ShadowDax
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Hello,
As with all first level characters the fire power is weak. As this character increases in level the fire power builds. The battle tactic is to trip foes from afar with a reach weapon or enlarge person from afar. Then, use minimum movement to move five foot so a full round action of attacks can occur. Keep your foes away so when you can run run them down with overrun their options are limited (see below).
At seventh level, the improved overrun feat is used and use it as much as possible. When the greater overrun feat is used, use it at all cost. Play the game of keep away, move and knock a foe down, get your free shot adding studied combat and strike; Then, move to repeat the tactic again each turn. If everyone is always away from you at the beginning of their turn and move toward you to only get tripped, the damage is little to you.
Poisons are fun to use but at level sixth and less they are not essential to the build. Use poisons with a DC 17 and above. At higher levels than sixth I would suggest poisons of DC 20 and above. Of course, money is an issue, I would make all your poisons so they are one third the gold off.
Feats
1. combat reflexes
This ensures a few creatures are kept away in the design of the build. It is the only ability to allow many free shots (AoO's).
3. elemental strike (APG)
I recently learned this does not hit DR. It always bypasses it, this feat does not bypass fire resistance. It is not magical so it damages golems and the like. Not too effective on most evil outsiders. It has strengths and weaknesses, the build overcomes the weaknesses I believe.
5. Power Attack
Prerequisite for Improved and greater overrun attack and self explanatory.
7. Improved Overrun
see above, used in the tactic of Keep Away.
9. Greater Overrun
To move over a foe as a size large creature and knock it down with a free attack at it, limits its options. It can get up and move or get up and shoot. Usually shooting is less effective, not what most monsters or creatures do well. The caveat is the exceptions to the rule such as grapple, ranged attacks creature’s make that are not to be allowed and the like.
11. Improved Criticle
If the weapon is keen, then use quick draw.
Insperations
3. Mutagen (always strength, this increase helps overcome the loss on bab of being ¾ like a cleric)
5. quick draw (why not, this helps increase the chances to hit with studied combat. Studied combat helps overcome the loss of bab since it is like a cleric).
7. enhance potion (The kick to this is: allchemical allocation, heroism and magic circle against evil potions, use this to make those potions your level with enhance potions, Then, empower these two puppies with amplify elixer. Heroism is a third level extract for you and you are taking a second level slot. Magic Circle against Evil is not on your spell or extract list and is overpowered for its level.)
9. Toppling strike
This is the, "have your cake and eat it too”. Whether the enemy provokes or you simply attack, you get a free shot at knocking them down, and that makes for a free shot when they get up.
11. combat Inspiration
A one for one at attacks and a bonus to saves, say it ain’t so!!
Ifrit: Mostly Human (ISR), {Efreeti Magic, Wildfire Heart, Fire in the Blood, Darkvision, speed 30’, medium}-APG
S 16 (10), Dex 14 (2), Con 12 (2), Int 16 (10), wIz 8 (0), Cha 9 (+4)
Bred for War (Humans of Golarian)
Pragmatic Activator (Ultimage Campaign)
If it has no tag where it came from, it is either CRB or ACG.
The boon is old but this is my latest creation. Make suggestions, comment or correct me where I'm wrong. Part of doing research before the character begins. Hope you Enjoy!!