Lv10 Interesting builds?


Advice

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


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Unchained Rogue 4 / Druid 6 with the shaping focus feat can turn into an air elemental, pick up a couple of kukris and blend the enemy nicely. Peculiar yes, possibly effective - I haven't tried it - and it shouldn't be too complicated.

An inquisitor with the ravener hunter and sanctified slayer archetypes trades in a bunch of the more complicated class features for simpler ones. It should be pretty effective too. Less peculiar perhaps if you choose the battle mystery but there are odder ones you could go for - wind, waves, wood etc.

A magical child vigilante looks weird for sure. I think it'd be effective, but it might be tricky to safely use a familiar in combat which is something it's obviously intended to do.


If your DM allows for a solo session before the game to set up a character or just lets you say you've done some stuff then you can have a disgustingly powerful necromancer running round with fast hill giant zombies.


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Brawler 2/skald (spell warrior) 8 with the entire Spear Dancing Style/Spear Dancing Spiral/Spear Dancing Reach feat chain. Human to add Quick Draw and flurry with thrown wushu darts (has the monk quality, so they can be used with Brawler's Flurry) as a back-up short-ranged option (+1 distance using the skald's Enhance Weapons raging song); or use Martial Flexibility for Quick Draw instead.

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I played a dwarf barbarian 1/magus 6 that would be really fun as a barbarian 1 or 2/magus 8 or 9.

Traits:
Berserker of the Society (+3 rounds of rage)
Magical Lineage? (the one that gives you +2 Caster Level) or Magical Knack (shocking grasp)

Class/Feats:
1. Barbarian, Power Attack
2. Magus
3. Magus, Dodge (or Furious Focus if low on Dex)
4. Magus
5. Magus Combat Reflexes (or Extra Rage if low on Dex)
6. Magus Arcane Strike (bonus)
7. Magus Intensify Spell (for shocking grasp shenanigans)
8. Magus
9. Magus Extra Rage? Toughness? Extend Spell? Reach Spell? Vital Strike? Extra Rage Power (gotta take Barbarian 2 level earlier)?
10. Barbarian for Moment of Clarity so you can cast mid-rage, or just more Magus for more spells.

It is a very varied and versatile combatant.

Use a dwarven waraxe so you can wield it 1-handed and use Spell Combat and/or Spell Strike, or 2-handed when raging and/or Power Attacking.

You can use enlarge person and other spells to buff (fly, haste, bull strength), or use spells in close combat, like burning hands and color spray, or shocking grasp or frigid something for doing massive damage per hit.

The dip in barbarian means you won't get 4th level spells, but you get a bunch of extra hit points, a nice speed boost (the main reason I took the barbarian dip!), and some fun class skills: Acrobatics, Perception, Survival.

I forgot about the dwarven favored class bonus for magus: Plus 1/6 of a one a day arcana, like Quicken Spell or whatever it's arcana equivalent is called.

It's not the biggest, baddest build, but it's really fun because each fight is fought totally different from each other.

Grand Lodge

SmiloDan wrote:

I played a dwarf barbarian 1/magus 6 that would be really fun as a barbarian 1 or 2/magus 8 or 9.

I'm pretty sure you can't cast any spells when you're raging. :) (Until you have Moment of Clarity rage power.)


avr wrote:
Unchained Rogue 4 / Druid 6 with the shaping focus feat can turn into an air elemental, pick up a couple of kukris and blend the enemy nicely. Peculiar yes, possibly effective - I haven't tried it - and it shouldn't be too complicated.

Cave Druid 6/Barb 4 + Shaping Focus. Transform into a Carnivorous Crystal for that sweet 7d8 slam. Cast Strong Jaw to increase it to 16d6. Grab Vital Strike to boost that to 32d6. Use Furious Finish to maximize that damage. Hit your target for 192+str damage as a standard action. Even your average cr14 has just 200hp to its name, so this will finish nearly anything you'd come up against at lv10. Be aware that even if you start rage on the turn you plan to attempt this strike you will still be fatigued for at least 2 turns because Furious Finish forces an end to your rage. Ideally the target will be just a smear on your fist at that point, but the dice gods are fickle.

size increase math:

So, using this faq we do the following:
• If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.
• 7d8 is definitely not on the chart, so we change it to 8d6
• We go 2 steps down the chart for each size increase. Strong Jaw gives us 2 effective size increases. So 8d6 jumps down to 16d6


Dot


You could look at the DPR Summer Olympics thread, that was set at level 10.

But I'll throw another option for you. 15 point elite array

Half-Elf (Dual Minded).

Traits - Killer, Spirit Animal - Woolly Rhinoceros

Str 19 (15+race+level), Dex 13, Con 14, Int 8, Wis 10, Cha 12

1 Urban Bloodrager. (abyssal) Tribal Scars - Slothjaw
2 Ninja.
3 Ninja. Ninja Trick - Combat Trick (Power Attack), Extra Ki
4 Bloodrager.
5 Bloodrager. Extra Ki
6 Bloodrager.
7 Weapon Master Fighter. Extra Ki, Weapon Focus - Greatsword
8 Fighter. Dodge
9 Fighter. Extra Ki
10 Fighter. Weapon Specialisation - Greatsword. Retrain dodge to Improved Critical

Power Attack, Rage, hit with greatsword. Spend a Ki point to hit again if needed.

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Peculiar you say? I like making peculiar builds. I'll toss a few up.

An unluck generator.
The best way to do this is as a witch with the Misfortune Hex, and Summon Evil Monster to call Pugwampi, using a Pugwampi Braid on anything you can't otherwise take down, and having your familiar use wands of ill omen when most important. As all of these say "every time you roll a d20, roll twice and take lowest", they become multiplicative, rather than additive. So with misfortune, a pugwampi, and a pugwampi braid, they are rolling 8 times and taking the lowest roll. That is the point at which you throw your save or suck spells/hexes at them. You can also do this with First Worlder Summoner 5/Shaman 3/Mystic Theurge 2, but the DCs will be much lower, and it's not going to be worth it for this unless you have someone else with the S.O.S. spells backing you up.

Scrollmaster Wizard 3/Kensai Magus 7 with Kirin Strike.
Use Fortifying stones to reinforce your scrolls, and use at least a +6 scroll for a weapon to thoroughly bash your enemies. With arcane pool, you will have a +5 to +7 weapon to work with for a fraction of the cost, depending on what level scroll you buy. The cost savings let you invest heavily in hitting more often with things like boots of haste and ioun stones for accuracy boosters, along with pearls of power. There are better builds, but this one is fun and I have a fondness for it.

Fighter (Titan Fighter) 1/Barbarian (Titan Mauler) 2/Druid (Goliath Druid) 7.
Titan Fighter makes large two handed weapons treated as regular two handed weapons for you, while titan mauler allows you to wield two handed weapons in one hand. We then wield a large impact bastard sword in one hand, a large impact reach weapon in our other hand, and wild shape into a giant. This gives us a huge reach radius and massive damage dice.
Starting with a huge bastard sword, in two hands due to exotic weapon proficiency, this deals 4d8 damage, or 6d8 when we're large. Our large impact reach weapon will do 4d6, or 6d6 when we're large (I prefer a Lucerne Hammer for this). An effortless lace will reduce the penalties on the bastard sword to be equal to that of the reach weapon.
We don't take further penalties for dual wielding as long as we don't wield both while full attacking, so we can feel free to use both with combat reflexes for AoOs, and Vital Strike for damage.
It takes a bit to put together, but there isn't much less complicated than "swing once and crush it". All of this before we even look at the spells you now have access to.

Oracle 1/Spellslinger Wizard 1/ Mesmerist 8
this is another take on that color spray build that has made the rounds so many times. As a gnome with a +3 gun, spell focus and greater spell focus, an 20 Charisma base, your leveling points in Charisma, and a +6 headband, you'll have a DC 26 color spray. And you can spend a swift action to give them a -3 penalty to their save. Now creatures that fail their save with 11 or less HD simply fall unconscious, and your 1d4 round stun can affect any creature up to 13 HD. This is before you even begin to approach the Mesmerist's other disabling tricks. Be warned, this doesn't deal a lot of damage, but it does set you up to tie up/coup de grace, and skip encounters without death quite easily. If you prefer, you can stay in Spellslinger, but most people don't due to the number of Opposition Schools.

Cavalier 4/Eldritch Guardian Fighter 2/Shadow Dancer 3/Full BAB class 1
With the horse master feat, you now have a full progression horse companion, a familiar that has your BAB, base saves, half of your HP, and all of your combat feats, and a shadow that has your BAB, your base saves, and half of your HP. Now you can play tactically and overwhelm them with numbers and/or teamwork feats.
I'm fond of using this with a Half-Orc with Amplified Rage and Sympathetic Rage, and the final level being barbarian, as this gives you a burst of +8 Strength and Constitution. Sohei Monk is also decent, due to skipping prerequisites on mounted combat feats, giving both you and your familiar the ability to perform lanced charges from your horse, theoretically at the same time. Albeit you will almost certainly be more successful than your familiar. The possibilities here are many, this is more of a framework..

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.

Should... Should I post more? Most of the rest are either more complicated or just plain weirder than these.


Good stuff so far folks. Thank you all

@angry wiggles: Yes please post more. I'm just looking for an interesting selection. As per simple I just don't want a huge decision tree to learn for a 1 shot character. It can be as weird as you want on how its put together


+1 asking for more ideas please angry wiggles (or anyone else).


Some more

Opportunist Fighter 10 with the Telekinetic Mastery feat, and a hybridization funnel to use that feat with. Telekinetic Mastery is a combat feat as well as an item mastery feat so AWT: Abundant Tactics works with it. Bombard your enemies with 10 doubled up splash weapons as a standard action, adding your int to damage with each! You also get a couple extra skill points/level and keep weapon training 2+ (so you can spend a feat to get that AWT: Abundant Tactics) and armor training.

A poison darter ranger. Your big trick is rapid firing blowgun darts with 4d6 sneak attack each, plus the 2d6 sneak attack from Sense Vitals. Magical Knack could improve the Sense Vitals bonus to 3d6. This archetype appears to have been intended for grippli and would work well with them, but it isn't required. Actually getting sneak attack at range reliably requires a little work - fog & an item to see thru fog, or greater invisibility, or ranged feint and feats devoted to feinting, etc.

Fighter 1 / Psychic bloodline Sorcerer 9 with all the Mobile Bulwark style line. Undercasting Prodigy gives you more 4th level spells than usual, and of course you can cast them while wearing full plate and a buffed tower shield.

Ninja 2 / Enlightened Paladin 8. Blood Debt can let you do something like the Oradin, Extra Ninja Trick: Vanishing trick is not what people expect of paladins but it should be useful, and with cha & dex added to AC the light armor you're limited to shouldn't be a problem.

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Varun Creed wrote:
SmiloDan wrote:

I played a dwarf barbarian 1/magus 6 that would be really fun as a barbarian 1 or 2/magus 8 or 9.

I'm pretty sure you can't cast any spells when you're raging. :) (Until you have Moment of Clarity rage power.)

Exactly. You can pre-buff and then rage. Or you can not rage and use spell combat and spell strike.

The build is designed to be flexible so not every fight is the same.


I'm going to toss down my favorite build here:

Half-Orc Hunter 6/Barbarian 4
-This build revolves around the Hunter's ability to cheat out Teamwork Feats, allowing them to have +8 to the Strength and Con scores of both themselves and their AC from just 4 levels of Barbarian. The key factors of this build include: An animal companion you intend to ride as a mount, Pack Flanking, Boon Companion, Ferocious Mount, and Amplified Rage. You actually have enough free feats to go down to Spirited Charge if you want to, though its not necessary to gain the benefits.
1 Hunter: Combat Expertise
2 Hunter: Outflank
3 Hunter: Pack Flanking, Free Feat
4 Hunter:
5 Barbarian: Boon Companion
6 Barbarian: Free Rage Power
7 Barbarian: Free Feat
8 Barbarian: Ferocious Mount
9 Hunter: Free Feat
10 Hunter: Amplified Rage

My personal suggestion is a War Bull, but feel free to choose whatever AC you want, the ending effect is still the same, you become an awesome mounted fighter with spellcasting.


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What if you could bind the spirit of a departed loved one into a flying, invisible elemental of pure force that can eliminate your enemies with brutal sneak attacks? Well, you can.

Human spirit binder wizard 3/carnivalist rogue 2/arcane trickster 5
divination (foresight) school
Traits: Magical Knack, Reactionary

1 spirit binder: Improved Initiative, Toughness
2 carnivalist:
3 carnivalist: Accomplished Sneak Attacker
4 spirit binder:
5 spirit binder: Improved Familiar
6 arcane trickster:
7 arcane trickster: Twist Away
8 arcane trickster:
9 arcane trickster: Improved Share Spells
10 arcane trickster:

At level 10 you have 4d6 sneak attack with Accomplished Sneak Attacker, and you cast spells as a level 8 wizard (but with a caster level of 10 thanks to Magical Knack). With Improved Familiar, you can get a small aether elemental familiar with the school familiar archetype.

Aether elementals have flight, blindsense, darkvision, a host of immunities, and most importantly, natural invisibility. With the carnivalist archetype, your familiar shares your sneak attack damage. With the spirit binder archetype, it has a full base attack bonus and good saves. You can swap out its standard Improved Initiative for Spell Sponge, and it also gets a free feat, let's just say Additional Traits for Heirloom Weapon and The Vessel Between. It can wield its masterwork composite longbow and wear armor with no ACP (darkleaf cloth leather lamellar or mithral kikko). The school familiar archetype gives it an initiative boost, access to your foresight power, automatic surprise rounds, and at-will detect magic, while retaining share spells for crucial buffs like sense vitals and true strike.

Give your aether elemental's longbow the training enchantment to grant it the feat Rapid Shot. Also buy it a Dex belt, magic armor/protective gear, and sniper goggles if you can afford them. For yourself you should have an Int headband, a Dex or Con belt, a mithral buckler, protective amulet/cloak/ring, and rods/scrolls/pearls of power for better spellcasting. Swapping out Toughness for a crafting feat, if allowed, could help a lot with affording the necessary gear.

In combat, you can start out by casting a group buff like haste and/or getting sense vitals up on both yourself and your familiar, then mop up with touch spell sneak attacks and the occasional shared true strike.

Meanwhile, with sniper goggles your familiar will be making longbow attacks at something like +16/+16/+11 against Dex-less AC for 5d6+10 damage, raised to +17/+17/+17/+12 with haste and 8d6+16 damage with sense vitals. If it doesn't feel like attacking, it can perform ranged telekinetic combat maneuvers with the occasional boost from true strike, or it can just fling creatures and objects wherever it wants to with telekinetic throw.

Dark Archive

In the "cheating out teamwork feats vein":
Half-Orc Monster Tactician Inquisitor 8 / Bloodrager 1 / Skald 1
(If you feel that Raging Song fulfills the Rage requirement for Amplified Rage you can drop the Bloodrager level and get Summon Monster 5 at 10, sort of unclear if its rage or not)

Pseudo Pseummoner 10
1: Bloodrager, Feat: Amplified Rage, Celestial Bloodline:trade 1st level bloodline power for a Valet Familiar that can give fast healing a couple times per day, and shares your teamwork feats, Fast Movement
2: Skald, for PFS you trade scribe scroll for Extra Performance (should have 9+cha rounds)
3: Inquisitor 1, Feat: Spell Focus Conjuration
4: Inquisitor 2,
5: Inquisitor 3, Feat: Augment Summoning, Bonus Teamwork Feat: (open, maybe retrain Amplified Rage into this slot), Solo Tactics
6: Inquisitor 4,
7: Inquisitor 5, Feat: Superior Summoning, Bane, Now can share 1 teamwork feat(ie amplified rage) with any summon ignoring prerequisites
8: Inquisitor 6, Bonus Teamwork Feat: Outflank
9: Inquisitor 7, Feat: Open (summon good monster maybe?)
10: Inquisitor 8, Now can share 2 teamwork feats with any summon
Trait: Community-Minded if you need to save rounds of Raging Song, or take Extra Performance another time or two.

Level 1, mostly play like a 2h barbarian, rage for +4 Str/Con 4+con/day and wreck things with a Falchion.
Level 2, same as level 1 but now you use Raging Song which lets your familiar rage and triggers Amplified Rage. Choose to gain the benefits of your Bloodrage stats(instead of +2 str/con from Inspired Rage) so you are now at +8 Str/Con 9+cha/day(tripled if you have community-minded, but have to spend a standard action every 3 rounds to restart the Song). Your familiar can attack too, but since its not a Bloodrager it gains +6 str/con. If you picked a Goat for a familiar, it would be at 18 str, and assuming you personally put a 14 into Con it should have around 13 hp when you rage which isn't terrible at level 2, and may still be higher than some party members.

Due to Monster Tactician's Summon Monster ability, you can use Summon Monster IV 3+wis mod times per day for free (summon monster V next level), ideally to summon 1d4+2 Small Earth Elementals off the Summon Monster II list, or 1d3+1 Aurochs/Dire Bats/Leopards/Wolverines off the Summon III list.
First two rounds start Raging Song and Summon Monster ability, in either order. The summons do last for 8 minutes at this point, so they should likely already be out in a dungeon crawl situation (and likely burrowing). Bonus style points for the party all taking Mounted Combat and riding the herd of Stampeding Aurochs into battle.
The Summons will gain +6 morale bonus to Str/Con from Raging Song and Amplified Rage, and another +4 enhancement bonus to Str/Con from Augment Summoning. They will also gain the Outflank Feat.
A small earth elemental (with power attack, earth mastery) is now looking at a 26 Str / 23 Con, so +11(+15 flanking) to hit for 1d6+16 damage, and has 23 hp (instead of 13). You get 1d4+2 of these.
An Auroch is now using Trample at 2d6+16 DC 22(24 if you roll a 2 on the 1d3 creatures).

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The Buffingest:

Half-Orc Bard (duettist) 7 / Cavalier (standard bearer) 2/ Battle Herald 1
This is strongly dependent on having a good set of teammates, but the more martial characters in your party, the stronger it gets.
You take the feats Flagbearer, Combat Reflexes, Bodyguard, Lingering Performance and Amplified Rage.
You then sacrifice a 2nd level spell to gain the bardic masterpiece Battle Song of the People's Revolt.
You take the Battlefield Disciple trait and the Adopted trait to get the helpful trait from halflings, give your familiar the mascot archetype, and take the order of the staff from the cavalier levels
You then buy Rallying, benevolent armor, a benevolent weapon, a ring of tactical precision, A poet's cloak, and a Banner of the ancient kings
Take the Scatter inspiring command

Now, you can have your familiar start your inspire courage on the first round, while you activate inspiring rage and battle song of the people's revolt (not accepting the song yourself, or having your familiar do so) so that at the beginning of the first round you are giving out +3 competence to hit and damage, +2 morale to hit and damage (within 30 feet), +6 morale to Strength and Con, +6 morale vs. fear (within 30 feet.). You also now aid another for +8 to attack or +7 to AC and both versions of aid another carry a +5 bonus to concentration checks, dispel checks, or caster level checks. And if you have to retreat, you can give all of your teammates a 20% miss chance as a move action.

You can also aid another teammates AC as an attack of opportunity. Your familiar can also aid for +3 (+4 if you buy it a ring of tactical precision of its), and can boost your AC once each round, or park on the shoulder of a heavy hitter and help out. Personally, I like having a monkey with a spear so that it can threaten and aid for attack rolls.

Again, in short, that's effectively +5 hit/damage, +6 STR/CON, and the option to Aid for 8 attack OR +7 AC AND +5 concentration, dispel, or caster level check, and all of this is before we even get into the spells you likely know, like haste, heroism, liberating command, moment of greatness, saving finale, gallant inspiration, purging finale, and invisibility sphere. You can turn a party of martials into a tactical strike team capable of obliterating anything in their path.

Spellcasting Mammoth Rider:

Sorcerer (sylvan bloodline) 6/Full BAB Class 1/Eldritch Knight 2/Mammoth Rider 1
Alternately druid (goliath druid) 9/mammoth rider 1

Get a huge mount and then cast buffing spells on it to further increase it's size and damage. This is definitely not the strongest build in the world, but geez is it fun to plug holes with a gargantuan mammoth. I tend to prefer the sorcerer version because share spells lets you cast Alter Self on it and turn it into a human so that it can walk around indoors for a while, so long as you're careful of the duration. Although to be honest, you can get most of this with the spellcaster of your choice, and the Nature Soul, Animal Ally, and Boon Companion feats.

Mounted Flying Spellcaster:

Small race as an eldritch guardian fighter 1/psychic or psychic bloodline sorcerer x
With boon companion, the mauler archetype on your familiar, and carefully sized muleback cords and heavyload belt for tiny creatures, you are a spellcaster in full plate on a flying mount, and just shy of full progression too.

The Camel of Doom:

Inquisitor (Sacred Huntsmaster) 5/ Fighter (Drill sergeant) 2/ Barbarian (pack rager) 2/Cavalier 1
So sacred huntsmaster does not remove domains. And sacred huntsmaster grants an animal companion. You can then take the chivalry inquisition, which grants a cavalier's mount. As animal companion levels always stack, you now have a level 10 companion in 5 levels that shares your teamwork feats. Now we work to get you as many teamwork feats as possible. My favorite combination here is broken wing gambit + paired opportunists + swarm strike + outflank + sieze the moment. If someone attacks either of you, you both take an attack of opportunity back. If that attack threatens to crit, you take another one. If that threatened critical confirms, you take yet another attack of opportunity. So you may hit someone 6 times before their original attack roll is resolved. There are a lot of possibilities here, so go nuts.

[spoiler= Dual wielding archer]
Fighter (Mutation Warrior 7)/ Barbarian (savage technologist/elemental kin)
[This one relies on a very specific interpretation of vestigial arm. It's not broken, but talk to your GM anyway]
If you spend your 7th level discover, as well as a feat, on obtaining vestigial arms, and then obtain two-weapon fighting, improved two-weapon fighting, rapid shot and manyshot, you can fire an inordinate of arrows downrange with a reasonable degree of accuracy. Although your accuracy isn't great compared to other archery builds because of twf penalties and the need to keep up two bows, so you probably want the gloves of dueling, a pale green cracked ioun stone, and really anything else you can use to boost your attack rolls.

Double Crossbows:

On the note of archers, The Minotaur Double Crossbow. This thing exists in multiple states, depending on which book you are reading it from, but the most important one is the one from Classic Monster's Revisited. This version does not have the line about reloading both bolts as a move action, so Crossbow Mastery reduces the loading of both bolts to two free actions.
The build is Gunslinger (Bolt Ace) 5/Fighter (Weapon Master) 3/Barbarian (urban barbarian) 2
With point blank, precise shot, reckless aim, reckless abandon, rapid shot, rapid reload, clustered shots, deadly aim, weapon and for the worst case scenario, a handful of splitting bolts, you can do an absolutely foolish amount of damage. Just don't expect to do much else.

Arcane Archer/ Deal with it when you're ready:

Magus (Eldritch Archer/Kensai) 8/Arcane Archer 2
With the Favored Prestige Class and Prestigious Spellcaster feat, you can now fire 4th level magus spells at everyone, even AOE spells. My favorite use of this is spending an arcana or a Ring of Spell Knowledge to add Emergency Force Sphere (no save, no SR) to my spell list and bubbling away difficult enemies until the party is buffed enough to deal with them as an immediate action, but really, go nuts. You can pepper people in a dozen different ways now.

More of these will follow, but I'm out of time for the moment. I hope these are enjoyable.


Dotted for fun builds.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

(I meant to stop... really)

Monks of the four winds are pansies:
Half-elf monk (ki mystic/master of many styles/qinggong monk) 10
16 Str (+2 race), 15 Dex, 14 Con, 10 Int, 14 Wis, 8 Cha (20-point buy); +1 Wis at 4th and 8th
15 Str (+2 race), 15 Dex, 13 Con, 11 Int, 14 Wis, 7 Cha (15-point buy); +1 Wis at 4th, +1 Str at 8th
Ancestral Arms (Double-Chained Kama) alternate racial trait
Favored Class Bonus +1 hp or skill rank 1st and 2nd, +1/4 ki point 3rd+
1st- Ascetic Style (Double-Chained Kama)*, Two-Weapon Fighting
2nd- Elemental Fist*
3rd- Dragon Style
4th- barkskin in place of Slow Fall
5th- hydraulic push in place of High Jump; Dragon Ferocity
6th- Ascetic Form*
7th- cloak of winds in place of Wholeness of Body; Marid Style
9th- Combat Style Master
10th- Ascetic Strike*

For more fun, take Dragon Roar at 11th.

*-bonus feat that can ignore prerequisites

A bit MAD, but the non-bonus feats have some hard ability score requirements.


I do like Ascetic/Dragon Style with MoMS in order to use scaling Elemental Fists with weapons. The fun thing with that build is that it only takes a single level of MoMS in order to achieve, allowing you to take levels in a class that has bonuses to hit.

I especially like MoMS1/Samurai X combined with the Blade of the Sword Saint. Mmm, delicious elemental Katanas


Dragonchess Player wrote:

(I meant to stop... really)

No go on. Really


@shroudedinlight
Can you explain the build for elemental katana sword saint moms monk? I'm looking for character ideas and this sounds interesting.


@Rylden; it's the same idea as Dragonchess's build, above---although I don't think katanas are in the monk fighter weapons group, so maybe I'm missing something. It'd still be neat to do with a sansetsukon.

You take the MoMS dip to let you have ascetic style, and dragon style up at the same time (ascetic so you can use unarmed strike feats w/ your chosen weapon, and dragon for the elemental and str damage bonuses)

It's probably worth a second level of monk for the ability to bring the build online earlier (bypassing feat pre-reqs), and gaining evasion (if you're planning to use light or no armor).

Personally I'd go whole-ham, and trade out samurai for the bladebound/kensai magus and have elemental fist, shocking grasp attacks (note this is extremely MAD, requiring str, dex, int, and wis to pull off).


Rylden wrote:

@shroudedinlight

Can you explain the build for elemental katana sword saint moms monk? I'm looking for character ideas and this sounds interesting.

Sure thing. So the main components of the build include several feats and a magical item.

1: Ascetic Style -> This feat allows you to use unarmed feats through a monk weapon.
2: Ascetic Form -> This feat allows you to count your character level as a monk for the purposes of determining # uses per day for Monk related feats
3: Dragon Ferocity -> This feat allows you to qualify for Elemental Fist and use it as if you were Monk of the Four Winds (Scaling up 1d6 per X levels)

Now, the key to this build is either a GM who will agree with the Martial Versatility argument (in which case you can use a Katana as early as level 5 [Human MoMS1/Fighter4]) or to buy a Blade of the Sword Saint and use that as your primary weapon.

I personally, as a GM, dislike the Martial Versatility argument (choosing Ascetic Style with this feat theoretically allows you to choose another weapon from a category other than Monk if the weapon in question is part of both Monk and another fighter weapon category) but Blade of the Sword Saint takes a long time to achieve functionality due to its cost. However, the net result is 1d8+(2x Strength on first hit, 1+1/2 strength on others)+ Xd6 elemental Katana swipes.

Actually, I'm unsure if Dragon Ferocity and two handing an Ascetic weapon wouldn't give you 2.5 and 2 strength instead of 2 and 1.5 strength. That would probably get table variation. Anyway, the point is that Ascetic Style is really awesome and there are a ton of cool builds you can achieve with it. Especially if you play a MoMS or dip a level into MoMS or take the Fighter Weapon Mastery feat to allow you to mix styles.


avr wrote:

Some more

Opportunist Fighter 10 with the Telekinetic Mastery feat, and a hybridization funnel to use that feat with. Telekinetic Mastery is a combat feat as well as an item mastery feat so AWT: Abundant Tactics works with it. Bombard your enemies with 10 doubled up splash weapons as a standard action, adding your int to damage with each! You also get a couple extra skill points/level and keep weapon training 2+ (so you can spend a feat to get that AWT: Abundant Tactics) and armor training.

something that most people miss about them "int to splash weapon" builds (mine is 1 far throw monk/9 underground chemist+scout rogue + vms alchemist for more bombs a day then an alchemist which can also add sneka atack) is that the splash damage of non bombs while minimum (int+1 usaly) does not have ref for half save. so aiming at a grid (dc 5 and no problem of shooting into melee, ur not aiming at anyone in a melee) can hit 4 poeple easy (5 with splash weapon mastery feat, which i fully endorse) that mean with two weapon fighting, improved 2 weapon and rapid shot you can deal a s$$+ load of damage while the hit dc is 5 so even with all the hit panelty from the feats and high bab aditinal attacks its a sure hit.(Telekinetic Mastery will only be usable a few times per day 2 maybe at this level)


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It's a pirate's life for me:
Human barbarian (savage corsair*) 6/gunslinger (buccaneer) 4 with multiple pistols, probably a couple double-barreled and one dragon pistol, and a culverin (rest on the ship's rail to clear a spot for boarding) in an endless bandolier

*- minor variant of the savage technologist from the Technology Guide; add Knowledge (Nature) instead of Ride to class skills and Primal Magnetism works with pirates/sailors instead of tribal cultures


zza ni wrote:
avr wrote:

Some more

Opportunist Fighter 10 with the Telekinetic Mastery feat, and a hybridization funnel to use that feat with. Telekinetic Mastery is a combat feat as well as an item mastery feat so AWT: Abundant Tactics works with it. Bombard your enemies with 10 doubled up splash weapons as a standard action, adding your int to damage with each! You also get a couple extra skill points/level and keep weapon training 2+ (so you can spend a feat to get that AWT: Abundant Tactics) and armor training.

something that most people miss about them "int to splash weapon" builds (mine is 1 far throw monk/9 underground chemist+scout rogue + vms alchemist for more bombs a day then an alchemist which can also add sneka atack) is that the splash damage of non bombs while minimum (int+1 usaly) does not have ref for half save. so aiming at a grid (dc 5 and no problem of shooting into melee, ur not aiming at anyone in a melee) can hit 4 poeple easy (5 with splash weapon mastery feat, which i fully endorse) that mean with two weapon fighting, improved 2 weapon and rapid shot you can deal a s$!% load of damage while the hit dc is 5 so even with all the hit panelty from the feats and high bab aditinal attacks its a sure hit.(Telekinetic Mastery will only be usable a few times per day 2 maybe at this level)

The only drawback is the price of alchemical items


Woodoodoo wrote:
zza ni wrote:
avr wrote:

Some more

Opportunist Fighter 10 with the Telekinetic Mastery feat, and a hybridization funnel to use that feat with. Telekinetic Mastery is a combat feat as well as an item mastery feat so AWT: Abundant Tactics works with it. Bombard your enemies with 10 doubled up splash weapons as a standard action, adding your int to damage with each! You also get a couple extra skill points/level and keep weapon training 2+ (so you can spend a feat to get that AWT: Abundant Tactics) and armor training.

something that most people miss about them "int to splash weapon" builds (mine is 1 far throw monk/9 underground chemist+scout rogue + vms alchemist for more bombs a day then an alchemist which can also add sneka atack) is that the splash damage of non bombs while minimum (int+1 usaly) does not have ref for half save. so aiming at a grid (dc 5 and no problem of shooting into melee, ur not aiming at anyone in a melee) can hit 4 poeple easy (5 with splash weapon mastery feat, which i fully endorse) that mean with two weapon fighting, improved 2 weapon and rapid shot you can deal a s$!% load of damage while the hit dc is 5 so even with all the hit panelty from the feats and high bab aditinal attacks its a sure hit.(Telekinetic Mastery will only be usable a few times per day 2 maybe at this level)
The only drawback is the price of alchemical items

Yeah, a whole 10gp per flask of acid. How EVER shall you afford multiples of those before level 2?


And if you have craft alchemy, you can make em for 1/3 cost.


Abundant Tactics lets you use a combat feat with a limited number of uses an additional number of times equal to your weapon training bonus. With gloves of duelling an opportunist fighter can use a combat feat (like telekinetic mastery) a total of 4 times a day at this level.

Rather than aim for grid intersections, given a full BAB character with some bonus combat feats and the ability to throw 10 alchemical weapons at once without penalties I'd usually rather go with the concentrated splash feat and the usual PBS, precise shot etc.

Apparently there's a FAQ where the int bonus to damage applies to only one of the items thrown by telekinesis or similar. This means there's less reason to go with the opportunist archetype, admittedly. An archetype which doesn't lose weapon training 1 would get an additional use of telekinetic mastery via abundant tactics.


Darigaaz the Igniter wrote:
Woodoodoo wrote:
zza ni wrote:
avr wrote:

Some more

Opportunist Fighter 10 with the Telekinetic Mastery feat, and a hybridization funnel to use that feat with. Telekinetic Mastery is a combat feat as well as an item mastery feat so AWT: Abundant Tactics works with it. Bombard your enemies with 10 doubled up splash weapons as a standard action, adding your int to damage with each! You also get a couple extra skill points/level and keep weapon training 2+ (so you can spend a feat to get that AWT: Abundant Tactics) and armor training.

something that most people miss about them "int to splash weapon" builds (mine is 1 far throw monk/9 underground chemist+scout rogue + vms alchemist for more bombs a day then an alchemist which can also add sneka atack) is that the splash damage of non bombs while minimum (int+1 usaly) does not have ref for half save. so aiming at a grid (dc 5 and no problem of shooting into melee, ur not aiming at anyone in a melee) can hit 4 poeple easy (5 with splash weapon mastery feat, which i fully endorse) that mean with two weapon fighting, improved 2 weapon and rapid shot you can deal a s$!% load of damage while the hit dc is 5 so even with all the hit panelty from the feats and high bab aditinal attacks its a sure hit.(Telekinetic Mastery will only be usable a few times per day 2 maybe at this level)
The only drawback is the price of alchemical items
Yeah, a whole 10gp per flask of acid. How EVER shall you afford multiples of those before level 2?

OR you can cast this (or get the party caster to cast it for you) when there is time. 1 gp per whatever your making now its no more then 20 arrows , much better then 1/3 cost.


I lost the exact build when Myth weavers lost the recent sheets but from memory of my Cayden "Paladin",

Unchained Makeshift Scrapper up to level 5, Halfling Opportunist to 10.

Traits: Fight for Liberty, Improvised Defense
Feats: Improved Unarmed Strike, Defensive Combat Training, Twist Away, Combat Reflexes, Intrepid Rescuer
Rogue talents: Rogue crawl and Stand up.
Items: Anything which increases dex and CMB.

At level 10, you'll want to be prone in the ground to provoke AoOs from melee attacks against you as much as possible for that sweet, sweet, sneak attacks. You'll use your makeshift scrapper ability to have an improvised shield of +2 AC. Ranged attacks will have a hard time against you.

Pretty much Drunken Master.


I like Ravingdorks Mighty Elmon (10th-level halfling slinger).
It's not OP but has a certain Halfling coolness quotient to it, and is very well thought out.
Uses free-action loading of a Sling.

Ravingdork wrote:

NEW CHARACTER!

He's routed armies! Brought down dinosaurs and giants alike! Feared and respected by all sensible folk! He's deadly dangerous! Brought to you now by popular demand, I bring you THE MIGHTY ELMON! :D


i have a similar sling build except i'm using the double sling. Quite feat intensive but fun none the less.


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(Re-hashing an earlier concept)

Oni of Flames:
Human occultist (battle host; Panoply Bond with o-yoroi; Transmutation and one other implement school) 4/fighter 3/oracle (warsighted; Flames mystery) 3 with the Cinder Dance revelation and a sash of the war champion

It's better with a 5th occultist level (pick up Quickness), but Armor Training requires fighter 3 and warsighted oracle can't take Cinder Dance until 3rd level. You could go normal oracle instead of warsighted (occultist 5/fighter 3/oracle 2), but miss out on Martial Flexibility and lose +1 BAB.


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Personally, for a halfling sling staff wielder (now that they've "fixed" the sling staff with the Slipslinger Style feat), I'd go warpriest (magic stone, Sacred Weapon) instead of fighter; especially with deadly juggernaut...


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Here's a few level 10 character concepts from my Character Emporium to wet your appetite:


  • Abikay Daewolf - Male mutant human alchemist 10 (preservationist, vivisectionist) - A vile fleshwarper known for experimenting on allies and enemies alike
  • Bad Bella - Female human geokineticist 9/mammoth rider 1 - A rough and tumble hulking hurler and her pet dire rhinocerous
  • Floating Mountain - Male human unchained monk 10 - An obese martial artist whose agility permit the continual defiance of gravity
  • Gebralter - Male gnome sorcerer 10 (fey bloodline) - A pirate whose grog-fueled visions are brought to life through illusion magic
  • Geyger Yates - Male elf unchained rogue 10 (burglar) - A cat burgler who tazes enemies with quite the shocking grasp
  • Guinn Black - Male catfolk barbarian 10 (invulnerable rager) - He's fast. Like, really fast.
  • Guymelef Dilandou - Male human fighter 1/sorcerer 6/eldritch knight 3 - A noble knight capable of devastating magic
  • Hu Manum Pullum - Male human fighter 10 (eldritch guardian, martial master, mutation warrior) - A heroic man chicken who fights crime alongside his terrifying chicken man; the ultimate cock fighter (see his theme song)
  • Jobe the Lesser - Male human unchained rogue 10 (phantom thief) - A master manipulator feared by all those with sense
  • Julian Vargo - Male human sorcerer 10 (wild-blooded, wordcaster, arcane/sage bloodline) - A practitioner of the ever versatile "words of power;" known for his deadly acid arrows
  • Lwaxana Lore - Female elf alchemist 10 - A skilled archer and sniper who tips her arrows with a wide variety of powerful alchemist bombs
  • Meglin Dee - Female human barbarian 4/druid 6 - A fierce bear of a woman, and her fierce bear of a companion
  • Meredith Nerissa - Female merfolk sorcerer 10 (wildblooded, aquatic/seaborn bloodline) - A scout from the sea who flies inland via a giant magical fishbowl
  • Mighty Elmon - Male halfling fighter 10 - See Havoc's post above for details
  • Milerna Nanneel - Female human fighter 10 (two-handed fighter) - Whether it's with her trusty frying pan, or her keen-edged halberd, this soldier is ready to put the hurt on
  • Mister Owl - Male human gunslinger 10 - A no-nonsense gunslinger with the power of Chuck Norris and the grit of Clint Eastwood
  • Paegin - Male gnoll sorcerer 9 (infernal bloodline) - He's kind of an ass
  • Sinaris Valon - Male half-elf transmuter 10 (scrollmaster) - A wizard whose scrolls are more powerful than his spells, and whom studies Akaron, the red planet
  • Vicroar Sesnaben - Male venerable half-elf summoner 10 (blood summoner) - A cultist of the Great Old Ones, corrupted by the influence of his Chaerim Witch

If that doesn't do it for you, then check out my full character gallery (and our commentary thread), with over 100 character concepts meant to inspire new ideas or to be used in their own right!

If you like what you see, please favorite the first post in the comment thread and perhaps leave a comment or two. :)

Havoq wrote:

I like Ravingdorks Mighty Elmon (10th-level halfling slinger).

It's not OP but has a certain Halfling coolness quotient to it, and is very well thought out.
Uses free-action loading of a Sling.

Ravingdork wrote:

NEW CHARACTER!

He's routed armies! Brought down dinosaurs and giants alike! Feared and respected by all sensible folk! He's deadly dangerous! Brought to you now by popular demand, I bring you THE MIGHTY ELMON! :D

Thanks for the endorsement! :D


The Dragon Nears (9th level)

The Dragon Monk:
Scaled Fist UC Monk 1/Sorcerer 1/Paladin 2/Urban Bloodrager 1/Dragon Disciple 4

You have Cha to AC, Cha to Saves, Controlled Bloodrage (you can still cast spells and use skills), Smite Evil 1xday, lay on hands, Flurry of Blows, spells as a 4th level sorcerer (including Mage Armor to make up for being a Monk), +4 Strength, +3 Natural Armor, and free bloodline feat (including a choice of toughness, improved initiative, and power attack).

You are rocking a BAB of 7 at level 9, the choice is whether to continue with Dragon Disciple or start taking levels in your other classes.


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(Not for most, i.e. non-evil, campaigns)

I vant your blood:
Dhampir fighter (unarmed fighter) 1/wizard (cruoromancer; Enchantment/Controller school, opposed Evocation and Illusion) 8/eldritch knight 1 with the Fangs and Vampiric Empathy alternate racial traits, plus the Arcane Armor Training (wear brawling darkleaf studded leather with spell storing armor spikes), Blood Drinker (Human), Blood Feaster, Boar Style, Improved Grapple, Snapping Turtle Clutch, and Snapping Turtle Style feats.

Probably take another level of eldritch knight at 11th, take the Combat Style Master feat, and retrain Arcane Armor Training to Quicken Spell.


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The Shadow Knows:
Fetchling slayer (sniper, stygian slayer) 7/vigilante (cabalist) 3 with the Gloom Shimmer alternate racial trait, the Accomplished Sneak Attacker, Blind-Fight, Gloom Strike, and Shadow Strike feats, Rogue Talent (Fast Stealth), and Vigilante Talent (Tattoo Chamber)


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Strength-based TWF:
Half-orc ranger (spirit ranger) 6/bard (arcane duelist) 1/dragon disciple 3 with the Toothy alternate racial trait and two-weapon combat style (Two-Weapon Fighting*, Improved Two-Weapon Fighting); cast lead blades in combat to have your orc double axe deal 2d6/2d6 damage and bite for 1d6 (or 1d8 if using Dragon Bite) damage (plus Arcane Strike to add an extra +1 to all damage rolls)

Dragon disciple 4 at 11th level to pick up another +2 Str and 2nd-level bard spells (i.e., heroism), ranger 7 and 8 at 12th and 13th to pick up 2nd level ranger spells (i.e., barkskin) and another use of Spirit Bond casting, then possibly switch to mystic theurge to advance both ranger and bard casting.

*- alternately, start with 15 Dex and Two-Weapon Fighting at 1st level and take Double Slice at 2nd


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That's not a scythe... THIS is a scythe:
Samsaran druid (mountain druid) 3/fighter (titan fighter) 1/druid +6 with the Mystic Past Life (Ranger; hunter's howl, lead blades, versatile weapon)* alternate racial trait, Nature Bond (Plant/Growth domain), and the Furious Focus, Power Attack, Toughness, Vital Strike, and Weapon Focus (Scythe) feats; use lead blades and either righteous might (domain spell) or a swift action enlarge person (domain power) while wielding a Large keen scythe (becomes Huge with the size increase, effectively Gargantuan with lead blades; 4d6/19-20/x4, add another 4d6 using Vital Strike)

Stay druid and pick up Quicken Spell at druid 10/character 11th, wild shape as if using giant form I (Large giant for 1 hour/level) at druid 12, and wild shape as if using giant form II (Huge giant) at druid 16...

*- assuming 16 Wis at 1st level


Super simple but interesting "build" is Beast-Bonded Witch 10.

The level 10 Twin Soul ability is at-will Magic Jar either for yourself or your familiar, with the tiny downside that one of you needs to die. You also have the ability to trade feats in exchange for your familiar learning said feats, that makes a wide range of interesting things possible.

Note that if you get an Improved Familiar you will generally be unable to benefit from the Familiar Form ability; said ability is actually quite strong in and of itself if you have a cat familiar, as becoming a Large tiger via Beast Shape II grants pounce, a nice STR boost and a lot of very damaging natural attacks. And I (believe) you can use most hexes in animal form.


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Drunken/Dirty-Fighting Fencer:
CG Human fighter (cad) 10 with either the Birthmark or the Fortified Drinker trait, Divine Fighting Technique/Cayden Cailean's Blade and Tankard (replace shield proficiency), the Barroom Brawler*, Combat Expertise, Improved Dirty Trick, Improved Feint, Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Swordplay Deflection, Swordplay Style, Swordplay Upset, Two-Weapon Fighting, Weapon Finesse, and Weapon Focus (Rapier) feats, plus an agile rapier and a Cailean fighting tankard

Probably want to start taking the Critical Focus feats at 11th+.

*- normally used for either Improved Critical (Rapier), Improved Initiative, or Quick Draw


Generally, too complicated is my thing, but I was thinking it would be cool to play what would mostly amount to a Grenadier Alchemist. I don't think I could resist starting out with 1-2 levels in Ranger to take Point Blank and Precise Shot and be able to use wands of Gravity Bow.

But mostly, I was thinking Alchemal Missile, attaching Lamp Oil, Acid, or other goodies to the arrows, Explosive Missile to attach your Bombs to your Arrows, and you can have a wide variety of arrows, Marker Dye Arrows do deliver your Bombs as Ranged Touch Attacks at Longbow ranges, or with Gravity Bow, your arrows' base damage will be 2d6 on top of the Bombs and Alchemal Weapons. You can get Silver, Iron, or Adamantine-Blanched arrows to bypass all kinds of DR. Maybe be a Goblin and take Burn! Burn! Burn! As a Goblin, it would be tempting to dip into Gunslinger. Alchemal Missile, Burn! Burn! Burn! and Explosive Missile should work just as well with Musket Balls as Arrows. Gravity Bow doesn't work with Guns, so if you went Goblin, there would be less reason to dip into Ranger, dipping into Gunslinger instead, probably just 1 level, but I haven't worked out the details.

As Raving Dork Demonstrated in his build Lwaxana Lore, you can have a variety of different kinds of Bombs


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Stop. Hammer time:
Dwarf fighter (foehammer) 10 with the Cleave, Dwarven Hatred, Dwarven Seething, Goblin Cleaver, Great Cleave, Improved Sunder, Orc Hewer, Power Attack, Quick Draw, Smashing Style, and Weapon Focus (Warhammer) feats, plus a magic adamantine warhammer and a magic light quickdraw shield to switch between offense (two-handed) or defense (one-handed/shield) easily

or

Dwarf cleric (crusader; Torag) 10 with the Artifice and Earth/Metal domains, Divine Fighting Technique/Torag's Patient Strikes (replace the Metal Fist domain power), and the Armor Proficiency (Heavy)*, Channel Smite, Channeling Force, Guided Hand, Quicken Spell, Stand Still, Weapon Focus (Warhammer)*, and Weapon Specialization (Warhammer)* feats

*- bonus feat from crusader archetype


Dragonchess Player wrote:
CLERIC BUILD

That cleric build could be fun to play with Blessed Hammer for spellstrike coolness as well.


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^Replace Channeling Force with Blessed Hammer, then.

IMO, a cleric of a good deity (positive energy/spontaneous cure) doesn't have enough "general purpose" touch spells to make it really worthwhile. Great vs. specific opponents, though; basically, it depends on the campaign focus.


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Switch-hitting caster elf:
Elf fighter (lore warden) 1/wizard (bonded wizard) 6/eldritch knight 2/arcane archer 1 with the Magical Knack (Wizard) trait, Arcane Bond with amulet or ring (mostly used for shield or spiritual weapon with Bonded Force), Arcane School with Divination/Foresight, Evocation/Admixture, or Transmutation (depending on if you want to focus on Intitiative/re-rolls, elemental damage, or a "free" +2 enhancement bonus to Str, Dex, or Con), and the Arcane Armor Training, Elven Battle Style, Elven Battle Training, Point Blank Shot, Precise Shot, Weapon Finesse, and Weapon Focus (Longbow)

At arcane archer 2/character 11th, take the Elven Battle Focus feat to get Int to damage with certain weapons (like rapier or elven curve blade). At arcane archer 3/character level 12th (on gaining 5th-level spells), retrain Arcane Armor Training to Quicken Spell.

Note: Yes, I know myrmidarch magus might be "better" because of Spellstrike, but this character is a bit more focused on spells and will gain more/higher-level spell slots (in addition to the complete sorcerer/wizard list).

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