll go ahead and say that those rules are concise and explicit enough for everyone to get a grasp of what we're playing here, though some may not be listed for simplicity purposes.)

To repeat, I am in charge of the Skald for my Team in the Team Battle (that I have no idea how to build, by the way), and I will need a self-reliant Fighter character for the Battle Royal. So I'll need advice for a Skald that can support extremely well, and a Fighter that can take any character one-on-one (or multiple characters at once, in the event that I am ganged up on).


As a Skald, you'll have two rage powers. If you're betting your teammates have enough AC to spare, need a hit chance boost to beat opposing AC, or don't really care about AC, take the Reckless Abandon Rage Power. Conversely, if you think +2 AC (and 2 claw attacks) will help, the Lesser and regular Beast Totem rage powers are in your kit. The Abyssal Blood rage powers (similar to bloodrage powers, not the same) will grant claw attacks and Enlarge Person 1/day for the duration of the rage. The Linnorm Death Curses all apply a quick and dirty +1 elemental (or negative energy) damage, with varying effects upon your death/knockout, although the most worthwhile one, the Tor curse, is not available at your level. Lesser Undead Blood rage power is worth mentioning for the no-save shaken if you hit on a charge, which is a decent debuff. Lesser and regular Fiend Totem powers will give your fighters retaliatory damage and a secondary gore attack in melee, for a sort of pseudo-half-haste.

If you can find a way to pack Endurance and Diehard or Ferocity in some form into your build, your team will appreciate you much more. Your most important actions are standard actions, for spells and performing. It might buy you an extra round to take more people down before you die or a round to save yourself. In either case, it's probably also a round when your team is still benefitting from your buffs.

It's practically not an option to not be a caster in this sort of fight. The Bard list lends itself well to buffing and save-or-lose, so you could either play a dedicated buffer or a mini-wizard. Whatever you do, make sure you either have the capability to take someone down each round, or set someone else up to do it.

Don't play a base Skald. Totemic Skald loses a rage power, uncanny dodge, and spell kenning for animal focus and wildshape, which could be a pretty awesome buff if you choose something that can fly. Spell Warrior trades out the CON and will save boost and AC penalty for a slightly higher hit chance boost via weapon enhancements, and also gives up Spell Kenning for the ability to counterspell better. Even the Fated Champion gets an initiative bonus, although it can't pick up offensive spells via Spell Kenning.

Also, take something that lets you beat back arrows or boosts your HP. I'm willing to bet you're going to be the #1 target on your team, and if archers don't fill you up first, enemies will probably charge you down. Quilted Cloth (APG) is a decent armor choice (DR 3/- against arrow-like projectiles!) if you don't think your AC is going to matter that much.


Would pheromone arrows be allowed? Then I'd take scent as one of my rage powers, cause it's an amazing party-buff.


LoneKnave wrote:
Would pheromone arrows be allowed? Then I'd take scent as one of my rage powers, cause it's an amazing party-buff.

Looks like they're from Elves of Golarion, so probably no.


Bah, I was so focused on the "consumables" cause I got tunnel vision.


If UC is explicitly allowed, then that would mean Performance Feats are allowed, which can do some pretty crazy things and which people typically aren't too familiar with since they seem to be complicated and obscure. Really though, a bit of skill investment and a simple feat-chain will make several powerful options basically guaranteed to work.

Mocking Dance means that you can use a swift-action performance check to move up to your speed, making it pretty amazing for a reach-Fighter. You can charge people with a two-handed reach attack and then kite out of range; against an adjacent foe you can 5ft. step away, full attack with a reach weapon, and then kite away. It will make you extremely undesirable to attack due to reach and kiting, and let you attack-and-kite vulnerable enemies.

Also, if you choose to double-down on performance and take Masterful Display, you can throw things like AoE fear-bombs or a +2 attack bonus into the mix.


Mocking dance+whip means you got ghetto-pounce (since whip doesn't threaten).

...

You could also try "mocking dance 10 ft away with sword in hand, drop, draw reach weapon" if you are not afraid of the DM smacking you with a book.


I could see a Slashing Grace Trip Whip build working fairly effectively in your solo deal. Weapon Finesse, Slashing Grace, Whip Mastery, Improved Whip Mastery, Combat Reflexes, Dirty Fighter, Improved Trip, and Greater Trip on a Mutation Warrior chassis seems fairly effective. Whip proficiency would come from being a half-elf or a half-orc. A half-orc could get Endurance instead of the +2 to intimidate, and pick up Diehard with a feat, which would keep you in the running another round or so longer, although you'd need to sacrifice one of your other feats. Alternatively, Lunge with a whip gets you a 20-foot offensive range, which isn't that bad. Strap on a buckler and dance around the battlefield, happy that most of your damage is from AOOs and not iteratives. Then you could trade away your Orc Ferocity for a Sacred Tattoo.

Oh, and always max out Sense Motive, to avoid getting bluffed or intimidated.


Thanks for the tips so far.

If someone could construct a character build or two for each class type, so that I can properly gauge how each would function, I would appreciate it.

Tossing out options helps if I was going to build it purely by myself (which I could do), but the most difficult part about character building is finding the combinations for a character that work well and synergize with each other, and I might miss something if I just decided to look at options others suggested.


Darksol the Painbringer wrote:
-Each character will be given 8 feats to choose from (overriding any they might possess from their class), and 1 character trait of their choice.

This confuses me, could you explain it better?

Also, what races are options?


The Mortonator wrote:
Darksol the Painbringer wrote:
-Each character will be given 8 feats to choose from (overriding any they might possess from their class), and 1 character trait of their choice.

This confuses me, could you explain it better?

Also, what races are options?

The normal calculation for feats would be 3 for the Skald, and 7 for the Fighter. The rules for the Arena alter this so that all characters receive 8 feats, as well as 1 Character Trait of their choice. (As far as I know, the Fighters will have 4 Regular feats, and 4 Bonus Feats from Fighter, whereas Skalds will have 8 Regular Feats.) Of course, pre-requisites must be met.

If you have a Bonus Feat from Racials, such as the Human Bonus Feat, it's additive, meaning some characters may have 9 feats instead of 8, which is allowed.

As for races, this bullet should guide you:

OFFICIAL RULES wrote:
-Any race that doesn't adjust CR or provide similar power levels would be allowed. Similar to the above rule, must be official hardcover source for validity. If it's in the Beastiaries only, it's not being allowed.


Bleh, I blame missing this one on lack of sleep.

Kinky rules, Strix though get Airborne Ambusher from ARG. As far as I think I understand that would be legal? I'm too tired to put a build together, but if you wanted to be That Guy... Swooping down and Cleaving is an okay trick. Fly by Attack is so pretty.

If not, then Mutation Warrior and Armor Master. DR 3/- is pretty good at 6th. Basic, simple, can't go wrong.


Shameless bump.

A couple updates regarding the rules:

-No Flying of any kind is permitted. This means no Strix, or if I choose them, I can't utilize their key ability (which is natural flight).

-Although Stat Enhancement items, like belts or headbands, aren't allowed, spells such as Bull's Strength or Bear's Endurance are allowed to be cast.

I also have a question regarding the Inspired Rage: Does it count as Raging for effects depending upon it? If I have, say, a +1 Furious weapon, and I activate Inspired Rage, would that become a +3 Weapon?


Skald, Inspired Rage wrote:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Doesn't look like it explicitly counts as a rage. Ask your GM, since this will be important to both sides of the fight.


Outside that, I have my Skald build finished. Although some suggestions mentioned to be more of a support type (which wasn't wrong, as I technically asked for it), I decided to make an experiment to determine the validity of this PC as a frontline Martial. I figure it would be fitting to determine whether a Battle Bard can feasibly fulfill the role.

(To keep it PG-13, I altered his name, as we are a more "Rated R" kind of group. His title is actually Lord, and his surname starts with a D, and rhymes with Sploosh, named after a semi-joking roleplay session I did with a previous character disguised as a knight.) Critique is appreciated:

Character Build:
Sir Pennywrinkle
Level 6 Human Skald (Fated Champion archetype)

HP 70 (6D8+22)
AC 19 (23 with Shield, 22 with Rage; 12 Touch, 17/21 Flat-Footed)
Initiative: 10 (2 Dexterity + 3 Insight + 4 Feat + 1 Trait)
Saves: 8 Fortitude, 5 Reflex, 6 Will (8 when Raging); Superstition +2, +1 Versus Arcane Spells

Concentration +8

BAB +4, CMB +8 (9 when Raging), CMD 20

20 Point Buy

Strength 20 (17 Base + 2 Racial + 1 Level)
Dexterity 14
Constitution 14 (12 Base + 2 Racial)
Intelligence 8
Wisdom 10
Charisma 12

Items

+1 Furious Nodachi
+1 Agile Breastplate
Masterwork Composite Longbow (+5 Strength), (20 Arrows)
Masterwork Amentum (2)
Ring of Spell Knowledge II (Shield)
Cloak of Resistance +1

Feats

Improved Initiative
Arcane Strike
Toughness
Additional Traits
Arcane Temper (Trait)
Fate's Favored (Trait)
Adopted [Failed Apprentice] (Trait)

Spells Known/Per Day
0th (At Will)
-Prestidigitation
-Flare
-Detect Magic
-Light
-Open/Close
-Unwitting Ally
1st (4/day)
-Moment of Greatness
-Expeditious Retreat
-Grease
-Vanish
-Hideous Laughter
-Touch of Gracelessness
-Divine Favor (Spell Kenning)
2nd (3/day)
-Mirror Image
-Blur
-Heroism
-Shield (Ring of Spell Knowledge II)

BATTLE TACTICS

Spend 5 rounds buffing with Heroism, Shield, Expeditious Retreat, Mirror Images, and Divine Favor, in that order, proceeding to initiate Inspired Rage, and finally initiating at Round 7. Safely closing the distance, and once all buffs are applied, proceed to Charge to the nearest (and/or most threatening) bad guy and (hopefully) Crit his face off.

TO HIT

+1 Furious Nodachi results in 4 Base + 6 Strength + 3 Weapon + 2 Heroism + 3 Divine Favor + 2 Charge + 2 Reckless Abandon - 2 Power Attack = +20 to hit.

Damage results in 1D10 (average 5.5) + 9 Strength + 3 Weapon + 3 Divine Favor + 2 Arcane Strike + 6 Power Attack = 28.5 damage per hit. Criticals on an 18-20/X2.

If Furious doesn't work with Inspired Rage, I'll probably switch to +1 Keen, making it a 15-20/X2 multiplier, which is probably better than a +2 Hit/Damage. +18 to hit is still pretty damn high (as I expect the highest AC will be ~26 to start), and doubling that damage to 57 means I would cut a guy down ~2/3 of his HP.

For Ranged Options, a Masterwork Longbow with a +5 Strength modifier would have +12 to hit and deal 1D8 (average 4.5) + 5 Strength + 3 Divine Favor + 2 Arcane Strike, which is 14 damage per shot. Not bad for it being a secondary focus.

With Masterwork Amentum (if I want to safely disengage while still applying pressure), we're looking at the same +12 to hit, and approximately 15 damage for a throw (with the ability to add my full Strength instead of having a limit with my Longbow).

I also have access to Grease, which I can use to force an enemy to move elsewhere, or hopefully screw his ability to hold his weapon, as well as Vanish and Hideous Laughter.

I believe that covers everything. I'm still looking for advice on a Fighter build for the Free-For-All. I'm hesitant to make him reliant on a weapon, as I believe we are implementing a Random Weapon Draw for each Fighter character in the Free-For-All, so I am looking for something that can be extremely good while unarmed, and have high amounts of AC and CMD.

**EDIT** Applied a band-aid for Wall of Text syndrome. Hopefully you'll see it only if you want to.


Will there be buff time before battle? Be cause if not, I don't see how it's worth to do a battle skald like that, since you probably will not get into much fighting after spending 6 rounds buffing.

Grand Lodge

Take knockdown rage power and have everyone take vicious stomp and combat reflexes. That's 2 attacks free each character. Once when they go down and once when they stand up. Only to be tripped again.....just rage cycle and have the group gang bang/stomp fest with reach weapons.


LoneKnave wrote:
Will there be buff time before battle? Be cause if not, I don't see how it's worth to do a battle skald like that, since you probably will not get into much fighting after spending 6 rounds buffing.

We have quite a bit of range between us (Almost 200 feet), with a lot of cover (such as pillars/walls) and platforms to traverse (0 ACP for Jump and Climb checks, for some of the stuff we might have to do, so that's always nice thanks to Agile Breastplate), so there will definitely be time to buff. 6 rounds worth? Maybe not. But I really high-balled the buffing for extra stuff like Expeditious Retreat so I can engage/disengage safely, and maybe Mirror Images so I can rely on more than just AC to keep me alive. On top of that, I probably won't be the first one in, so as to shed some surprise to the enemy team when I do enter the fray, so that can buy me another round or 2 (especially with Expeditious Retreat giving me 30 movement for the entire combat). Worst comes to worst, casting Vanish if they end up surprising me, will keep me safe and provide me ample time to reposition and/or continue buffing.

Shield gives +4 AC, which is almost required, considering I'll be going up against (for the most part) Full BAB, High Strength/Dexterity Fighters, with Weapon Training and/or Weapon Specialization. Mirror Images is just icing on the cake, in the event that they do hit me (and I'm sure they will). The other alternative is Blur, which is a little more or less consistent. I have a bit of a crutch, considering I have to have a little bit of Charisma to cast my spells, and I don't want to dump Wisdom in the event the other Skald goes high Charisma and takes some of the spells I took to debilitate me or my party members. There is no dispel (as we're not high enough), meaning if you screw the save, you're screwed.

@ Fruian Thistlefoot: You should read this from the OP:

OFFICIAL RULES wrote:
-...No Teamwork Feats are allowed (for balance purposes on both sides of the spectrum, both optimization and lack thereof), and you, the PLAYER, have no knowledge of your teammates' statistics or capabilities until the teams are formed, but before the match begins.

In short; you can't expect everyone to take certain feats, as everybody's build will be kept on the downlow, and teams aren't assigned until the day of the session(s). The only thing I know is that I, myself, and the GM, will be playing the Skalds (primarily because myself and the GM have the best "system mastery," and don't want to bog the other players down with building two characters instead of one).


I know it's a dreadfully unpopular thing these days, but in the free-for-all, a Crane Style/Wing Fighter in heavy armor would be exceptionally hard to hit in a scrap of level 6 martials. AC certainly isn't going to be everything, but adding +9AC is pretty nuts.

Sovereign Court

For the team battle - the Skald should build a very defensive build. Heavy shield, maybe spring for mithril full plate, and mirror image etc. The Skald's buffing will be huge in that battle, and likely the side which can keep their Skald alive longer will be the victor.

As the Skald, I wouldn't worry about doing the damage yourself. Anything you can do is gravy.

You may consider jacking up your CHA and using Silent Image to separate your foes with illusory walls etc since most will have crappy Will saves - but GMs vary a lot in how much they let you do with it.

In the free-for-all, I'd get a reach weapon build so that foes will be wary about charging you so you'll be less likely to be swamped early.


I'm going to make a boring Fighter, I hope you like boring.

Spoiler:

Race: Suli
Alternate Race Traits: Energy Strike (Shockshield)
Stats: Str 15 (+2+1) - Dex 12 - Con 16 - Int 8 (-2) - Wis 12 - Cha 11 (+2)

There are bricks smarter than us. But, we understand the concept of "have sword, smash thing." We get just the 1 skill point per level, and are probably questioning why we aren't a Human. The reason is pretty simple, shockshield is rather nice. It's hard to think of a better dissuasion tactic. Also, that Cha buff is basically increasing our will by a few points as we will need it in a second.

Archetypes: Mutation Warrior, Armor Master
Since cheese seems to be off the menu the only really good options are a swordlord disarm build and cavern sniper drow. I honestly figured that despite the insistence of positioning being important drow wouldn't get enough cover to do their thing.

Instead, we want people to recognize we are the absolute worse target on the field and go the other way. Hit the road jack, I have a mutagen and DR 3/-. Sadly, we are 1 level off having claws and a bite. It really sucks for us as elemental assault would've been so much tastier.

Feats: Incremental Elemental Assault, Skill Focus (Heal), Eldritch Heritage (Daemon), Cleave, Desperate Battler, Furious Focus, Swordplay Style (allowed?), Lunge (needed?)

Trait: ... every trait I think of probably isn't allowed. Obviously Defender of the Society is ideal.

Well, we have Combat Expertise and Power Attack for free right? Why not make them super free? Grab the biggest sword you can and wail on the nearest guy.

While not at point blank, we have a nasty surprise in the form of constant non-lethal damage every round on a failed throw. At first, passing through saves will be really easy, but it will start to add up more and more unless they have food or water. And I don't honestly expect anyone to think to show up with snacks. This is a cruel, slow, agonizing way to take someone out of the fight. The best part is, it's non-lethal so your target will go unconscious rather than fight on close to death.

...honestly, I have a lot of trouble with feats since anything you would want is higher BaB. If anyone can think of better feats I'm missing, feel free to chime in.


To clarify for sources, I meant Hardcover Rulebooks. The OP mentions which sources are allowed, and it's presumed that all other sources aren't allowed. This means the Eldritch Heritage bloodline choice, Swordplay Style, and Desperate Battler feats aren't eligible for me to pick. The Desperate Battler is nice, but I can't use it.

So I'll need 4 different feats. I also don't know if Combat Expertise is free or not. I'm asking the GM about it right now. If not, then that'll be 3 feats I need.

What's the benefit of Shockshield? It honestly seems worse, since Elemental Assault, I can change at any point (and deals the same amount of damage), and I don't lose resistances.

As for traits, I might take Unscathed (it's in UCamp I think), giving me Resistance 7 to the 4 primaries, which is nice. It's either that or +2 Initiative; which isn't bad, but it's not extremely great, and I'd prefer not to go Cookie Cutter.

I'll post a modified build here of your suggestions soon enough. Thanks!


Not needing Combat Expertise would be quite helpful.

I might post something later, but just a note on the overall situation -

A level 6 Fighter who can't possibly have an ability higher than 19 is going to have something like 10 +6BAB +4STR +2DEX = 22CMD. A level 6 Fighter with the typical trip feats will have something like 6BAB + 4STR +1weapon +1training +4feats = 16CMB. There isn't really much of a way to alter this equation with the stuff available in the match rules, so combat maneuvers that use a weapon, like trip, are going to be deadly effective.


A quick update: Combat Expertise IS NOT FREE. My understanding for this is because everyone takes Power Attack/Point Blank, but not Combat Expertise. Also, the weapons for the Battle Royale WILL BE RANDOM, and there are two stashes on the arena. This means that I may or may not possess a qualifiable weapon, which means I may or may not build Unarmed.

Here's my current build and strategy:

Master Baetor
Level 6 Hobgoblin Fighter (Armor Expert + Mutation Warrior)
HP 84
AC 23 (10 Base + 10 Armor + 1 Dexterity + 2 Shield), increases to 35 (18 Touch, 25 Flat-Footed) when Fighting Defensively and using Combat Expertise. Can be reduced by 4 for automatic Deflections.

20-Point Buy
Strength 18 (17 + 1)
Dexterity 13 (11 + 2)
Constitution 16 (14 + 2)
Intelligence 13
Wisdom 10
Charisma 4 (8 - 4)

ITEMS
+1 Full Plate (1,000)
+1 Buckler (1,000)
Gloves of the Skilled Maneuver (Grapple+Dirty Tricks) (10,000)
Quick Runner's Shirt (1,000)
Armbands of the Brawler (500)
Bloodvine Rope (25 ft.) X5 (600)
Aegis of Recovery (1,500)

FEATS
Improved Unarmed Strike
Combat Expertise
Improved Grapple
Greater Grapple
Improved Dirty Tricks
Greater Dirty Tricks
Crane Style
Crane Wing

Trait
Surprise Weapon

STRATEGY

Plan here is to hogtie enemies with Grapple attempts via Rope (which receive a +2 thanks to the Trait) and Coup de Grace enemies. With an Invisiblity SLA, and an Enlarge Person SLA, I can really lay down some punishment. The best part is, I can debilitate them on top of dealing damage with my Unarmed Strike, making them effectively unable to break free of the Grapple, or pinning/tieing them up with Bloodvine Rope (DC 30 Strength check to break out), then proceeding to Coup de Grace.

To-Hit

CMB 12 (16 Dirty Tricks, 19 Grapple).

I might just say screw the Dirty Tricks feats and just bump up my AC like I originally planned, but we'll see.


Darksol the Painbringer wrote:
What's the benefit of Shockshield? It honestly seems worse, since Elemental Assault, I can change at any point (and deals the same amount of damage), and I don't lose resistances.

It is worse, but how many Fighters have energy resistance electric or energy attacks? Virtually none that aren't Suli. It's an immediate action additional 1d6 per round that gambles on the extremely likely prediction of opposing builds. Since Fighters have very few swift actions it's basically increadibly useful.

And darn, I really thought Combat Expertise would be free. And sorry, my knowledge of which things were in which books is virtually nonexistent. My bad.


Update Time.

Alright, it appears for the Battle Royale we've established that there will be 2 normal weapon stashes, and a Super Weapon stash in the middle, with the PCs having to traverse areas in order to get to the Super Weapon stash, which contains 20 assorted custom items (that as far as I know, are GM approved). The players will be positioned closer to the normal stashes than the Super stash, obviously. Each player, when adjacent to a stash, draws a weapon from random as a Move Action (we have a table and such established for each stash). Ranged Weapons are given a quiver or similar subject of basic ammunition (figure 20 bolts/arrows for a quiver is the conversion rate).

Each weapon in the normal stashes is Masterwork quality, but each weapon in the Super Weapon stash has at least a +1 bonus (perhaps more) and some other effect, depending on which weapon you draw. (Some are really interesting, like the Frozen Mallet which, when hit by it, cut your movement in half and makes you unable to 5-foot step for 1 round, or the Sword of Omens, a +1 Shortsword which gives you Blindsight 30 feet, or Blindsight up to your normal vision as a Standard Action on Command, and a Full-Round Action to awaken it to a +2 Longsword with the Weapon of Awe spell cast on it for 1 Hour.)

With this established, it's clear that picking a random weapon would not be a forte for the PCs, as you might get something completely useless (every single weapon from UE is in the standard weapon stash), so using straight Weapon Training (or similiar effects) would be pointless.

Additionally, we're going to use the Unchained Barbarian applications for the Skald Rage (which means +1 Hit/Damage, and +1 HP/level as Temp, and +2 Will Saves). This unfortunately nerfs my Skald build pretty hard, as I can't really utilize both Heroism and my Inspired Rage to the effectiveness I want, though I decided to make him Suli for the Resistances and the Elemental Assault, which I suppose cancels out in the short business of things.

Also, I'm not sure if I mentioned this or not, but the GM has ruled that Inspired Rage counts as rage for effects dependant upon it, and we are forgoing the "+1 required for special abilities" rule, which means I can have a standard Keen weapon if I wanted.

At any rate, I have my Character builds finalized. Here are the forerunners.

Skald:

Sir Pennywrinkle
Level 6 Suli Skald (Fated Champion)

HP 66; Init. 10 (2 Dexterity + 4 Feat + 1 Trait + 3 Insight), [Darkvision 60', Scent]
AC 19/23 with Shield (-1 Raging, -2 Reckless Abandon); (10 Base + 7 Armor + 2 Dexterity), 12 Touch, 17 Flat-Footed
CMB 9; CMD 21; Resist 7/Acid, Cold, Electricity, Fire

Saves 8 Fort. 5 Ref. 5 Will (7 while Raging, +2 V.S. Spells+Supernatural Abilities), +1 V.S. Arcane Spells

20 Point Buy
Strength 20 (17 + 2 + 1) [22 with Alter Self]
Dexterity 14
Constitution 14
Intelligence 6 (8 - 2)
Wisdom 9
Charisma 12 (10 + 2)

Items
Furious Keen Nodachi (8,000 Gold)
+1 Agile Breastplate (1,000 Gold)
+1 Cloak of Resistance (1,000 Gold)
Ring of Spell Knowledge II [Shield] (6,000 Gold)
Masterwork Composite Longbow [+5 Strength] (Free)
Masterwork Amentum [2] (Free)
Masterwork Kukri (Free)
Masterwork Buckler (Free)

SPELLS KNOWN/PER DAY
0th (At Will)
Unwitting Ally
Light
Spark
Open/Close
Detect Magic
Prestidigitation
1st (4/Day)
Vanish
Divine Favor (Spell Kenning)
Expeditious Retreat
Hideous Laughter
Moment of Greatness
2nd (3/Day)
Shield (Ring of Spell Knowledge II)
Blur
Mirror Images
Heroism
Alter Self (Bugbear)

Inspire Rage 14 Rounds/Day.

FEATS/TRAITS
Improved Initiative
Furious Focus
Arcane Strike
Additional Traits
---
Fate's Favored
Unscathed
Adopted (Failed Apprentice)
Reckless Abandon (Rage Power)
Superstition (Rage Power)

TACTICS
Buff with spells such as Shield, Blur, Alter Self, Expeditious Retreat, and Divine Favor, in that order. Finish up with initiating Bardic Performance, and then Charge into battle with Elemental Assault activated as a Swift Action.

ATTACK BONUSES/DAMAGE
Furious Nodachi +18/20 (4 Base + 2 Weapon + 6 Strength + 3 Divine Favor + 1 Rage + 2 Reckless Abandon); 1D10 (5.5) + 1D6 (3.5) + 2 Weapon + 2 Arcane Strike + 9 Strength + 6 Power Attack + 3 Divine Favor + 1 Rage = 30/32 Damage. Critical Multiplier 15-20/X2 (60/64 on Critical).

Masterwork Composite Longbow +10/11 (4 Base + 1 Weapon + 2 Dexterity + 2 Reckless Abandon + 1 Rage); 1D8 (4.5) + 2 Arcane Strike + 5 Strength + 1 Rage = 12/13 Damage. Critical Multiplier X3 (36/39 on Critical).

Masterwork Amentum +10/11 (4 Base + 1 Weapon + 2 Dexterity + 2 Reckless Abandon + 1 Rage); 1D6 (3.5) + 2 Arcane Strike + 6 Strength + 1 Rage = 12/13 Damage. Critical Multiplier X2 (24/26 on Critical).

Masterwork Kukri +14/16 (4 Base + 1 Weapon + 6 Strength + 2 Reckless Abandon + 1 Rage); 1D4 (2.5) + 2 Arcane Strike + 6 Strength + 1 Rage + 6 Power Attack = 17 Damage. Critical Multiplier 18-20/X2 (34 on Critical).

Fighter:

Master Baetohr
Level 6 Hobgoblin Armor Expert Mutation Warrior

HP 78; Init. 7 (1 Dexterity + 4 Feat + 2 Trait)
AC 26 Standard/32 Total Defense/34 Fighting Defensively (10 Base + 10 Armor + 2 Shield + 1 Dexterity + 2 Natural + 1 Deflection) [+2 Combat Expertise]; 13 Touch, 24 Flat-Footed; DR 3/-
CMB 10 (6 Base + 4 Strength), +17 Grapple; CMD 22 (10 Base + 6 BAB + 4 Strength + 1 Dexterity + 1 Racial), 25 V.S. Grappling [+6 Total Defense, +8 Fighting Defensively, +2 Combat Expertise]

20 Point Buy
Strength 18 (17 + 1)
Dexterity 13 (11 + 2)
Constitution 16 (14 + 2)
Intelligence 13
Wisdom 10
Charisma 8

ITEMS
+1 Full Plate (1,000)
+1 Buckler (1,000)
Ring of Deflection +1 (2,000)
Amulet of Natural Armor +1 (2,000)
Robe of Infinite Twine (1,000)
Quick Runner's Shirt (1,000)
Armbands of the Brawler (500)
Gloves of the Skilled Maneuver [Grapple] (4,000)
Cloak of the Hedge Magician (Abjuration) (2,500)
Bloodvine Rope, 250 Feet [25 foot sections] (1,000)

FEATS/TRAIT
Improved Unarmed Strike
Improved Initiative
Deflect Arrows
Crane Style
Crane Wing
Combat Expertise
Improved Grapple
Greater Grapple
---
Reactionary

Skills Acrobatics 3 Ranks, Perception MAX, Climb MAX

TACTICS

Initiate the closest target with a Grapple (Standard Action). If no Move Action used, use Move Action to Maintain and proceed to Pin target. Next turn, Proceed to Pin Target (if not done already), then Tie Up the enemy. Repeat until successfully Tied Up with 25 feet of Bloodvine Rope, then proceed to either Coup De Grace enemy (or someone else does so), or engage another enemy.

ATTACK ROLLS/DAMAGE
Unarmed Strike +10 (6 Base + 4 Strength), 1D3 (2) + 4 Strength + 4 Power Attack = 10 Damage (Lethal or Non-Lethal). 20 Damage on Coup De Grace.


Darkness + a way to see in darkness would let you pretty much wipe the floor with the enemy team without even trying.

Ask your GM if the sun counts as a nonmagical light source. If if does, then cast Darkness and have darkvision, and proceed to wipe the floor with the part of the opposition that doesn't.

Sovereign Court

With that version of the Skald, I'd change it to a ranged build, though maybe not bothering with rapid-shot in case you get stuck with a crossbow or javelins.


TwelvePointFivePercent wrote:

Darkness + a way to see in darkness would let you pretty much wipe the floor with the enemy team without even trying.

Ask your GM if the sun counts as a nonmagical light source. If if does, then cast Darkness and have darkvision, and proceed to wipe the floor with the part of the opposition that doesn't.

The problem with that is people can just invest in a specific Ioun Torch and the Darkness spell becomes a complete wash, since their effect is constant, and mine will only cancel it out (as their light source was established first).

It certainly has crossed my mind, but because you can get an Ioun Torch with a slightly increased price to mark being a 3rd level Spell Effect (it is that high for Clerics/Oracles), or by making it Heightened, it'll be countered quite easily, and my 2nd level spells, as few as they are, are too precious for anticipating players who are probably smart enough to counter that sort of tactic. The crazy part is, since it's only ~105g (SL 3 instead of SL 2), they could walk around with half a dozen of them, and I'd just be wasting my actions on an ineffective tactic.

There's also the issue of being able to just walk out of it. Sure, if I invested in the Step Up feat chain, it'd make sense, especially if I could close the gap, but I lack the BAB and the feats to do so.

Also, they're Fighters and Skalds. Chances are, I'm going to be dealing with Full Plate/Breastplate AC plus maybe 2-3 Dexterity, tops. Even if they go Dexterity based, with Mithril Tatami-Dos and Kikkos, their effective AC will remain the same, just their Touch AC will go up, which is irrelevant for me, and their Reflex Saves and Acrobatics will go up, which is, for the most part, equally irrelevant.

If there's anything that needs fixing at this point, it's my ability to tie people up with my Fighter, as I just read that I take a -10 Penalty to the check if I try to tie them while grappling, and the only way I could do that (feat) is not available, as it's not a Hardcover source.

The bonuses are as high as they can be; 6 BAB + 4 Strength + 4 Feats + 3 Items = +17 to the Grapple Check. With a +7 Grapple check, most PCs will have a CMD of approximately 22, which means there's only a 25% chance that I will actually tie them up. If they're built defensively, it's safe to say that CMD will be significantly higher, which means I'd need a confirmed Nat 20 to tie them up, which sucks.


It also just occurred to me that Armor Master and Mutation Warrior do not stack, as both replace Armor Mastery. Which sucks. (Someone told me they stacked, so that's what I get for trusting someone.)

Thankfully, all Armor Master did was provide me with +1 Touch AC and DR 3/-, which shouldn't be necessary with my ridiculously high AC, so it's not a real wash. The real defenses lie in Combat Expertise and Crane Style/Wing which I can't technically use unless I can find a way to maintain my Dexterity bonus while Pinning an enemy.

I think I'll be stuck with Savage Warrior. Although it only gives me +1 CMB/CMD for Grappling and +1 Hit/Damage with Natural Weapons, it's probably the best option available to me (even though I don't have Natural Weapons), as the standard Fighter stuff (+1 Hit/Damage with Unarmed) doesn't really do me any good.

The Exchange

I'm looking over things real quick for this but shouldn't the skald's nodachi be 18,000?


Ragoz wrote:
I'm looking over things real quick for this but shouldn't the skald's nodachi be 18,000?

The +2 to hit comes from Furious, which means when under the effects of Raging (GM Ruled it counting as Rage), it's +2 higher. For the bonuses, I concluded when all buffs and abilities are active, so that's why you're seeing the +2 Weapon entry.

Since we are allowed to skip the "Need +1 to add abilities" rule, a Furious Keen Nodachi is 8,000 Gold in cost, as it's an effective +2 Weapon (2 +1 properties).

The Exchange

I thought up a build for the battle royale. It involves buying an animal though which seems to be legal.

Roughrider fighter. Mount gets +2 dodge AC, +2 saves, no speed reduction for medium armor, +1 hit and dmg.

You get to make ride checks without medium armor penalty, +1 hit and dmg.

Buy and/or combat train a Mastodon (Ultimate Equipment). Give it some Breastplate Barding for 1,200gp.

The Mastodon has trample so it can ruin all the other fighters who are trying to AC tank.

improved unarmed strike
deflect arrows
improved grapple
greater grapple
snapping turtle style +2 shield ac
snapping turtle clutch immediate action grapple if they attack you and miss.
snapping turtle shell
+2 feat (3 if human)

Make sure to get medium mithral Brawling armor for yourself. +2 hit, dmg, and grappling.


Darksol the Painbringer wrote:
It also just occurred to me that Armor Master and Mutation Warrior do not stack, as both replace Armor Mastery. Which sucks. (Someone told me they stacked, so that's what I get for trusting someone.)

I remembered they did from old threads. My bad. I probably saw it from someone else and didn't question it.


Grappling could be a great option, but I would be concerned about the fact that the same thing that makes succeeding at a combat maneuver against your foes easy also makes them breaking your grapple quite easy (you've only got weak CMD to stop them). Also, while you're fighting to keep them down and tie them up, you're rather vulnerable to enemies who might be thinking 'that grappler needs to die'.


Ragoz wrote:

I thought up a build for the battle royale. It involves buying an animal though which seems to be legal.

Roughrider fighter. Mount gets +2 dodge AC, +2 saves, no speed reduction for medium armor, +1 hit and dmg.

You get to make ride checks without medium armor penalty, +1 hit and dmg.

Buy and/or combat train a Mastodon (Ultimate Equipment). Give it some Breastplate Barding for 1,200gp.

The Mastodon has trample so it can ruin all the other fighters who are trying to AC tank.

improved unarmed strike
deflect arrows
improved grapple
greater grapple
snapping turtle style +2 shield ac
snapping turtle clutch immediate action grapple if they attack you and miss.
snapping turtle shell
+2 feat (3 if human)

Make sure to get medium mithral Brawling armor for yourself. +2 hit, dmg, and grappling.

Mounts would be considered summoning or bringing creatures into the battle, which is deemed illegal for this PVP. I'm not sure if I clarified that, but I'm doing so now: No creatures or summons of any kind outside of yourself are permitted.

I did look at the Brawling, and I thought it would be a really nice armor property instead of a mere +1 AC (+2 to Grapple is really damn nice for 1,000 gold); then I realized that it only works on Light Armor.

I mean, I could try to change my focus, and go Dexterity-based (since I'm not that worried about Strength); but the problem with that is that I must spend another feat to make my Grapple become Dexterity-based (i.e. Agile Maneuvers), as Grapple isn't reliant upon Unarmed Strikes.

This does require some thought, and it makes the Unarmed Fighter archetype seem really tantalizing, since I would get my free feat for that (as I normally have to spend for IUS anyway).

Here's a second set for if he went Dexterity-based.

Dexterity Fighter:

Master Baetohr
Level 6 Unarmed Fighter

HP 78; Init 11 (5 Dexterity + 4 Feat + 2 Trait)
AC 26/32 Total Defense/34 Fighting Defensively (10 Base + 6 Armor + 2 Shield + 5 Dexterity + 2 Natural + 1 Deflection); 16 Touch, 21 Flat-Footed [+2 Combat Expertise]
CMB 11 (6 Base + 5 Dexterity), +20 Grapple; CMD 24, +27 V.S. Grapple (10 Base + 6 BAB + 5 Dexterity + 1 Strength + 1 Deflection + 1 Race)

20 Point Buy
Strength 13
Dexterity 20 (17 + 2 + 1)
Constitution 16 (14 + 2)
Intelligence 13
Wisdom 8
Charisma 8

Magic Items
Brawling Mithril Kikko (5,000)
+1 Buckler (1,000)
Ring of Deflection +1 (2,000)
Amulet of Natural Armor +1 (2,000)
Armbands of the Brawler (500)
Gloves of the Skilled Maneuver [Grapple] (4,000)
Bloodvine Rope, 250 feet (25 feet sections) (1,000)
Ioun Torch X3 (225)
Some Change

Feats/Traits
Improved Unarmed Strike (Free)
Crane Style
Crane Wing
Agile Maneuvers
Improved Initiative
Deflect Arrows
Combat Expertise
Improved Grapple
Greater Grapple
---
Reactionary

Skills Acrobatics MAX, Perception MAX, Climb MAX

Tactics
Same as before. The only difference is increased modifiers; thanks guys!

With this build, I maintain the same amount of AC, although the Touch AC is still meh, and my Grapple and CMD went up a few points.

Of course, it technically isn't truly alive until the PC reaches 7th level, where I can maintain my Dexterity bonus to AC (which means my Fighting Defensively and Combat Expertise benefits can be used and stacked together), I suffer no penalties to hit, and I can make attacks of opportunity against anything that grapples me (even though I'd do no damage). But it is feasible.

The Exchange

Looks pretty good. Make sure to go after anyone using 2-handed weapons because they can't use it in a grapple.


Just to note - when you've first grappled an enemy and they have the opportunity to try to break the grapple with a combat maneuver check, it's going to be against your base, not grapple CMD, -2(DEX penalty from grappled condition). A character with 20STR and no other assets is going to throw a CMB of 11 at that to try to break it, giving them a decent chance to do so. It costs them their standard action, so playing the odds and repeatedly grappling you'll still eventually get them, but it's not going to be as straightforward as just stitching them up with your huge grapple CMB.

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