| Amrel |
Hey All,
I'm going to start a level 20 campaign soon. I've never played that high and would appreciate some character builds/progressions to get me thinking! Please keep the following in mind:
1) The players I'm playing with are going to be moderately/significantly optimizing, so I would appreciate similar suggestions that will remain able to contribute at level 20 in and out of combat given that fact. Feel free to go as far as possible with this, as I can always dial it back to match the group.
2) I know that the wizard trumps pretty much everything at later levels. My group already has more than one wizard so I don't really want to go that route (though other casting classes are ok).
3) No summoner
4) Dips are ok as long as they help more than they hurt.
Thanks in advance!
| MageHunter |
| 1 person marked this as a favorite. |
I like Shaman. It's like a prepared casting oracle with a familiar. The hexes are really nice and the mysteries have great capstones. The animist archetype let's you cast ethereal jaunt as a spell like ability at will.Multiple times per day you could possess someone and put your spirit into objects, and keep your body away from harm.
| Texas Snyper |
If you're wanting to do a damage/blaster build you could try kineticist. Earth/Water/Lighting would give you a lot of power and utility.
1 Extended Range, PBS
2 Kinetic Cover
3 Kinetic Blade, Precise Shot
4 Earth Climb
5 Entangling, Weapon Finesse
6 Tremorsense
7 Expand(Air[Lightning]), Toughness
8 Enduring Earth
9 Impale, Extra Wild Talent (Air Cushion)
10 Earth Glide, Trade Tremorsense for Wings of Air
11 Wall, EWT(Kinetic Whip), Trade kinetic cover for air shroud
12 Ride the Blast
13 Deadly Earth, EWT(Magnetic)
14 Stone Sculptor
15 Expand(Water[Water]), EWT(Expand Defense[Shroud of Water])
16 Reverse Shift, Trade Stone Sculptor to Shimmering Mirrage
17 Grappling/Chain, EWT(Suffocate)
18 Seismic Master
19 Cloud, EWT(Kinetic Form)
20 Weather Master
You'll have 2 physical blasts, 1 Touch AC blast, and 2 composite blasts. Metakinetic master can make Empower free. You can switch hit between being a Huge melee whip user and destroying things at range quite easily. You'll have some very nice DR and a free shield for higher AC. You can earth glide and fly at will as well as control the weather and create earthquakes.
Cao Phen
|
A Martial Master Fighter is nice.
Search for Combat Feats on the PRD or on Archive of Nethys.
As a Swift Action, you pretty much get all of them. (Just mainly need the prerequisites of Stats)
| James Gibbons |
Step 1 tell everyone you're playing a monk
step 2 watch them laugh
step 3 pull out a character sheet with this build and say his name is one and he's a zen archer
If you've got the time it's a huge post but a good read and will tell you how to play the character too. Can I get a woot woot from people who knew this post without clicking the link.
| Alleran |
Arcanist with Occultist archtype. The capstone is ridiculous.
Came here to say this.
"Conjurer's Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends."
"Perfect Summoner: At 20th level, an occultist can use her conjurer's focus without spending points from her arcane reservoir, and the creatures summoned last until dismissed."
Enjoy spamming SM IX all day long. Make sure you get all the feats that add extra options to it.
| ginganinja |
My advice is pick something you wouldn't normally be able to play. Level 20 games are pretty rare a) because it takes ages to get to level 20 and b) its a lot of hard work GMing them.
Basically, look at some of the class/archetype capstones and find out what looks the most enjoyable for you. If it was me (for instance), I'd look at the Fey Trickster Mesmerist, because a physical transformation into a type of Fey is something that to me personally, sounds interesting flavourful and fun. For you, it might be something else, but atm I'd probably work on finding something you like or would enjoy playing first and foremost, you can always moderately 'optimise' it later if you need to.
Simon Dragonar
|
Hello Amrel! I took a little time to stat up an example Oracle build for you. I hope you like it. I based it off Rene Descartes. I will try to go in-depth on some of its abilities. I used 20 Point Buy and Wealth By Level (880,000 GP). There is 61,960 left over for consumables, and you can adjust gear as needed of course. You can save a metric ton of money if you're not as crazy as I am.
Simon Descartes
Male human oracle (enlightened philosopher) 20 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (human)
Init +23; Senses Perception +35
--------------------
Defense
--------------------
AC 48, touch 29, flat-footed 36 (+8 armor, +5 deflection, +12 Dex, +1 insight, +1 luck, +5 natural, +6 shield)
hp 283 (20d8+180)
Fort +34, Ref +36, Will +42
Defensive Abilities evasion, fortification 75%
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 adamantine dueling cestus +23/+18/+13 (1d4+7/19-20) or
cold iron dagger +18/+13/+8 (1d4+2/19-20)
Ranged light crossbow +16 (1d8/19-20)
Oracle Spell-Like Abilities (CL 20th; concentration +34)
1/day・wish
Oracle (Enlightened Philosopher) Spells Known (CL 20th; concentration +34)
9th (7/day)・astral projection, mass heal, miracle, overwhelming presence[UM] (DC 31)
8th (8/day)・greater angelic aspect, mass cure critical wounds, fire storm (DC 30), holy aura, moment of prescience
7th (8/day)・mass cure serious wounds, ethereal jaunt, holy word (DC 29), jolting portent[UC], waves of ecstasy[UM] (DC 29)
6th (8/day)・cold ice strike[UM] (DC 28), mass cure moderate wounds, greater dispel magic, heal, wind walk
5th (8/day)・communal air walk[UC], mass cure light wounds, flame strike (DC 27), breath of life, life bubble[APG] (DC 27), true seeing
4th (9/day)・air walk, blessing of fervor[APG] (DC 26), cure critical wounds, discern lies (DC 26), freedom of movement, holy smite (DC 26)
3rd (9/day)・cure serious wounds, daylight, magic circle against evil, prayer, communal resist energy[UC], water walk
2nd (9/day)・cure moderate wounds, grace[APG], hold person (DC 24), owl's wisdom, remove paralysis, resist energy, sound burst (DC 24)
1st (9/day)・bless, cure light wounds, divine favor, identify, murderous command[UM] (DC 23), remove fear, unbreakable heart[ISWG]
0 (at will)・create water, detect magic, guidance, light, mending, purify food and drink (DC 22), read magic, stabilize, virtue
Mystery Lore
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 24, Int 20, Wis 14, Cha 34
Base Atk +15; CMB +18 (+20 disarm); CMD 34 (36 vs. disarm)
Feats Additional Traits, Alertness, Fast Learner[ARG], Great Fortitude, Greater Spell Penetration, Improved Initiative, Noble Scion Of War[ISWG], Persuasive, Quicken Spell, Spell Penetration, Steadfast Personality[ACG], Toughness
Traits life of toil, omen, reactionary, valashmai veteran
Skills Bluff +12 (+14 to Feint), Diplomacy +39, Intimidate +40, Knowledge (arcana) +35, Knowledge (dungeoneering) +35, Knowledge (local) +35, Knowledge (nature) +35, Knowledge (planes) +35, Knowledge (religion) +35, Perception +35, Sense Motive +4, Spellcraft +28, Use Magic Device +32
Languages Aklo, Celestial, Common, Draconic, Sylvan, Undercommon
SQ defiant mind, final revelation, interaction bonus, oracle's curse (legalistic), penalty to oathbreakers, revelations (arcane archivist, brain drain, lore keeper, mental acuity, sidestep secret, spontaneous symbology), vow to self
Combat Gear jingasa of the fortunate soldier[UE], mnemonic vestment[UE], sandals of quick reaction[UE], wayfinder, shining; Other Gear +5 heavy fortification determination mithral buckler, +5 adamantine dueling cestus[APG], cold iron dagger, light crossbow, clear spindle ioun stone, dark blue rhomboid ioun stone, deep red sphere ioun stone, dusty rose prism ioun stone, incandescent blue sphere ioun stone, pale blue rhomboid ioun stone, scarlet and blue sphere ioun stone, amulet of natural armor +5, belt of mighty constitution +6, bracers of armor +8, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), eyes of the eagle, first aid gloves, headband of alluring charisma +6, ring of evasion, ring of protection +5, tunic of careful casting[UE], 61,960 gp
--------------------
Special Abilities
--------------------
Arcane Archivist (1/day) (Su) Cast Wizard spells from spellbooks
Blind-Fight Re-roll misses because of concealment, other benefits.
Brain Drain (20d4, 12 rounds, 5/day, DC 32) (Su) Target within 100' suffers 20d4 damage, and you have 12 rounds to take a full-round action to make a knowledge skill check using the target's skill bonus. Will negates.
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Final Revelation of the Enlightened Philosopher Upon achieving 20th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. Y
Fortification 75% You have a chance to negate critical hits on attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Penalty to Oathbreakers At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spontaneous Symbology (Ex) Spontaneously cast Symbol spells.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wish (1/day) (Sp) Wish 1/day
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Simon Descartes
Male human oracle (enlightened philosopher) 20 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (human)
Init +25; Senses Perception +39
--------------------
Defense
--------------------
AC 50, touch 31, flat-footed 36 (+8 armor, +5 deflection, +12 Dex, +2 dodge, +1 insight, +1 luck, +5 natural, +6 shield)
hp 283 (20d8+180)
Fort +40, Ref +44, Will +48
Defensive Abilities evasion, fortification 75%; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 adamantine dueling cestus +31/+26/+21 (1d4+13/19-20) or
cold iron dagger +26/+21/+16 (1d4+8/19-20)
Ranged light crossbow +24 (1d8+6/19-20)
Oracle Spell-Like Abilities (CL 20th; concentration +34)
1/day・wish
Oracle (Enlightened Philosopher) Spells Known (CL 20th; concentration +34)
9th (7/day)・astral projection, mass heal, miracle, overwhelming presence[UM] (DC 31)
8th (8/day)・greater angelic aspect, mass cure critical wounds, fire storm (DC 30), holy aura, moment of prescience
7th (8/day)・mass cure serious wounds, ethereal jaunt, holy word (DC 29), jolting portent[UC], waves of ecstasy[UM] (DC 29)
6th (8/day)・cold ice strike[UM] (DC 28), mass cure moderate wounds, greater dispel magic, heal, wind walk
5th (8/day)・communal air walk[UC], mass cure light wounds, flame strike (DC 27), breath of life, life bubble[APG] (DC 27), true seeing
4th (9/day)・air walk, blessing of fervor[APG] (DC 26), cure critical wounds, discern lies (DC 26), freedom of movement, holy smite (DC 26)
3rd (9/day)・beacon of luck, cure serious wounds, daylight, prayer, communal resist energy[UC], water walk
2nd (9/day)・cure moderate wounds, grace[APG], hold person (DC 24), owl's wisdom, remove paralysis, resist energy, sound burst (DC 24)
1st (9/day)・bless, cure light wounds, divine favor, identify, murderous command[UM] (DC 23), remove fear, unbreakable heart[ISWG]
0 (at will)・create water, detect magic, guidance, light, mending, purify food and drink (DC 22), read magic, stabilize, virtue
Mystery Lore
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 24, Int 20, Wis 14, Cha 34
Base Atk +15; CMB +26 (+28 disarm); CMD 36 (38 vs. disarm)
Feats Additional Traits, Alertness, Fast Learner[ARG], Great Fortitude, Greater Spell Penetration, Improved Initiative, Noble Scion Of War[ISWG], Persuasive, Quicken Spell, Spell Penetration, Steadfast Personality[ACG], Toughness
Traits life of toil, omen, reactionary, valashmai veteran
Skills Acrobatics +4, Appraise +9, Bluff +16 (+18 to Feint), Climb +6, Diplomacy +43, Disguise +16, Escape Artist +4, Fly +4, Heal +6, Intimidate +44, Knowledge (arcana) +39, Knowledge (dungeoneering) +39, Knowledge (local) +39, Knowledge (nature) +39, Knowledge (planes) +39, Knowledge (religion) +39, Perception +39, Ride +4, Sense Motive +8, Spellcraft +32, Stealth +4, Survival +6, Swim +6, Use Magic Device +36
Languages Aklo, Celestial, Common, Draconic, Sylvan, Undercommon
SQ defiant mind, final revelation, interaction bonus, oracle's curse (legalistic), penalty to oathbreakers, revelations (arcane archivist, brain drain, lore keeper, mental acuity, sidestep secret, spontaneous symbology), vow to self
Combat Gear jingasa of the fortunate soldier[UE], mnemonic vestment[UE], sandals of quick reaction[UE], wayfinder, shining; Other Gear +5 heavy fortification determination mithral buckler, +5 adamantine dueling cestus[APG], cold iron dagger, light crossbow, clear spindle ioun stone, dark blue rhomboid ioun stone, deep red sphere ioun stone, dusty rose prism ioun stone, incandescent blue sphere ioun stone, pale blue rhomboid ioun stone, scarlet and blue sphere ioun stone, amulet of natural armor +5, belt of mighty constitution +6, bracers of armor +8, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), eyes of the eagle, first aid gloves, headband of alluring charisma +6, ring of evasion, ring of protection +5, tunic of careful casting[UE], 61,960 gp
--------------------
Special Abilities
--------------------
Arcane Archivist (1/day) (Su) Cast Wizard spells from spellbooks
Blind-Fight Re-roll misses because of concealment, other benefits.
Brain Drain (20d4, 12 rounds, 5/day, DC 32) (Su) Target within 100' suffers 20d4 damage, and you have 12 rounds to take a full-round action to make a knowledge skill check using the target's skill bonus. Will negates.
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Final Revelation of the Enlightened Philosopher Upon achieving 20th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. Y
Fortification 75% You have a chance to negate critical hits on attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Penalty to Oathbreakers At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spontaneous Symbology (Ex) Spontaneously cast Symbol spells.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wish (1/day) (Sp) Wish 1/day
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
There are a boatload of abilities and immunities to keep track of. I guess that's how things are at Level 20. Here are some highlights from the base character:
1. You are immune to Confusion, Exhaustion, Fatigue, Nausea, and Sickened from Final Revelation. You are immune to Charm and Compulsion effects from Evil Creatures because of Slotted Clear Spindle.
2. You have Evasion from the Ring and a pretty good Reflex Save (+36). Your Buckler gives you 75% Fortification, and the first time you reach 0 HP in a given day you receive an automatic Breath of Life. If anything gets past Fortification you can negate it with Jingasa once per day.
3. Your Fortitude (+34) and Will (+42) are also nice. You have a good chance of noticing most Surprise Rounds with a +35 Perception, and in all Surprise Rounds you can take both a Standard and a Move because of your Sandals.
4. All the "Creature" Knowledge Skills except Engineering are available to you, and you can finagle with some of the skill points to get that as well. They are useful in identifying enemies' abilities and resistances.
5. High Initiative is always great! I tried to get it as high as I could. I used Noble Scion of War and Dueling Cestus to boost it.
Now for the buffs you can cast:
1. Life Bubble is on your Spell List and can be cast all day. I suggest doing so. It helps avoid some really nasty stuff.
2. I prefer Air Walk, but there are a few different ways to get Overland Flight with this build. Do note that the Fly modifier is awful even with the Spell Bonus, and it might be difficult to Hover. As long as you take a 5-Foot Step every turn, you can stay flying at the lower DC.
3. Freedom of Movement is super duper important for everyone! You're almost guaranteed a 100% relevant uptime on it. This build's CMD is terrible, but with Freedom of Movement you cannot be Grappled. If you are flying, you cannot be Tripped. Your Cestus cannot be disarmed. Sunder is bad news though! Super bad news!
4. Prayer (remember Fate's Favored), Beacon Of Luck, and Good Hope (number of ways to cast it, or just +32 UMD a Wand) all stack for your Saves as Luck, Sacred, and Morale respectively. Blessing Of Fervor is great. You may note that I've mostly been talking about defensive abilities and denial. Well, that's the thing, all of them except Divine Favor help your team! So your entire team can be Life Bubbled, Communal Air Walked, Prayered, Good Hoped, Blessing of Fervored etc. Freedom of Movement is individual, but you have Spell Slots to spare. Beacon of Luck doesn't give its bonus to party members, but it does give them a Saving Throw reroll once per day. Actually, I just noticed I forgot to buy a Luck Stone.
5. Although the build is almost solely focused on buffing, you have a few offensive spells! Flame Strike is always good, and your DC is decent. Fire Storm is good too. Cold Ice Strike can be used as a Swift. It might be a waste of the spells, but you have all sorts of offensive options via Wish or Miracle as well. Also, the money I spent on the Cestus is absolutely obscene. You can save a lot by ignoring that and just making it +1 Dueling for the Initiative. Still, I like to keep all my bases covered. Every single one. So if I totally need to punch something in the face, I can (within reason).
Hope that helps! I'm not really good at Character Builds and stuff, but I have a lot of fun in Herolab and really wanted to help. Everyone feel free to check it for consistency and legality. But I did use my favorite program and did my best to confirm everything is in order. Thank you! :)
Belafon
|
What kind of character are you looking for? And is your campaign going to level 20 or starting at level 20?
Healer - Life Oracle is very powerful here. Especially if your campaign is going to 20 rather than starting there because in addition to all the healing revelations they get mass heal as an 8th level spell. If you start at 20 Hospitaler Paladin is amazing with the capstone holy champion. And can usually dish out more damage.
Anything else - strongly consider Oracle or Shaman. Choose your desired role and the capstone abilities (Final Revelation and Manifestation) pretty much make you one of the best if not the best at doing it. And they are very versatile, especially the shaman.
Fun stuff - I personally get amused at the idea of a 2-handed fighter at 20th level. Step one - make a standard attack with a scythe with a -5 penalty. Step two - do around 300 points of damage. Not the most versatile build but the idea of critting with a x5 weapon 95% of the time appeals to me.
Most melee damage - probably a Black Blade Kensai magus with Dimensional Dervish.
| Amrel |
Do you have any classes you're leaning towards? Or anything specific you want to be able to do? There are a huge number of answers to your question, so anything you got for us will help.
I'm not particularly leaning towards a type of class.
I've always liked spell caster warrior gish types. I was a huge fan of the synthesist summoner but honestly it just seems like it would be really hard for the GM to balance against (it seems very optimized out of the box).
I like the idea of the magus, but looking at the class I'm not sure how well it would keep up.
I'm pretty well versed with different classes power ratings at the level 5-15 range, I just know things scale up exponentially as you get closer to 20 so any builds you think would be powerful and let me concentrate more on the RP aspect than the "I hope I optimized enough" aspect would be great!
| Amrel |
What kind of character are you looking for? And is your campaign going to level 20 or starting at level 20?
Healer - Life Oracle is very powerful here. Especially if your campaign is going to 20 rather than starting there because in addition to all the healing revelations they get mass heal as an 8th level spell. If you start at 20 Hospitaler Paladin is amazing with the capstone holy champion. And can usually dish out more damage.
Anything else - strongly consider Oracle or Shaman. Choose your desired role and the capstone abilities (Final Revelation and Manifestation) pretty much make you one of the best if not the best at doing it. And they are very versatile, especially the shaman.
Fun stuff - I personally get amused at the idea of a 2-handed fighter at 20th level. Step one - make a standard attack with a scythe with a -5 penalty. Step two - do around 300 points of damage. Not the most versatile build but the idea of critting with a x5 weapon 95% of the time appeals to me.
Most melee damage - probably a Black Blade Kensai magus with Dimensional Dervish.
See my above reply about thoughts on what I would like to play. Additionally we are starting at level 20.
| WombattheDaniel |
WombattheDaniel wrote:Do you have any classes you're leaning towards? Or anything specific you want to be able to do? There are a huge number of answers to your question, so anything you got for us will help.I'm not particularly leaning towards a type of class.
I've always liked spell caster warrior gish types. I was a huge fan of the synthesist summoner but honestly it just seems like it would be really hard for the GM to balance against (it seems very optimized out of the box).
I like the idea of the magus, but looking at the class I'm not sure how well it would keep up.
I'm pretty well versed with different classes power ratings at the level 5-15 range, I just know things scale up exponentially as you get closer to 20 so any builds you think would be powerful and let me concentrate more on the RP aspect than the "I hope I optimized enough" aspect would be great!
Gish is my favorite, too. But don't be a straight Magus when you can be a Hexcrafter. I have a build that I specifically designed to take on the entire bestiary CR 1/8-->CR 30, solo, starting at level 1 and capping at level 20. And he did it. He only lost to Cthulhu.
Some of his highlights at 20:
+27, +30, +28 Fort, Reflex and Will saves, respectively.
+31 Initiative (+35 if his weapon is already drawn).
Slumber, Flight, Evil Eye, Ice Tomb, Summon Spirit (Balls-to-the-wall awesome if your GM is a reasonable guy), and Eternal Slumber Hexes, DC 34 (Even without ability Focus).
+41 to hit, gets 5 attacks/round with Spell Combat and Spellstrike.
AC 53.
Doesn't need to eat, drink or breathe.
With Shocking Grasp, he pulls out 1d3+6d6 (if he's enchanted his weapon correctly)+18+19 Precision damage per hit +(average) 120 damage with Spellstrike (plus another 120 or so with a stored spell).
Crits on a 15-20.
Spell Recall and a Wyroot weapon to get Arcane pool points back.
Every Magus Spell ever, through Knowledge Pool.
Uncanny Dodge, Improved Uncanny Dodge, and Evasion.
Has a cohort and followers who craft for him (1/2 price items!!).
Can reflect any spell targeting him back at the caster at full force as if using Spell Turning.
And of course, 6th-level spells
I might be a little proud of him. Right now I'm working on inputting the build into another Thread but once I'm done I'll link it here, if you want.
Belafon
|
For you I would recommend a bladebound kensai magus using the Dimensional Dervish chain or an oracle of battle. A shaman of battle would be my third choice (for you, higher for others) since it requires a fair amount of decision making every day - wandering spirit and a full 9 levels of spell prep.
A kensai magus using a high-threat range weapon and Dimensional Dervish at 20th level will most assuredly keep up in the damage department. Bladebound is optional but very useful.
If you want a full 9-level spellcaster, go with an oracle of battle or a shaman of battle. The oracle revelations are a bit more powerful but the shaman will have the wandering hex and all the way up to the true wandering spirit abilities of a second spirit. The oracle spell list is broader but the human, half-elf, and half-Orc FCBs for shaman can make up for that. The lore spirit even more.
Inquisitor is probably the best pure buffer if your other casters aren't going to handle that as well as having a save-or-die 20th level capstone. Judgment and bane helps them keep close on damage and they have good survivability as well.
Warpriests can self-buff as a swift action with fervor but the capstone is somewhat underwhelming as a once-per-day.
Bloodrager is one more option. They do a TON of damage - especially arcane bloodline at that level - but their casting is mostly in the form of self-buffs and they can take a fair amount of damage as well. You really need a healer along with you.
| WombattheDaniel |
Then consider it done. If you really want to look at some cool builds, you should check out Ravingdork's character collection. I can't remember the exact name he gave the thread, so I can't link it, sorry, but if you do a little digging you'll find some good stuff. :)
Also, Broken Zenith has a guide to the Builds, that has a great selection of level 20's from (mostly) every class.
| Amrel |
Hello Amrel! I took a little time to stat up an example Oracle build for you. I hope you like it. I based it off Rene Descartes. I will try to go in-depth on some of its abilities. I used 20 Point Buy and Wealth By Level (880,000 GP). There is 61,960 left over for consumables, and you can adjust gear as needed of course. You can save a metric ton of money if you're not as crazy as I am.
** spoiler omitted **...
Thanks for the suggestion! All that detail is awesome, I appreciate the time you put into it!
| TwelvePointFivePercent |
For those of you suggesting healers, mass heal and heal is all you really need. No need to specialise there.
Personally, I think cleric is pretty good.
1 spell focus: evocation
3 varisian tattoo
5 power attack
7 intensify spell
9 consecrate spell
11 toughness
13 quicken spell
15 spell perfection; holy word
17 spell penetration
19 spell specialisation; holy word
Get a greater rod of selective spell for when you want to avoid hitting stuff with your holy word.
With a +1 CL trait, HW throws down at at least CL 27, and so is pretty bawler for cleaning up minions.
You'll be able to mix it up in melee too with (quickened) buffs and an even stat spread, and your lower slots work with intensified consecrated blasts.
Not TO by any means, but solid. Remember Planar Binding and the like.
| WombattheDaniel |
| Amrel |
Edit: I realize that some of the numbers I quoted you at are slightly different. There are a lot of different reasons for this, but the biggest one is that, in writing up my build, I double- and triple-checked all the rules and I had to change some things.
Thanks! For some reason I can't get to that link. It keeps saying something about too many requests?
| CampinCarl9127 |
And the sad part is, Arkalion is only a moderately powerful diviner wizard that's spent his resources wisely. He still gets absolutely crushed by mythic casters and nature oracles.
You mean a mythic caster can take down a non-mythic caster? Shocking.
Moderately powerful. That's when you know you're in the advice forums.
This build can crush anything that isn't epic or mythic, and it still crushes a good deal of those.
| johnnythexxxiv |
johnnythexxxiv wrote:And the sad part is, Arkalion is only a moderately powerful diviner wizard that's spent his resources wisely. He still gets absolutely crushed by mythic casters and nature oracles.You mean a mythic caster can take down a non-mythic caster? Shocking.
Moderately powerful. That's when you know you're in the advice forums.
This build can crush anything that isn't epic or mythic, and it still crushes a good deal of those.
Moderately powerful for a diviner wizard. Anzyr's mentioned tons of ways that he could have made better use of spell selections/feats/magical items to make Arkalion more powerful. And again, diviner wizards are decimated by nature oracles. Having a literal +infinite to HP, saves, AC, spells per day, caster level and initiative means that there are far fewer things a nature oracle can't deal with than a diviner wizard.
| CampinCarl9127 |
Moderately powerful. I still chuckle every time you say that. What has Pathfinder become?
Literal +infinite. Lol ok. Turnaround is fair play. Arkalion is pretty much the same amount of invincible, and has access to more versatile spells.
Yeah no, I would bet on Arkalion over any oracle build, any day.
| johnnythexxxiv |
Infinite awaken triggers = infinite boost to charisma and hit dice = infinite boost to basically everything since you can sub charisma for practically anything at this point. Considering that a half elf can paragon surge into any wizard spell ever and then spam time stop for long enough that you can extend it indefinitely, allowing you to rest within nested time stops and refresh what you want from paragon surge and repeat that process as many times as you want for as long as you want, you can literally spend eons within a single standard action (as long as you're not directly targeting your opponent with anything) as a nature oracle. Yeah, I'm gong to go with you can generally assume that the nature oracle is going to win that battle, especially when they only fail anything on a nat 1 and always win initiative.
Having said that, I'm not saying that Arkalion is weak, far from it. He's a well designed diviner wizard and indeed, diviner wizards are some of the strongest casters in the game. But Arkalion is not the strongest diviner wizard that can be made by a long shot, nor are diviner wizards the strongest magic users in the game (and honestly I doubt nature oracles are either).
| Anzyr |
Infinite awaken triggers = infinite boost to charisma and hit dice = infinite boost to basically everything since you can sub charisma for practically anything at this point. Considering that a half elf can paragon surge into any wizard spell ever and then spam time stop for long enough that you can extend it indefinitely, allowing you to rest within nested time stops and refresh what you want from paragon surge and repeat that process as many times as you want for as long as you want, you can literally spend eons within a single standard action (as long as you're not directly targeting your opponent with anything) as a nature oracle. Yeah, I'm gong to go with you can generally assume that the nature oracle is going to win that battle, especially when they only fail anything on a nat 1 and always win initiative.
If you are using Paragon Surge to get Improved Eldritch Heritage (Arcane) I have some bad news for you...
If you are getting Wizard spells some other way with Paragon Surge, I'd love to hear it!
| Avoron |
Infinite awaken triggers = infinite boost to charisma and hit dice
Take a look at elemental ally druids. They can do that to all four of their eidolons... at level 9.
| johnnythexxxiv |
johnnythexxxiv wrote:Infinite awaken triggers = infinite boost to charisma and hit dice = infinite boost to basically everything since you can sub charisma for practically anything at this point. Considering that a half elf can paragon surge into any wizard spell ever and then spam time stop for long enough that you can extend it indefinitely, allowing you to rest within nested time stops and refresh what you want from paragon surge and repeat that process as many times as you want for as long as you want, you can literally spend eons within a single standard action (as long as you're not directly targeting your opponent with anything) as a nature oracle. Yeah, I'm gong to go with you can generally assume that the nature oracle is going to win that battle, especially when they only fail anything on a nat 1 and always win initiative.If you are using Paragon Surge to get Improved Eldritch Heritage (Arcane) I have some bad news for you...
If you are getting Wizard spells some other way with Paragon Surge, I'd love to hear it!
Your choice is locked in for 24 hours, but if your nested time stop lasts for 24 hours or more, you'd still be able to pick up a new spell a day with Improved Eldritch Heritage. Make scrolls of whatever wizard spells you want in your spare time and then use those on your nontime stop days.
johnnythexxxiv wrote:Infinite awaken triggers = infinite boost to charisma and hit diceTake a look at elemental ally druids. They can do that to all four of their eidolons... at level 9.
Eidolons don't get the same mileage out of Charisma that Oracles do, so you basically end up with 4 Timmy the Tiny Gods. Still terrifying and absolutely broken, but not quite as strong due to lack of infinite high level spells. The druid would almost guarantee the win since the nature oracle would never make it to level 20 if they became enemies before then, but at 20 if the oracle gets to have an action, they win.
| Anzyr |
Anzyr wrote:Your choice is locked in for 24 hours, but if your nested time stop lasts for 24 hours or more, you'd still be able to pick up a new spell a day with Improved Eldritch Heritage. Make scrolls of whatever wizard spells you want in your spare time and then use those on your nontime stop days.johnnythexxxiv wrote:Infinite awaken triggers = infinite boost to charisma and hit dice = infinite boost to basically everything since you can sub charisma for practically anything at this point. Considering that a half elf can paragon surge into any wizard spell ever and then spam time stop for long enough that you can extend it indefinitely, allowing you to rest within nested time stops and refresh what you want from paragon surge and repeat that process as many times as you want for as long as you want, you can literally spend eons within a single standard action (as long as you're not directly targeting your opponent with anything) as a nature oracle. Yeah, I'm gong to go with you can generally assume that the nature oracle is going to win that battle, especially when they only fail anything on a nat 1 and always win initiative.If you are using Paragon Surge to get Improved Eldritch Heritage (Arcane) I have some bad news for you...
If you are getting Wizard spells some other way with Paragon Surge, I'd love to hear it!
I have some bad news:
You have not seen the Spells Known FAQ I take it. Paragon Surge + Improved Eldritch Heritage (Arcane) no longer works. Though I say that, it's been quite awhile at this point. Almost two years.
| Avoron |
That's an... unfortunate... FAQ.
An oracle might be able to grab time stop anyway with the spirit guide archetype and arcane enlightenment hex.
Eidolons don't get the same mileage out of Charisma that Oracles do, so you basically end up with 4 Timmy the Tiny Gods.
Yeah, sort of like that, except you get them all at level 9 and if you play your cards right, they don't cost you a cent.