One shot level 20 game session


Advice


As the title says my GM is running a one shot level 20 session. As far as I know it is core only and is a military style so we will be fighting large groups of humanoids. I put together this intimidate fighter build:
Male Half-Orc Fighter 20
Chaotic Neutral
Strength 25 (+7)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 14 (+2)
Size: Medium
Height: 6' 0"
Weight: 270 lb
Eyes: Black
Hair: Black Straight; Average Beard
Skin: Green
Total Hit Points: 224
Speed: 30 feet
Armor Class: 22 = 10 + 8 [full plate] + 3 [dexterity] + 1 [dodge]
Touch AC: 14
Flat-footed: 18
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 16 = 12 [base] + 4 [constitution]
Reflex save: + 9 = 6 [base] + 3 [dexterity]
Will save: + 11 = 6 [base] + 3 [wisdom] + 2 [iron will]
Attack (handheld): + 27/ + 22/ + 17/ + 12 = 20 [base] + 7 [strength]
Attack (missile): + 23/ + 18/ + 13/ + 8 = 20 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 27 = 20 [base] + 7 [strength]
Combat Maneuver Defense: + 40 = 10 + 20 [base] + 7 [strength] + 3 [dexterity]
Languages: Common Orc (? 1 more)

Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Falchion [2d4, crit 18-20/x2, 8 lb, two-handed, slashing]
Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]
Full plate armor [heavy; + 8 AC; max dex + 5; check penalty -2 50 lb.]
Feats:
Combat Reflexes Additional opportunity attacks
Dodge +1 dodge bonus on AC
Iron Will +2 on will saves
Point Blank Shot +1 attack on damage on ranged targets within 30 feet
Power Attack Take penalty on attack for larger bonus on damage
Cleave One attack, AC-2, make additional attack if first one hits
Quick Draw Draw weapon is free action
Skill Focus (Intimidate)
Skill Focus (Perception)
Weapon Focus x1 +1 to hit; Weapon(s):
Weapon Specialization x1 +2 damage; Weapon(s):
Greater Weapon Focus x1 Additional +2 to hit; Weapon(s):
Greater Weapon Specialization x1 Additional +2 damage; Weapon(s):
Critical Focus +4 on rolls to confirm a critical hit
Bleeding Critical Critical hit causes 2d6 bleeding
Critical Mastery Can use two effects on your critical hits
Staggering Critical Critical hit staggers the target
Stunning Critical Critical hit stuns the target
Intimidating Prowess
Dazzling Display Using focus weapon, intimidate all in 30 feet
Shatter Defenses Using focus weapon, hindered foes are flat-footed`

Acrobatics Dex* 1 =
+3
-2 [armor]
Appraise Int 1 =
+1
Bluff Cha 2 =
+2
Climb Str* 5 =
+7
-2 [armor]
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 2 =
+2
Disguise Cha 2 =
+2
Escape Artist Dex* 1 =
+3
-2 [armor]
Fly Dex* 1 =
+3
-2 [armor]
Heal Wis 3 =
+3
Intimidate Cha 40 =
+2
+ 20 + 3 [class skill] + 2 [half-orc] + 7 [intimidating prowess] + 6 [skill focus]
Perception Wis 29 =
+3
+ 20 + 6 [skill focus]
Perform_1 Cha 2 =
+2
Perform_2 Cha 2 =
+2
Perform_3 Cha 2 =
+2
Perform_4 Cha 2 =
+2
Perform_5 Cha 2 =
+2
Ride Dex* 14 =
+3
+ 10 + 3 [class skill] -2 [armor]
Sense Motive Wis 3 =
+3
Stealth Dex* 1 =
+3
-2 [armor]
Survival Wis 16 =
+3
+ 10 + 3 [class skill]
Swim Str** 5 =
+7
-2 [armor]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +20

I used a JavaScript generator so if the copy/pase looks weird I'm sorry. Stats were rolled and I got lucky and we also used 5d6 best 3 method so it is stronger that average. I didn't select any magical items yet but my GM allows keen weapon and improved critical to stack (hence the falchion). Weapon focus/specialization is falchion. All stat bonuses went to strength.

So for magic items I was thinking the basics for now: keen +5 falchion, cloak of resistance +5, belt of physical perfection +6 STR/CON. Other magical items suggestions are welcome.

Any thoughts for improvement would be great. Thanks in advance!


Military style? One has to wonder what kind of world it would be if 20th level heroes are just common grunts.

Probably like that city called Union in the Epic Level Handboook, with it's 20th plus leveled crossing guards.


I think we are going to be like an elite squad doing missions that regular soldiers cannot do. But he did say that there will be at least one massive army vs army battle that we will be in.


Elite squad at level 20? Who rules you, outsiders? Mythic people?


Gods. Or a 15th level wizard.


It's a ONE SHOT. We all wanted to actually get to play level 20 characters without running a whole campaign to get there so he is running one combat focused session for us before we start our next campaign. We all bought in to the fact that since it is a one shot that the roleplay/backstorry my be lacking. Can we get back to the advice potion of this post? What other magic items should I get? Is there any other feat options that I missed?


Cap of the Free Thinker, Improved Initiative (feat), cracked pink ioun stone (+1 initiative), cloak of resistance +5, green ioun stone, luckstone would all be helpful.


I would love to do more high level stuff... very difficult to get the chance round my way.


Amulet of natural armor, ring of deflection and magical armor to round up the Big Six for a start. 22 AC on a lv20 character is just...impolite, almost.

Consider upgrading your weapon further. Heartseeker and Collision are two kinds of enchantments you could find useful, but there are more good ones if you search for them.

Boots of speed/haste are always a solid choice for a martial.

Something that would give you fly speed seems pretty prudent.

Do you have healers? If not, and if you will be going in for long drawn-out fights with focus on attrition, ring of regeneration will actually keep you alive.

Ring of freedom of movement is really good on almost everybody, since it prevents grapples/entanglements.

Ring of energy resistance will prevent you from melting away to fire and such.

See this post for some good ioun stones suggestions.

Especially pay close attention to Clear Spindle ioun stone. When put into a wayfinder, it permanently protects you from posession and mental control for a small price of 4.5k gold, which is crazy good if your GM is anything like this one. And you no longer need to eat.

Handy Haversack is a staple adventuring item for storing all your loot, though with your strength it might not be terribly important.

Necklace of Adaptation protects you from some really nasty effects, like cloudkill(remember, you can add additional enchantments to existing magical items by increasing the price of the addition by 1.5 times).

Now that I have actually given you some good advice, could you please enlighten me as to your choice of class? I.e. why Fighter and not, say, Ranger? Or any of the Path of War classes? I am honestly curious.


Consider the feats Cornugon Smash and Hurtful, for an extra attack each round.

Have you considered advanced weapon training and advanced armor training? Archetypes?

In particular, you don't really need Armor Training 4, you're fine with 2 and a Full Plate with your Dexterity.

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When you say it's going to be army vs. army, does this mean your elite squad will be fighting other elite squads, or will you all be fighting lots and lots of regular soldiers?

If it's going to be versus a ton of low level opponents, you might want ways to make attacks against multiple opponents each round, like Two-Weapon Fighting, Great Cleave, and/or Whirlwind Attack. Maybe reach + Combat Reflexes.

Also, if it IS going to be lots of low level opponents, you might not need a level 20 AC. AC 22 is normally really really low for 20th level (considering most opponents will have a BAB of +20 plus an ability modifier of +5 to +20!), but if you are fighting hobgoblins with just a +3 attack roll modifier, it should be fine.

If there is going to be at least 1 fight with opponents in the CR 15+ range, you will really need a much better AC.


I was looking at archetypes and I really just want to be primarily a damage dealer so 2 handed fighter.

As for the reason that I when fighter is because I wanted to be well rounded as I will be focused on melee but I wanted to have enough feats to upgrade my archery as well. I normally play barbarians and I wanted to play a different class without stepping out of the front line melee.

The AC- I didn't add in magical equipment in the stats so just a +5 amulet of natural armor and a +5 enchantment on the full plate gives me a 32. Which I think is sufficient. The goal is to kill them faster than they can kill me not really stand there and take a beating.

From the sounds of it there will be fodder and stronger opponents on the same battlefield, so I might be going from laying waste to a whole platoon of regular soldiers to fighting a more equally matched opponent. The goal is to be good at fighting hordes and signal stronger opponents.

RPG Superstar 2012 Top 32

Another way to both protect yourself and get more hits on the fodder is to use a reach weapon and Combat Reflexes. The Fauchard is an exotic weapon that does 1d10 18-20/x2 with reach. You have a lot of crit feats, so you might as well use them! And you'll get extra chances to crit when you get extra chances to hit.

Lunge and Pushing Assault is a good way to deny opponents Full Attacks against you, while also setting up future Attacks of Opportunity.

You might want to get a cloak of displacement, too. Or some other way to force a miss chance on critters attacking you, like a wand of greater invisibility.

Are you using traits? If so, you can pick up Dangerously Curious to get UMD as a class skill. If not, maybe an ally can use good buffing wands on you for you.


Ok here's the magical gear I am thinking so far based on suggestions: cloak of resistance +5, amulet of natural armor +5, ring of freedom of movement, boots of speed, handy haversack, +5 full plate (specific enchantment suggestions are welcome), +5 keen mighty cleaving falchion, Cap of the free thinker. Thanks and keep them coming :)


Oh and dueling gloves


If you're OK with that AC, replace the amulet with a scarab of protection and get a ring of protection +5 instead.

The advancing, malevolent and radiant flight armor properties may be useful to you. If you get any other means of flight forget that last.

RPG Superstar 2012 Top 32

Elixir of Heal? A way for you to remove negative conditions from yourself.

Potions of fly, displacement, see invisible, shield, etc.

The Exchange

Why can't you be a wizard and cloudkill everything while wearing a necklace of adaptation?

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