
ChaosTicket |

I think you would need to have dexterity as your ac, damage, hit, and casting stat at the same time to grow in everything simultaneously.
Heavy armor is acceptable if you dump AC, but if do not you generally need high Dexterity and Mithril Chainshirt of Breastplate.
For physical abilities that limits you options to the Weapon Finesse feat and the weapon category it effects. I dont think there are many feats that help out with a completely one-handed fighting style. a two-weapon fighting style would be better, but that also requires feats and you wouldnt increase in damage as Weapon Finesse doesnt effect damage.
Making a strength Hybrid is risky as you can focus on strength, but you lose AC with lower dexterity so you also need heavier armor to compensate. The Warpriest can focus on strength as it has things setup from the start with martial weapons and Heavy armor proficiency.
Most hybrid characters would need something like a two-weapon fighting style, and several boosts to hit and damage to be effect.
It would be a huge hassle of balancing feats to keep a character from drifting into a pretend warrior.

Bob Bob Bob |
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...you do realize that the term "Jack-of-all-trades" is not separate from the "master of none" part, right? There are a variety of terms for the same thing in various languages (several have become the term for "handyman") but most come with a "but they're not very good at them" clause. Seriously this list is pretty fun. Even the English version was used unflatteringly before the "master of none" clause was added. It sounds like you don't want a jack-of-all-trades, you want a master-of-one-trade, jack-of-the-rest. Which is fine, but is a very different request. It's okay if the bard is a mediocre fighter because they're a master of skills. It's okay if the Magus is mediocre at skills because they're a great fighter. Et cetera, et cetera.

ChaosTicket |

True, but when did I say i wanted a perfect composite fighter/wizard/cleric/rogue that is master-of-all?
Being a "master" at something is a matter of opinion. The Fighter is by default a weapon master, able to have 21 feats, use martial weapons and use any type of armor you want.
Cleric/Druid/Wizard/witch/shaman would be spell masters by nature of being able to unlock and use tier 9 spells.

ekibus |

Actually when you said "An Ideal character, not an idea for a quicky build. I was asking if it was possible using current classes. Look back at the original post. Its basically a perfect Jack-of-all-trades. As much as the Troll got to me, yeah, its a character with no weaknesses. Its a Bard 2.0." You literally said a perfect jack of all trades. As was mentioned before a jack of all trades will never master all..but sometimes they become more than their parts... a fighter will always be a better fighter than you and a spellcaster will beat you to a pulp... but how many of them can cast a spell AND hit someone in the face.
As I mentioned before for a level dip in inspired swashbuckler the investigator is everything you are looking for. Pick up a mutagen for dex and quick study for studied target than all the wonderful formulas that can be learned. The level of swashbuckler will give you finesse and focus for the rapier (all you need is fencing grace to add dex to damage) then of course you cant go wrong with combat reflexes and opportune parry and riposte.. you will probably be better at skills than even the wizard and on par with the rogue picking apart traps

ChaosTicket |

You and I are definitely not on the same page otherwise half my posts wouldnt be to clarify things.
I am not insulting your build ideas if that is what you think.
I think hybrids work mostly, but as they have to use spells to buff themselves.
Inquisitor+Divine favor/Power+Judegment+Bane
or Bard+Heroism+Haste+crit build
The Fighter can pretty much max out a fighting style about level 6. Only ones that require high stats or BAB are taken later. For example a Fighter specialization in Archery gets most of the feats by level 6. So really the limiter to keep Hybrids from surpassing Fighters quickly is slow feat gain?

MageHunter |

I'm just waiting for comment on Battle Host Occultist, since I think that's the only thing mentioned that meets all the criteria. It includes heavy armor, which allows you to focus strength without losing AC, and that frees up a lot of feats. The only downside is restricted spells known.
I agree. GREAT self buffing, and even if the spells are limited they have HUGE bonuses to UMD.
Plus, free heavy armor at level one.

ChaosTicket |

I'm just waiting for comment on Battle Host Occultist, since I think that's the only thing mentioned that meets all the criteria. It includes heavy armor, which allows you to focus strength without losing AC, and that frees up a lot of feats. The only downside is restricted spells known.
Hmm, true, free Full Plate armor at level 1 is really cheesy, too bad you cant make it out of special materials like Mithril and its not indestructible.
Ok, Battle Host has bonus feats, its less complicated than the Vanilla occultist because it only requires 1 item that cant be destroyed.
Drawback? Even more spell dumping. You can know a maximum of 6 spells per tier(vanilla occultist max is 7), and you gain them extremely slowly. You can only know 6 of 8 schools of magic, giving worse restrictions than a Wizard that specializes in a School.
The real benefit of the occultist is the Focus powers and Mental Focus. They grant pseudo-spells that can be quite powerful such as Haste.
Oh boy the Occultist can be quite powerful IF you can sort though all its spells and focus powers.

QuidEst |

QuidEst wrote:I'm just waiting for comment on Battle Host Occultist, since I think that's the only thing mentioned that meets all the criteria. It includes heavy armor, which allows you to focus strength without losing AC, and that frees up a lot of feats. The only downside is restricted spells known.Hmm, true, free Full Plate armor at level 1 is really cheesy, too bad you cant make it out of special materials like Mithril and its not indestructible.
Ok, Battle Host has bonus feats, its less complicated than the Vanilla occultist because it only requires 1 item that cant be destroyed.
Drawback? Even more spell dumping. You can know a maximum of 6 spells per tier(vanilla occultist max is 7), and you gain them extremely slowly. You can only know 6 of 8 schools of magic, giving worse restrictions than a Wizard that specializes in a School.
The real benefit of the occultist is the Focus powers and Mental Focus. They grant pseudo-spells that can be quite powerful such as Haste.
Oh boy the Occultist can be quite powerful IF you can sort though all its spells and focus powers.
Not having to suffer through gear-deprivation at first level is nice.
I don't know that I found the items difficult to keep track of, personally, but that's just me. Don't generally have GMs trying to destroy my stuff.
Battle Host Occultist actually only gets five total schools and spells per level at max. It does seem bad, but there are a few things that help make up for it. You still get the same number of spells per day and the same number of focus powers, meaning that you're not casting less, just with less versatility. You also have your mental focus spread across fewer schools, which allows you to spend more freely within a school.
Occultist isn't too bad to sort through. Start with Transmutation for the combat bonuses (+2 to a physical stat, scaling magic weapon about 3/day that eventually grants on-the-spot Bane, and an emergency speed boost to run people down or close to melee), and then pick something with a spell you want to spam at second level and find the best focus power from that for you.