Lv10 Interesting builds?


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Grand Lodge

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Nightcrawler Build

Spoiler:

Unchained Monk 10

Asura Spawn Tiefling
High Dex/Wis, Agile AoMF, Monk's Robes, Ring of Ki Mastery
Weapon Finesse, Piranha Strike, Improved Crit or Medusa Wrath.
Dimensional Agility, Assault, Dervish (Requires some retraining)

Ki Powers - Barkskin, Abundant Step, Ki Leech

Spend a Ki point and teleport around the room hitting the enemy. If you can start outside the room so they are flatfooted to you and get the extra strikes from Medusa Wrath. Then port out of the room so you can rinse repeat. Regain ki from Crits and knocking out living creatures.


Angry Wiggles wrote:

Oracle 1/Sorcerer 9

With the freezing spells revelation from the Winter Mystery, the Rime Spell feat, and either the Boreal or the elemental bloodline, you can make a great combination debuffer/blaster. You pick your favorite damaging spells of all elemental types, and as soon as your certain that the enemy can be harmed by cold, you convert those spells to cold damage, and rime spell them. This staggers the enemy and entangles them, along with whatever effects would have affected them normally. Suddenly acid pit becomes a death sentence for anyone with less than a 40 foot move speed who fails their first save, because double move, fast climb can't get them out of the cold damage acid at the bottom, which will continue to stagger and entangle them. Spell Focus for evocation and/or conjuration spells are a must for this, but beyond that, go nuts. Pick spells with variety of shapes and elements, because you can convert them all to something horrifying when it works, and when it doesn't, your still scary.
I definitely recommend Tattooed sorcerer and improved familiar for this. Having a backup wand buddy just makes this nasty.

If you take this one you need to take ranks in Perform (singing), of course. "Let it go, let it go . . ." ;)

Anyhow, my contribution will be short and sweet: Catfolk Bard 10. Their racial favoured class deal is to improve bardic knowledge, so max out all the "monster ID" knowledge skills (if you really want to and have int 18, you could max out all knowledge skills period, but that means no skill points for anything else!) and you can get (int bonus + 23) before you roll the d20. You can always take 10 for (int bonus + 33), and twice a day can take 20 for (int bonus + 43). In addition, if you have time and inclination you could max out UMD (or get a headband of awesome intellect keyed to UMD) and then get a ring of revelation (focused trance). If you succeed in the UMD check to fool that ring into thinking you are a lore oracle, then you can add another 20 to the knowledge check (downside, it takes 1d6 rounds to get the trance going, so usually not helpful if you don't know what monster you are fighting in advance).

Also, get some elven chain because it counts as light armour and because it is cool.


Hey, what's that

Spoiler:

4x Bloodrager, Seeker Oracle (Lame curse), 4x Sleepless Detective, Bloodrager
Toughness, Power Attack, Alertness, Skill Focus - Perception, Weapon Focus

Rage cycle, crappy arcane casting, crappy divine casting. But nailing perception checks you never thought to ask about.


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(Speaking of myrmidarch in the switch-hitting caster elf post...)

The Starknife Magus:
Human magus (myrmidarch) 10 with high Dex and Int, Weapon Training in either Light Blades or Thrown, and the Point Blank Shot, Quick Draw, Ricochet Toss, Starry Grace, Startoss Style, Weapon Finesse, and Weapon Focus (Starknife) feats to use a single starknife (probably distance) in both melee and ranged (using Spellstrike or Ranged Spellstrike as desired; on top of Dex to damage, plus a +2 damage from Startoss Style ranged)

At 11th level, take the Advanced Weapon Training feat (valid with the Fighter Training and Weapon Training class features of the myrmidarch) in Focus Weapon/Starknife (boosting base weapon damage to 1d8, increasing to 1d10 at 13th level and 2d6 at 18th level) and use the bonus feat on Startoss Comet (to increase ranged damage bonus to +4 and make a second attack at full BAB). Pick up Startoss Shower by 15th level.


1. Elf UnRogue 4/Slayer 6 - Pick the Elven Curve Blade for your Finesse Training choice, and take the Two Handed Ranger Combat Style to get Power Attack without needing a 13 STR.

2. Martial Artist Monk 5/Barbarian 5 - Five levels of Martial Artist makes you immune to fatigue, so rage cycling is no big deal.

3. Sohei Monk 1/Empyreal Wildblooded Sorcerer 6/Eldritch Knight 3 - Empyreal makes WIS your casting stat, so you have a bonus to your AC without needing armor.

4. Arsenal Chaplain War Priest 10 - Gorum likes greatswords, and can let you use Vital Strike at the end of a charge with Divine Fighting Technique. You also can pick up Weapon Training goodies.

5. Brawler Fighter 10 - Gorum's Shield-trained trait lets you treat heavy shields as light weapons. With two weapon fighting, you can use your shield and your favorite close weapon. With the new Advanced Weapon Training options, you can do some fun things.

6. Human Crusader Cleric 1/UnMonk 9 - Pick a deity with a favored weapon you like, like Shizuru's katana, and take Crusader's Flurry to Flurry with it.


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Where's that pesky gnome?:
Gnome occultist (battle host) 10 with the Illusion, Transmutation, and one other implement school (choice at 10th), the alternate FCB for all 10 levels (for +10 min to Minor Figment and +20% to the Distortion miss chance, which gets you to 50% so it acts as invisibility), the Color Beam, Size Alteration, Quickness, Mind Over Gravity, and Shadow Beast focus powers (in order), the Combat Expertise, Gnome Weapon Focus, Illusive Gnome Style, Illusive Gnome Surprise, Improved Dirty Trick, Improved Feint, and Two-Weapon Fighting feats (15+ Dex), plus Panoply Bond armor (makes it hard to lose) and a magic gnome hooked hammer

Feats and focus powers at 11th+ level will depend on the third implement school: Extra Mental Focus (to help get the sweet see invisibility from Third Eye) and Danger Sight for Divination, Two-Weapon Feint and Side Step for Conjuration, etc.


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(Last one for a bit)

Staff Sling Warpriest:
Halfling warpriest (Desna; Good, Liberation blessings) 10 with the Polyglot, Wanderlust, and Warslinger alternate racial traits, alternate FCB to increase Sacred Weapon damage, Focus Weapon (Sling), Martial Focus (Thrown), Point Blank Shot, Precise Shot, Quick Draw, Ricochet Toss, Slipslinger Style, Two-Weapon Fighting, and Weapon Finesse

It could have been more heavily focused on just the staff sling, but Sacred Weapon increases starknife damage, too; plus a priest of Desna would probably want to use a starknife and not "just" a staff sling, as well.


You think it might be better to go Arsenal chaplain to get weapon training goodies?


Woodoodoo wrote:
You think it might be better to go Arsenal chaplain to get weapon training goodies?

My initial thought was that you would lose a lot going with Arsenal Chaplain, but the average damage would be about the same at 10th level, and you also benefit from +2 to attack. You do lose one of your blessings, though, and Liberation is pretty good.

On the other hand, you can take Advanced Weapon Training with your bonus feats, and that opens up some goodies, like Trained Throw.


You'll never take me alive!:

Android alchemist 10
Feats: Endurance, Diehard, (general combat stuff)
Discoveries: Preserve Organs, Mummification, Lingering Spirit, (varies on combat style)

Any archetype that doesn't replace poison resistance/immunity is fine.

Immune to cold, sleep, paralysis, poison, nonlethal damage, disease, fatigue, unconsciousness below 0hp, and can stay alive for until -2 CON. Has Freedom of Movement as an extract to become immune to grappling/entanglement. For extra shenanigans, take Frost Bomb, and abuse your immunity to cold by dropping your explosives at your feet.


Not a full build, but a fun concept that comes online at 10.


Peculiar fun builds? I'm working toward this as a magus/paladin of Yuelral.

Palymagus:

paladin 3/eldritch scion magus 7
20 point build
1/2 Elf
Str 16
Dex 14 (including +1 at L4)
Con 13(15) (+1 at L8, Con belt +2)
Int 10
Wis 10
Cha 18(20) (Cha headband)

replace adaptability with ancestral arms (falcata)
multitalented paladin and magus both favored classes
traits : magical knack, elven reflexes, stalwart of the society*, gemstone collector* (*extra traits)
feats : elven spirit, combat casting, extra arcana, extra traits, weapon focus falcata, dodge
arcana : close range, wand wielder, broad study
Noteable equipment :
+1 keen falcata
+2 elven chain
cloak of protection +1
bracers of the avenging knight
tunic of careful casting
mnemonic vestments
several partially charged wands found in various adventures including bless, burning hands, protection from evil, divine favor, cure light wounds, cure moderate wounds, and shield


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Woodoodoo wrote:
You think it might be better to go Arsenal chaplain to get weapon training goodies?

Not so much for a halfling priest of Desna.

If I were to use a Molthuni arsenal chaplain, it would probably be for:

1) Achaekek, using dual kukris in public and dual sawtooth sabres for assassinations; focus on Two-Weapon Fighting feats and also Bloody Sabres

2) Moloch, using scimitar (or rapier, with Weapon Finesse) and whip; focus on Two-Weapon Fighting and Whip Mastery feats

3) or Ragathiel as warpriest 7/mystery cultist 3, for the Celestial Obedience boon (bless weapon 3/day)


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(More ideas...)

Celestial Singer:
Aasimar swashbuckler (inspired blade) 1/bard (arrowsong minstrel) 9 with Clustered Shots, Fencing Grace, Minor Miracle (Shelyn; Luck, Protection/Defense)*, Point Blank Shot, Precise Shot**, Rapid Shot, and Weapon Focus (Rapier)**

*- shield or true strike 1/day is pretty useful
**- Bonus feats

Bad Luck Feline:
Catfolk mesmerist (fey trickster) 10 with the Cat's Claws alternate racial trait, plus the Black Cat, Fey Spell Lore, Fey Spell Versatility, Intense Pain, and Weapon Finesse feats


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Abyssal Disciple:
Drow summoner 10 with the Blasphemous Covenant alternate racial trait, plus the Augment Summoning, Eldritch Heritage (Abyssal), Skill Focus (Knowledge (Planes)), Spell Focus (Conjuration), and Spider Summoner feats

At 11th level, take Improved Eldritch Heritage (Strength of the Abyss)

Fire! Burn! Boom!:
Goblin alchemist (fire bomber) 10 with the Weapon Familiarity alternate racial trait, the Concussive Bomb, Explosive Bomb, Explosive Missile, Fire Brand, and Rocket Bomb discoveries, plus the Extra Discovery (x2), Fire Tamer, Flame Heart, and Weapon Finesse feats

(Now, back to the Ironfang Invasion Player's Guide...)


I'm currently working on a two weapon fighting rogue that uses combat expertise and a shield to constantly get sneak attacks.

Yes. You heard that right. A rogue. Using combat expertise. With a sword and shield. To get sneak attacks. Free ones.

I'm still filling it out but it's rather hilarious.


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In honor of the Ironfang Invasion:

WAR! Huh, Yeah!:
Hobgoblin cleric (divine paragon of Szuriel) 10 with the Fearsome alternate racial trait, the Evil/Daemon and War domains, War as the Devoted Domain, plus the Channel Smite, Deific Obedience*, Martial Focus (Heavy Blades)**, Power Attack, Quicken Spell, and Weapon Trick (Two-Handed Weapon) feats

*- bonus feat
**- to use the Weapon Master domain power for Cut from the Air, Difficult Swings, or Weapon Material Mastery

Moving on:

Burning Anger:
Ifrit bloodrager (metamagic rager, primalist) 10 with the Efreeti Magic alternate racial trait, the Elemental/Fire bloodline, the Intimidating Glare and Renewed Vigor rage powers instead of Elemental Resistance at 4th, plus the Cleave*, Cleaving Finish, Cut from the Air, Furious Focus, Improved Initiative*, Intensified Spell, and Power Attack feats

*- bloodline feats


Dastis wrote:
Playing a one shot soon. Looking to play something peculiar, reasonably effective, and preferably not to complicated. Thanks in advance

Damphir Oracle, Dual Cursed Archetype, Lunar Mystery, Wrecker and Blacked Mystery.

Revelations to take include: Misfortune, Primal Companion (probably Tiger), Prophetic Armor, and Touch of the Moon.

Spells include Oracle's Burden and Ill Omen. As an Oracle, take Inflict spells instead of Cure.

For FCB, take 1/2 points/level to Inflict damage.

At level 10, you can retrain a feat to Vamperic Companion.

Combat techniques include:
*Oracle's Burden to give an opponent -6 to all weapon attacks and to make all held items broken.
*Ill Omen and Misfortune to make your spells hit.
*Mass Inflict Light Wounds does 1D8+15 to up to 10 creatures. Touch of the Moon makes inflict spells also cause Confusion, as per the spell.
*Because you are a Damphir, and your Tiger is a Vamperic Companion, your Mass Inflict Light Wounds also can be used to heal both of you 1d8+10.
*Your Tiger has Fast Healing 5, so make it a Bodyguard archetype with the In Harms Way feat to intercept some damage directed at you.


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(This one may be a bit complicated...)

Meepo? I don't know who you're talking about...:
Kobold wizard (spellslinger) 1/fighter (trench fighter) 3/magus (eldritch scion) 6 with the Dragon-Scaled alternate racial trait (choice of color), Trench Warfare (Double-Barreled Pistol), the Draconic (color matching the scales) bloodline, plus the Marksman's Utility, Martial Focus (Firearms), Point Blank Shot, Precise Shot, Rapid Reload (Double-Barreled Pistol), Rapid Shot, Tail Terror, and Weapon Finesse feats to attack with either a double-barreled pistol (arcane gun; spells or weapon attacks) or a long lash tail attachment (light weapon, reach; Spellstrike), leaving one hand free for casting/reloading

Bloody Bones:
Orc oracle (spirit guide; Ancestors mystery) 10 with the Blood of Heroes revelation, the Bones bonded spirit (Bone Ward hex and Touch of the Grave spirit ability), plus the Bullying Blow, Intimidating Prowess, Masked by Fear, Nameless One, and Orc Fury Style feats

Probably take Orc Rampage at 11th level.


Dragonchess Player wrote:
divine paragon of Szuriel

Dragonchess Player, where could one find the boons for the Four Horsemen?

Thanks in advance


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Soul Devourer wrote:
Dragonchess Player wrote:
divine paragon of Szuriel

Dragonchess Player, where could one find the boons for the Four Horsemen?

Thanks in advance

After doing some research, it looks like they have not been published (yet).

However, you could probably extrapolate from the deity description and grant the effects of Covenant of Abaddon as the obedience benefit and either use the Oblivions from the souldrinker prestige class as the boons (making the latter two as times per day, instead of using soul points) or use Aura of Succumbing, bloody tears and jagged smile, and black sword of war as the boons.


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Oread Aerokineticist?!:
Oread kineticist (aerokineticist) 10 with the Crystalline Form and Mountain-Born alternate racial traits, Expanded Element (Water), the Air Cushion, Celerity, Cold Adaptation (replacement at 10th level), Veil of Mists*, Water Manipulator, and Wings of Air wild talents, the Electric Blast, Water Blast, and Charged Water Blast kinetic blasts, the Extended Range, Pushing*, Spray, and Thundering infusions, plus the Energy Mastery, Extra Wild Talent (x2)*, Point Blank Shot, and Precise Shot feats

*- Pushing infusion at 7th, Veil of Mists at 9th

You dirty rat...:
Ratfolk hunter (roof runner) 10 with the Cornered Fury alternate racial trait, the Coordinated Shot, Distracting Charge, and Precise Strike teamwork feats, plus the Deadly Aim, Manyshot, Outflank*, Point Blank Shot, Precise Shot, Rapid Shot, and Weapon Finesse feats

*- bonus at 2nd level


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lol. The earth elemental with dreams of flying.

"I was born an oread, but I have the soul of a sylph."


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Ravingdork wrote:

lol. The earth elemental with dreams of flying.

"I was born an oread, but I have the soul of a sylph."

"My heart is the stone of the mountains, my wrath is the might of the storm."


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Speaking of sylphs...:
Sylph brawler (snakebite striker) 1/wizard (Air school) 4/arcane trickster 5 with the Breeze Kissed alternate racial trait, the Magical Knack (Wizard) trait, the alternate FCB in wizard for Air Supremacy at +2 wizard level (gaining at will levitate), plus the Accomplished Sneak Attacker, Arcane Armor Training (retrain at 10th character level to Quicken Spell), Cloud Gazer, Intensified Spell, and Reach Spell feats; using obscuring mist (stay 10 ft from the edge; the enemy can't see the PC, the PC can see through the mist with Cloud Gazer) to gain ranged Sneak Attacks almost at will

Flying blade (in more ways than one):
Tengu occultist 1/wizard (sword binder) 8/eldritch knight 1 with the Claw Attack and Glide alternate racial traits, the Magical Knack (Wizard) trait, the Conjuration (cure light wounds) and Transmutation (Sudden Speed, lead blades) implement schools, Arcane Bond with a katana, plus the Arcane Armor Training (retrain to Quicken Spell on gaining 5th-level spells), Arcane Discovery (Fast Study), Dazing Spell, Extra Mental Focus, Intensified Spell, Tengu Wings, and Weapon Focus (Katana)*

*- bonus combat feat at EK 1


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Shadowdancer++:
Tiefling (oni-spawn) spiritualist (shadow caller; VMC rogue) 10 with the Pass for Human and Soul Seer alternate racial traits, plus the Accomplished Sneak Attacker, Additional Traits (Seeker, Vagabond Child), and Precise Strike (also taken by the shade phantom) feats

Not-so-little not-mermaid:
Undine bard (watersinger) 10 with the Flesh Chameleon and Nereid Fascination alternate racial traits, plus the Battle Cry, Eldritch Heritage (Marid* bloodline), Rapid Reload (Light Crossbow)**, Skill Focus (Knowledge (Planes))*, and Spellsong feats

Take Improved Eldritch Heritage (Marid/Water's Fury) at 11th level.

*- Alternately, Eldritch Heritage (Maestro) and Skill Focus (Perform (Sing or Oratory)), plus Eldritch Heritage (Maestro/Perfect Voice) at 11th level, if you want more of a "diplomancer"

**- Use an underwater light crossbow


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Not your typical druid...:
Changeling druid (death druid; VMC cleric) 10 with the Object of Desire alternate racial trait, plus the Channeling Force, Martial Weapon Proficiency (Longbow), and Spirit Symbiosis feats; deity and domain TBD

Basically, the druid in the picture on page 51 of Horror Adventures.

Crush your enemies, see them driven before you, and hear the lamentation of the women:
Duergar barbarian (dreadnought, invulnerable rager) 10 with the Relentless alternate racial trait, the Lesser Fiend Totem, Knockback, Fiend Totem, Renewed Vigor, and Greater Fiend Totem rage powers (in order), plus the Furious Finish, Furious Focus, Giant Steps, Power Attack, and Vital Strike feats


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Lara Croft/Psylocke mash-up?:
Gillman rogue (Unchained; eldritch raider) 4/magus (mindblade) 6 with the Throwback* alternate racial trait, with the Major Magic (identify), Minor Eldritch Magic (bullet shield), and Major Eldritch Magic (water breathing) rogue talents, Finesse Training (Rapier), Psychic Access (sift, object reading), the Close Range and Wand Wielder magus arcana, plus the Fast Learner*, Eclectic (Magus)*, Extra Rogue Talent (x2), Spirit Sense, and Ectoplasmic Spell feats

*- type becomes humanoid (human)

Anthropomorphic cane toad:
Grippli alchemist (bogborn alchemist, vivisectionist) 10 with the Toxic Skin alternate racial trait, alternate FCB for +1/4 toxic skin uses per level, the Chameleon, Concentrate Poison, Sticky Poison, Poison Conversion, Deadly Excretions, Alchemical Simulacrum, and Doppelganger Simulacrum* discoveries, plus the Martial Weapon Proficiency (Longbow), Point Blank Shot, Rapid Shot, and Extra Discovery (x2) feats

*- send your double in your place


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5-Tailed Kitsune:
Kitsune swshbuckler (inspired blade) 1/mesmerist (vexing daredevil) 9 with Piercing Strike and Surprise Strike dazzling feints, plus the Fencing Grace, Weapon Finesse (Rapier)*, Weapon Focus (Rapier)*, Magical Tail (x4), Improved Feint*, and Greater Feint* feats

*- bonus feats

Heir of Sea and Fire?:
Merfolk druid (skinshaper; VMC bard) 10 with the Seasinger alternate racial trait, the Talented trait, Nature Bond (Aquatic Domain), plus the feats Martial Weapon Proficiency (Trident), Snapping Turtle Style (retrain to Quicken Spell at 9th level), and Vital Strike feats

At 11th level gain Versatile Performance; at 13th level take either Faerie Strike or Winter Strike


Half-orc Paladin of Abadar (VMC Barbarian) 10. This paladin is constantly fighting an internal battle between his chosen calling and the monster inside of him. The neat synergy is that the paladin's mercy can remove fatigue after a rage. On the other hand, you're stuck with all of three feats at 10th level.

RPG Superstar 2012 Top 32

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AZGrowler wrote:
Half-orc Paladin of Abadar (VMC Barbarian) 10. This paladin is constantly fighting an internal battle between his chosen calling and the monster inside of him. The neat synergy is that the paladin's mercy can remove fatigue after a rage. On the other hand, you're stuck with all of three feats at 10th level.

Fey Foundling, Power Attack, Furious Focus. And done. :-D


Dragonchess Player wrote:


Gillman rogue (Unchained; eldritch raider) 4/magus (mindblade) 6 with the Throwback* alternate racial trait, with the Major Magic (identify), Minor Eldritch Magic (bullet shield), and Major Eldritch Magic (water breathing) rogue talents, Finesse Training (Rapier), Psychic Access (sift, object reading), the Close Range and Wand Wielder magus arcana, plus the Fast Learner*, Eclectic (Magus)*, Extra Rogue Talent (x2), Spirit Sense, and Ectoplasmic Spell feats
*- type becomes humanoid (human)

Why the race Gillman? Why are you selected Close Range, іs not it better Arcane Accurace?


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PhD. Okkam wrote:
Dragonchess Player wrote:


Gillman rogue (Unchained; eldritch raider) 4/magus (mindblade) 6 with the Throwback* alternate racial trait, with the Major Magic (identify), Minor Eldritch Magic (bullet shield), and Major Eldritch Magic (water breathing) rogue talents, Finesse Training (Rapier), Psychic Access (sift, object reading), the Close Range and Wand Wielder magus arcana, plus the Fast Learner*, Eclectic (Magus)*, Extra Rogue Talent (x2), Spirit Sense, and Ectoplasmic Spell feats
*- type becomes humanoid (human)
Why the race Gillman? Why are you selected Close Range, іs not it better Arcane Accurace?

1) I'm developing character for each race in the ARG; also, access to the eldritch raider archetype.

2) Close Range allows Spellstrike to be used with more spells (ranged touch, as well as just touch): acid splash, disrupt undead, ray of frost, ray of enfeeblement, acid arrow, scorching ray, etc.


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Keep your friends close and your enemies closer:
Nagaji slayer (cleaner) 1/sorcerer (wildblooded) 6/eldritch knight 3 with the Magical Knack (Sorcerer) trait, the Serpentine/Envenomed bloodline, plus the Arcane Armor Training (retrain at EK 5 to Quicken Spell), Chokehold, Deceitful*, Improved Grapple, Improved Unarmed Strike, Piercing Grapple, and Quick Draw feats

Rain of Arrows:
Strix monk (qinggong monk, zen archer) 10 with the barkskin (replace Slow Fall), true strike (replace High Jump), and gaseous form (replace Wholeness of Body) ki powers, plus the Point Blank Shot, Rapid Shot*, Precise Shot, Far Shot, Deadly Aim, Manyshot*, Martial Focus (Bows), Marksman's Utility, and Pinpoint Targeting* feats

*- bonus feats


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Slices! Dices! Makes Julienne Fries (among other effects)!:
Suli ranger (divine tracker; Falayna) 10 with 14+ starting Str and 15 or 16 starting Dex (no additional Dex increases needed), the Liberation and Strength blessings at 4th level, the Two-Weapon Fighting, Double Slice*, Endurance**, Incremental Elemental Assault, Weapon Focus (Scimitar), Improved Two-Weapon Fighting*, Quick Draw, Improved Critical (Scimitar), and Two-Weapon Rend* feats (in order), plus at least one effortless lace attached to a scimitar

At 11th+ level, start taking the Critical Focus feats.

*- Combat Style
**- bonus feat

Deep gnome and... animated thing:
Svirfneblin inquisitor (sanctified slayer; Soralyon) 10 with the Stoneseer alternate racial trait, the Earth/Caves domain, the Precise Strike, Outflank, and Coordinated Shot teamwork feats the Rogue Talent/Bleeding Attack slayer's talent, plus the Go Unnoticed, Craft Wondrous Item, Craft Magic Arms and Armor, Craft Construct, and Hammer the Gap feats; spend some of the WBL on a construct (or some other type, such as a clockwork soldier)


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Hanuman?:
Vanara monk (sohei) 1/psychic 9 with the Enlightenment discipline, the Phrenic Strike, Psychofeedback, and Undercast Surge phrenic amplifications, plus the Stunning Fist*, Deflect Arrows, Weapon Focus (Sansetsukon), Ascetic Style (Sansetsukon), Logical Spell, and Third Eye feats

At monk 1/psychic 10, take Ascetic Form and retrain either Deflect Arrows or Logical Spell for Quicken Spell. I considered monk (sohei) 3/psychic 7 to qualify for Ascetic Form at monk 3/psychic 6, but didn't want to give up an extra two levels of spellcasting.

*- bonus feat (a monk is explicitly allowed to select Stunning Fist as a bonus feat at 1st level)

Just a harmless courtier/courtesan...:
Vishkanya brawler (snakebite striker) 3/slayer (velvet blade) 7 with the Subtle Appearance alternate racial trait, the Rogue Talent/Weapon Training/Fighting Fan, Rogue Training/Combat Trick/Lunge, and Foil Scrutiny slayer talents, plus the Iron Will, Combat Expertise*, Improved Feint (to get better use out of Snake Feint), Outslug Style (Fighting Fan), Outslug Weave, and Outslug Sprint feats

* bonus feat

Shadow Master?:
Waywang wizard 10 with the Illusion/Shadow school, plus the Improved Familiar*, Quicken Spell, Scribe Scroll, Shadow Gambit, Shadow Grasp, Spell Focus (Illusion), Tenebrous Spell, and Umbral Spell feats

*- depending on when the familiar is replaced (and alignment), choices include: Entropic or Fiendish animal at 3rd; pooka or shadow drake at 7th

(And done with the Advanced Race Guide core, featured, and uncommon races...)

Sovereign Court

Dragonchess Player wrote:
2) Close Range allows Spellstrike to be used with more spells (ranged touch, as well as just touch): acid splash, disrupt undead, ray of frost, ray of enfeeblement, acid arrow, scorching ray, etc.
Close Range Arcana wrote:
Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells.

Strike Acid Splash and Acid Arrow from your list.

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