A greedy new take on the Oradin sponsored by Urgathoa!


Advice


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By combining the Ravener Hunter Inquisitor with the Life Link Revelation and the Urgathoa's Hunger Divine Fighting Technique you can build an Ordin who empowers his healing with vicious bloodshed!

The combo works smoothly from level one and especially at early levels "Healing" from Urgathoa's Hunger easily beats a paladins Lay on Hands. And the best thing about it is that the more dmage you can dish out on a single hit the more HPs you gain in return. With Bane up you are easily dishing out 25 damage per hit at level 5 and should you ever crit...

This can be supplemented with Fast Healing from Judgement. The following build uses the the Dwarven FCB to further improve Fast Healing.

Build:

TN Dwarf Ravener Hunter Inquisitor 11

STR 17 DEX 8 CON 16 INT 8 WIS 18 CHA 5

Dwarven Favored Class Bonus goes into Healing Judgement

Traits
Fast Drinker?
Fate’s Favored

1 Urgathoa’s Hunger /Judgement/ Life Link Revelation
3 Power Attack/ Demon Hunter (how ironic)
5 Heavy Armor Proficiency
6 Solo Tactics Teamwork Feat
7 Toughness
8 Revelation: Spirit Boost Second Judgement
9 Weapon Focus/ Teamwork Feat
11 Improved Critical

Equipment: STR Belt, Headand of Wisdom, +X Scythe

Spells ?

Any ideas for further improving on this? Any spells synergies I'm missing out on here?

I'm inclined to try a more offensively minded build that uses Sanctified Slayer to further boost damage, but haven't found any convenient ways to Sneak Attack besides flanking.

Liberty's Edge

Urgathoa's Hunger is a really cool technique that encouraged me to try a DIY Antipaladin. Made a Cleric of Urgathoa who switched one of their Domains for the Persistence Inquisition for the fun of it.

There's definitely seven layers of dubiousness for an Inquisitor of Urgathoa not only going for a decidedly good-oriented evil-hunting archetype, but grabbing the Life Mystery at that. But it's a cool approach.

Shadow Lodge

The main draw of Lay on Hands is the sheer number of uses you get in addition to its scaling. Xd6*(X+Cha), where X is half your level is very significant, parceled out in chunks as needed.

With Urgathoa's Hunger you're getting 2-3 uses a day, scaling higher after level 10, even if they are in larger chunks.


dot


A greater vampiric scythe fits thematically and mechanically. For sneak attack, shatter defenses would work great. Menacing Ranger Combat Style gets some easier access to this for Sanctified Slayer. Also Improved Outflank might help with this.

Dark Archive

To make it more ironic: One thing a Ravener Hunter Inquisitor have is Holy Magic. He cannot cast evil spells but good spells.
Swift action economy will be unfortunate. In order to come online he will need 3 rounds (judgement, bane, hunger). Sanctified Slayer would increase this problem further.
CdG would be great. Just CdG an animal before combat for the greater g... ehm yes.
Vital Strike feat chain for more damage in one strike?

Don't forget the Spell Shield Other. I ever wondered why it is on the Inquisitor's list.


Whew lots of feedback over night :)

Yeah there's some cruel mechanical interactions going on here but everything is totally legit rules wise. I've actually come up with a fluff justification for why an inquisitor of Urgathoa should be hunting Demons. You are merely brining the troops back in line :).

Swift action economy is a major issue, agreed. But you will usually do the following: activate Bane, move and hit on turn 1, you could also start other buffs instead and hang back on round 1. Round 2 "double up on HP" with urgathoa's hunger. Turn 3 activate fast healing . Then later uses more urgathoa's hunger as needed. So it's not quite as bd as it appears at first. Sanctified Slayer actually improves your action economy because you can use your move action for studied target and don't need judgement .

Serum wrote:

The main draw of Lay on Hands is the sheer number of uses you get in addition to its scaling. Xd6*(X+Cha), where X is half your level is very significant, parceled out in chunks as needed.

With Urgathoa's Hunger you're getting 2-3 uses a day, scaling higher after level 10, even if they are in larger chunks.

See the build I posted starts of with 18 Wisdom so at level 1 that's 4 uses a day, each of which is gonna "heal" 2d4+9 at minimum for starters . Note that you only activate it when you actually hit (and you are pretty good at hitting as an inquisitor). Your healing doesn't scale as well as a paladins but you also have fast healing to back it up along with way better casting. And with the Dwarven FCB you are rocking fast heling 5 at evel 8.

Oh yeah casting...you start of with 18 wisdom and could further pump it with a headband and for single target debuffs you could also add

Another fun trick, which would require forgoing ravener hunter, is hand of the acolythe from the magic domain. This would require that you utilize shield other.

Edit: I just noticed that the build won't work for PFS as Urgathoa's hunger was heavily nerfed in a recent campaign clarification...this makes me very sad as I was planning this for PFS...


Buncha pansies goin' on about nerfing the good stuff. A pox on 'em I say!

Hurler of Propellers Mk 2, inspired by Alex Mack’s post above
Neutral (gender) Dwarf

Ability Score array 14 Str (5), 12 Dex (2), 14 Con (5), 15 Int (7), 14 Wis (5), 7 Cha (-4) using 20 point buy results in 14 Str, 12 Dex, 16 Con, 15 Int, 16 Wis, 5 Cha after dwarf racial modifiers. Beware Cha-slurping monsters, other than that, let ‘em eat propeller!


  • 1st level Cleric of Urgathoa 1, domains: Magic, Strength - you have enlarge person available as a domain spell 1/day and Hand of the Acolyte from the Magic domain. Martial Weapon Proficiency (scythe) bonus feat, although Inquisitor takes care of this detail at 3rd level. 1st level feat is Divine Fighting Technique (Urgathoa’s Hunger). Traits to taste, if any/as allowed by campaign/table rules.
  • 2nd level Wizard (universalist) 1, school ability: Hand of the Apprentice. Also, you can use pretty darn close to All of the Wands. true strike is Your Friend, especially since all you need besides your spell component pouch is to be able to say the Verbal spell component. I’d sew an extra true strike focus on your shirt collar or something. Thus, you don’t care about arcane spell failure for the 2 or so/day you can cast true strike. A string of pearls of power (1st level) are a noteworthy investment over time, ultimately getting as many as you can for (number of times/day -2) that you can fling your propeller.
  • 3rd level onwards Inquisitor of Urgathoa levels, Persistence Inquisition. Scythe-based feat goodness to taste. Inquisitorial nastiness ramps up defense and offense nicely. As a 0th-6th caster your starting Wisdom is all you need, but you’re sure not going to object to ramping it up by whatever available means.
  • 4th level adds +1 to Int; Str improvements afterwards starting at 8th level. You can now use each version of Fling Propeller 6/day for a total of twelve (12) flung propellers in a day at identical attack bonuses.

The Schtick is flinging your beloved scythe all over the place with near-impunity with identical accuracy beginning at 4th level via Hand of the Acolyte and Hand of the Apprentice. I would love a better way of doing this, but this gets the itch scratched with a short bit of rooting around in the mechanics. enlarge person gives you a small size-based damage boost, and once you have your little bitty spellbook, you can all but guarantee 2 or more scythe hits a day without significant expenditure of resources.

Alternatively go full-BAB class of some sort starting at 3rd level and let loose the propellers of war. Rawr.


@Urgathoan Oradin: Isn't Life Link off the short duration Temporary Hit Points from Urgathoa's Divine Fighting Technique just going to send the same short duration Temporary Hit Points to your comrades (plus some of your actual Hit Points if it exceeds the Temporary Hit Points that you get)?

@Hurler of Propellers: Once your weapon leaves your grasp (if you are Enlarged), it is going to return to its normal size and not do any extra damage, so you only get the bonus damage for having more Strength, which isn't much (+1).


*shrugs* Typically the text for stuff making weapons bigger is that they remain as such until after they hit. enlarge person gives that juicy 10-foot reach with your beloved scythe, flinging it the enlarged damage is not as much the concern as that you can combine the larger space one occupies with the 30' range. 5' is not much, but it crops up fairly often...


^

{. . .}

Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. {. . .}

The tiny bit of extra range (assuming that you can safely occupy the extra space that was in front of you before you Enlarged) and tiny bit of extra damage for higher Strength still work, but then on the other hand, you are also a bigger target for your enemies (-1 AC, and the same amount closer to them).


Naturally. Hopefully you're playing the "shoot and scoot" game, keeping enemies from mobbing your under and hacking you into chunky salsa. You don't have to remain where you were when you 'cast fling propeller'.

This is also the "Mark 2" build, done in about 5 minutes. ;)

Grand Lodge

UnArcaneElection wrote:
@Urgathoan Oradin: Isn't Life Link off the short duration Temporary Hit Points from Urgathoa's Divine Fighting Technique just going to send the same short duration Temporary Hit Points to your comrades (plus some of your actual Hit Points if it exceeds the Temporary Hit Points that you get)?

No, Life Link will just heal the linked allies 5 hit points a round at the cost of dealing the same amount to the oracle/inquisitor. So a GM might rule that the damage cannot be soaked by temp HP, but as written it is 5 points of healing and 5 points of damage, not actual transference of specific points.

The Dandy Lion wrote:
There's definitely seven layers of dubiousness for an Inquisitor of Urgathoa not only going for a decidedly good-oriented evil-hunting archetype, but grabbing the Life Mystery at that. But it's a cool approach.

I don't believe it has to be an Inquisitor of Urgathoa.

Divine Fighting Technique wrote:
Although each deity’s divine fighting technique is primarily preserved and passed on by her faithful, worship is not required to learn one.


^If so(*), that would also be undesirable from the point of view of the Urgathoan Oradin, since in that case the loss would be entirely real Hit Points, and the Temporary Hit Points wouldn't last very long.

(*)Although I would have thought that with Life Link as with almost everything else, Temporary Hit Points would be taken first.

* * * * * * * *

If you really want to go crazy with leeching Temporary Hit Points (that actually last for a while) and transfer them(*) to your allies, be a Magus with a bunch of 3rd level Pearls of Power(**) and Spell Combat/Spellstrike with Vampiric Touch, and also go VMC Oracle of Life with the Life Link Revelation, and the level at which you can cast Vampiric Touch is just 1 level before Life Link will start working on multiple allies after figuring in the enormous effective Oracle level penalty for VMC Oracle.

(*)Or if only real Hit Points are ruled to be transferred, at least they last long enough to give you a decent buffer if you have some slow but highly dependable way to regain real Hit Points, such as a Ring of Regeneration (preferred) or a Wand of Infernal Healing (eventually going to add up to a fair amount of expense, but this works; alternatively have a bunch of 1st level Pearls of Power, and cast it yourself).

(**)Spell Recall would also work if you didn't trade it out in an archetype, but you are probably going to want to use it so much that you will run out of Arcane Pool Points if you don't have some additional means of recasting the spell, even with Improved Spell Recall.

Silver Crusade

TriOmegaZero wrote:
UnArcaneElection wrote:
@Urgathoan Oradin: Isn't Life Link off the short duration Temporary Hit Points from Urgathoa's Divine Fighting Technique just going to send the same short duration Temporary Hit Points to your comrades (plus some of your actual Hit Points if it exceeds the Temporary Hit Points that you get)?

No, Life Link will just heal the linked allies 5 hit points a round at the cost of dealing the same amount to the oracle/inquisitor. So a GM might rule that the damage cannot be soaked by temp HP, but as written it is 5 points of healing and 5 points of damage, not actual transference of specific points.

The Dandy Lion wrote:
There's definitely seven layers of dubiousness for an Inquisitor of Urgathoa not only going for a decidedly good-oriented evil-hunting archetype, but grabbing the Life Mystery at that. But it's a cool approach.

I don't believe it has to be an Inquisitor of Urgathoa.

Divine Fighting Technique wrote:
Although each deity’s divine fighting technique is primarily preserved and passed on by her faithful, worship is not required to learn one.

That's for the Weaponmaster's Handbook Divine Fighting Techniques, for Divine Anthology's (of which Urgathoa's Hunger is from) you are required to worship the Deity.

So strictly by the rules and ignoring intent you could pull it off with a TN Inquisitor, but it would be a bit iffy, be curious to see how it was justified in game though.


As stated above... you are Urgathoa's man for getting rid of defecting demons :). In turn you utilize some ungodly good powers...

As to life link it says it delas damage. When you take damage Temporary hit Points are removed first. Not sure how a GM could rule anything else...

Persoanlly I'm super bummed out by the PFS nerf. I was scavaaging the interwebs for like 3 days to find the best possible way to exploit the divine fighting technique. Then last nght I came up with the build above and this morning I noticed it won't work for PFS. I'll have to try and see if I can get into a Campaign with this somehow, despite all the iffy fluff...

Silver Crusade

Just addressing the flavor standpoint, Urgathoa works with Daemons, not Demons, so I'm really sure where the "defecting" part comes into play.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Hm, the ravener hunter's Charged by Nature ability states

Blood of the Beast wrote:
Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears.

Divine Fighting Technique has the prerequisite

Divine Anthology wrote:
Must worship a single patron deity that has an established divine fighting technique.

So you must have a deity patron and you don't. That sounds to me as if this combo doesn't really work – aside from the fact that "charged to eradicate evil wherever it appears" doesn't really fit all that well with actually worshipping an evil deity.

I wouldn't allow this combo.

Silver Crusade

Zaister wrote:

Hm, the ravener hunter's Charged by Nature ability states

Blood of the Beast wrote:
Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears.

Divine Fighting Technique has the prerequisite

Divine Anthology wrote:
Must worship a single patron deity that has an established divine fighting technique.

So you must have a deity patron and you don't. That sounds to me as if this combo doesn't really work – aside from the fact that "charged to eradicate evil wherever it appears" doesn't really fit all that well with actually worshipping an evil deity.

I wouldn't allow this combo.

Hmm, I missed that about the spirits. I knew about the "eradicate evil wherever they appear" but was curious about you'd justify having one that worshiped Urgathoa.

If your GM will let you play this, cool, but I don't think I would.


I always read that part as fluff since Ravener Hunter doesn't Change your weapon proficiencies...anyways it won't stop you from choosing a deity as every character is allowed to do so and that's all you need to choose a divine fighting technique.

Weapon and Armor Proficiency

An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Silver Crusade

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It doesn't have to change the weapon proficiencies, you get the favored weapon of your deity if you have one, which you don't. The actual class ability says you don't have a Patron Deity, that's a bit more than just flavor.

Charged by Nature wrote:

Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestorUM, battleAPG, flameAPG, heavensAPG, lifeAPG, lunar (Pathfinder Player Companion: Blood of the Moon 28), natureAPG, solar (Pathfinder Player Companion: Harrow Handbook 26), stoneAPG, timeUM, volcano (Pathfinder Adventure Path #95: Anvil of Fire 72), wavesAPG, windAPG, or woodUM. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra RevelationAPG feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

If it was in the opener of the archetype it would be more debatable, but the actual class ability says you do not have a Patron Deity.


It's a neat application of the Fighting Technique - since the use with the particular archetype you found seems dubious (I'm in the wouldn't allow it camp), why not just use the style as a Shaman or Pei Zin Oracle?

I can see the Pallid Princess being more than happy to try to convert a Life Oracle into being a twisted perversion of itself.


@ Rysky: Even if your spellcasting is not drawn from a deity you can still choose to have a Patron deity. Here you aren't any different than a wizard or an oracle. Neither needs a patron deity for their spells but can still worship a deity. I'd agree that you probably don't get scythe proficiency from Inquisitor though... which sorta sucks but you have enough open feat slots or can take Heirloom Weapon.

@ Gulthor: It would work with Shaman, but Shaman sucks at dealing damage when compared to Inquisitor. It also has differetn stat priorities so it wouldn't work out as well build wise. It definetly wouldn't work with Oracle as they are Charisma dependent and Urgathoa's Hunger requires a strong focus on Wisdom and hitting things requires STR...

Silver Crusade

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Except it's not like a Wizard or Oracle, cause you know exactly what is granting you your power. The spirits of the Mwangi. And nothing in the archetype suggests you are getting powered by them without your say so like an Oracle would be, you don't even get a Curse either. This is more akin to a Cleric picking a Patron Deity, and then also trying to pick an additional deity to worship.

I do not believe the archetype is set up to allow you to gain power from those spirits and also pick a deity to worship (and thus gain mechanical benefits from) as well. If you pick this archetype you already have your Deity/Religion slot filled: Spirits of the Mwangi


Rysky wrote:

Except it's not like a Wizard or Oracle, cause you know exactly what is granting you your power. The spirits of the Mwangi. And nothing in the archetype suggests you are getting powered by them without your say so like an Oracle would be, you don't even get a Curse either. This is more akin to a Cleric picking a Patron Deity, and then also trying to pick an additional deity to worship.

I do not believe the archetype is set up to allow you to gain power from those spirits and also pick a deity to worship (and thus gain mechanical benefits from) as well. If you pick this archetype you already have your Deity/Religion slot filled: Spirits of the Mwangi

The guide to organized play has this to say on picking deities.

6. RELIGION:

Characters can worship any deity listed in the table of
gods in the Core Rulebook, Pathfinder Campaign Setting: The
Inner Sea World Guide, Pathfinder Campaign Setting: Gods
and Magic, or any other source listed in the Additional
Resources document.
Characters with any number of levels in any of these
classes must select a deity.
• Clerics, inquisitors, paladins, and warpriests.

• Cavaliers and samurai who belong to the order of
the star.
• Any character who chooses a feat or trait tied to a
religion or deity.

• Any character who chooses a class archetype or prestige
class that specifies a deity in its prerequisites.
This list is not exhaustive, and the Additional Resources
document is updated with new classes, archetypes,
and so on that require the worship of a deity as new
Pathfinder RPG sources become available. As a general
guideline, if a character receives any mechanical benefit
connected to a deity, that character must worship the
appropriate deity.
Characters who do not receive powers from a divine
source may worship a deity, be agnostic, or worship no
deities at all.
Regardless of class, each character must have an
alignment within one step of her deity’s alignment.
For characters who can channel energy, their deity’s
alignment determines whether they can channel positive
or negative energy—those who worship good deities
channel positive energy, while those who worship evil
deities channel negative energy. If a character worships
a neutral deity, the character’s player chooses which
energy type her character channels. Once chosen, the
type remains the same for the rest of the character’s time
in the campaign.

I feel like this is more likely to support my view than yours (i.e. the archetype forces you to be agnostic, cause "Spirits of the Mwangi" is not a a deity defined in any Paizo book) but we have a bit of a corner case here, so I'm just gonna leave it at that...

Silver Crusade

The archetype doesn't make you agnostic, if just has a preset Deity for it.

But yeah I'll just leave it that, sorry, if your GM is okay with running this, sweet, go for it! :3


No worries... I totally agree that something smells fishy. From a pure RAW perspective it does look legit. I was planning on using this in PFS and since that's off the table due to the nerf on urgathoa's hunger I will probably never play this as I only do PbP and PbP campaigns rarely work out...

None the less I'd encourage other folks to come up with even more awesome builds for this combo and try em out...

Silver Crusade

*offers hugs*


Not for scythes, but since flinging propellers is up-thread:

Paladin (mind blade) 2 (no more, no less), Inquisitor 1 with Magic Domain (no inquisition here), Wizard (sword bender) 8, Eldritch Knight starting at 12th.

As MAD as it gets, this fine fellow is all about 'casting' fling propeller between mind arsenal's 3 +Cha/day, the Magic domain's hand of the acolyte 3 +Wis/day and the sword bender's sword of the mage 3 +half-Wiz level +Int/day. Exotic Weapon Proficiency (bastard sword) seems the best fit for the sword bender's arcane bond.

With only 14s in Int, Wis and Cha this character can fling propeller with a Large bastard sword 19/day. Aasimar work best due to their racial +2 Wis and +2 Cha, especially in a point-buy campaign, as can certain strains of Human.

Iterative attacks are not what you care about very much. You want Vital Strike (qualifying for it at 11th so snag it at 12th with your first level of Eldritch Knight's bonus combat feat). At 13th you pick up Arcane Blast and at 15th you pick up Improved Critical (bastard sword).

Wizard spells are kept to V only components whenever possible. Wear all the armor you like, your spells won't care. Specifically, true strike does not care. While your spells/day are pretty meh, you have a smattering of Inquisitor spells plus Wizard spells for assorted buffing purposes. I don't recall the rules for scrolls, so these and wands might be your primary source of buff spells while wearing armor.

As an aside, you get Cha to saves, Judgement 1/day and Smite Evil 1/day, buckets of armor, shield and weapon proficiencies and a frightening capacity to chop the enemy into chunky salsa once a round. Monster Lore adds a smidge extra to Knowledge checks pertaining to whether or not you can fully benefit from fling propeller. Stern Gaze +1 has its benefits. Both unlock feats if you want.


@The Mad Comrade: You prolly want the two handed thrower feat.


"The Glutton for Punishment (Tank)"

Class(s): Shaman/Unchained Monk

Race: Human

Traits: Heirloom Weapon (Scythe), Quain Martial Artist

Progression
1st- Monk (1st)
Feats: Urgathoa's Hunger (Divine Fighting Technique), Weapon Focus (Scythe), Improved Unarmed Strike, Stunning Fist, Dodge

2nd- Shaman (1st)
Spirit: Life

3rd- Shaman (2nd)
Feats: Crusader's Flurry
Hex: Life Link

4th- Monk (2nd)
Feat: Combat Reflexes

5th- Monk (3rd)
Feat: Ascetic Style

6th- Monk (4th)
Ki Power: Qinggong Power (Barkskin)

7th- Monk (5th)
Feat: Ascetic Form
Style Strike: Flying Kick

8th- Monk (6th)
Feat: Improved Trip
Ki Power: Qinggong Power (Power Attack)

9th- Monk (7th)
Feat: Vicious Stomp

10th- Monk (8th)
Ki Power: Qinggong Power (Restoration)

How's that look?


Pretty awesome! But what would your stat spead look like?

Also while the build can make a lot of scythe attacks single hits aren't as big and thus gain less life.

Also ascetic style and Ki-Attack are really putting a tax on your swift actions.


Alex Mack wrote:

Pretty awesome! But what would your stat spead look like?

Also while the build can make a lot of scythe attacks single hits aren't as big and thus gain less life.

Also ascetic style and Ki-Attack are really putting a tax on your swift actions.

Stats spread would depend on the game, based on Point Buy or rolling. But mainly I'd go STR, WIS, DEX as main.

Ascetic Style only needs a Swift in the start of combat so it's not that bad.

Plus Ki gives you something to do with that Swift on rounds you don't use Hunger.


Off-topic but has been discussed in thread, so hidden behind a spoiler tag for peace of mind:

Flinger of Propellers:

LG (gender) Aasimar; 25 point-buy configuration (20 point-buy reduces Str by 2, adjust accordingly)
Paladin 2 (mind blade), Inquisitor 1 (Magic domain), Wizard (sword bender) 8, Eldritch Knight 4

Init +1
Senses darkvision 60 ft,; Perception +22
Speed 20 ft

hp 150 (6d10 [45] +1d8 [5] +8d6 [32] +60 from Con bonus +8 favored class bonus)
AC 29, 28 flat-footed improves to 33, 32 flat-footed with shield (touch AC +12 armor +3 natural armor)
Touch AC 14, 13 flat-footed (10 +1 Dex +3 deflection); incorporeal touch AC 18, 17 flat-footed with shield
Fort +22, Reflex +13, Will +25
Resist acid 5, cold 5, electricity 5, fire 5

Melee +18/+13 Large adamantine +3 growing impact impervious bastard sword (3d8+12, 17-20); growing (4d8+12, 17-20)


  • Power Attack Furious Focus +18/+10 (3d8+21, 17-20); growing (4d8+21, 17-20)
  • Power Attack Furious Focus Vital Strike +18 (6d8+21, 17-20 [crit 9d8+42]); growing (8d8+21, 17-20 [crit 12d8+42])

Ranged


  • +16 Large adamantine +3 growing impact impervious bastard sword to a 30’ range via hand of the acolyte or mind arsenal or to a 45’ range via sword of the mage with Vital Strike (6d8+12, 17-20 [crit 9d8+24])
  • +14/+9 +1 adaptive composite longbow firing adamantine +3 arrows (1d8+9/x3)
  • Arcane Blast +11 ranged touch (damage varies)

boots of the winter jarl 1/day for 10 minutes make the character a frost giant wielding a Huge bastard sword as follows:


  • Space 10 ft., Reach 10 ft., Str 32 (+11), Dex 10, Con 22 (+6); touch AC 12, AC 31, CMD 32, Fort +24, Reflex +12, hp 180; resist cold 20, vulnerable to fire, low-light vision, rock catching and rock throwing.
  • Melee +23/+18 Huge adamantine +3 growing impact impervious bastard sword (4d8+19, 17-20); growing Gargantuan sword (6d8+19, 17-20)
  • Melee Power Attack Furious Focus +23/+16 (4d8+28, 17-20); growing Gargantuan sword (6d8+28, 17-20)
  • Melee Power Attack Furious Focus Vital Strike +23 (8d8+28, 17-20 [12d8+56]); growing Gargantuan sword (12d8+28, 17-20 [18d8+28])
  • Ranged adaptive composite longbow firing adamantine +3 arrows +12/+7 (2d6+14/x3)
  • Ranged hand of the acolyte/mind arsenal/sword of the mage +14 Vital Strike (8d8+19, 17-20 [12d8+38])
  • Ranged arcane blast +9 ranged touch (damage varies)

Special Attacks arcane blast (su) +11 ranged touch to 30 ft plus Vital Strike (damage varies by spell level converted), hand of the acolyte (su) 7/day, mind arsenal (su) 7/day, sword of the mage (su) 11/day

Spell-like Ability CL 15th, concentration +19

  • at-will detect evil
  • 1/day daylight

Inquisitor Spells Known CL 1st, concentration +5, Wis-based casting


  • 1st (DC 15, 2/day) bed of iron, cure light wounds
  • Orisons (DC 14) create water, disrupt undead, resistance, stabilize

Wizard Spells Prepared CL 11th, concentration +15, Int-based casting


  • 5th (DC 19, 1/day) 1 open slot
  • 4th (DC 18, 3/day) dimension door, emergency force sphere, Still haste
  • 3rd (DC 17, 4/day) Still magic missile (3); 1 open slot
  • 2nd (DC 16, 5/day) Still magic missile (3), Still shield, 1 open slot
  • 1st (DC 15, 5/day) feather fall, true strike (4)
  • Cantrips (DC 14) flare, grasp, oath of anonymity, sotto voce

Statistics
Str 22 (+6), Dex 12 (+1), Con 18 (+4), Int 18 (+4), Wis 18 (+4), Cha 18 (+4)
BAB +10/+5; CMB +16; CMD 30; Intimidate DC 29; Feint DC 24
Feats Arcane Blast, Craft Magic Arms and Armor, Exotic Weapon Proficiency (bastard sword, hand crossbows, repeating crossbows) bonus/class, Furious Focus, Improved Critical (bastard sword), Power Attack (-3/+9), Quicken Spell, Scribe Scroll, Still Spell, Two-Handed Thrower, Vital Strike

Skills 64 total skill ranks Climb/Swim +8 w/ -3 from ACP, Knowledge (arcana) +22 (+26 monster lore), Knowledge (dungeoneering, local, nature, planes, religion) +10 (+14 monster lore), Perception +22 via headband, Spellcraft +22, Stealth +16 w/ -3 from ACP via headband, Use Magic Device +22

Class Abilities proficient with light, medium and heavy armor; proficient with all shields (except tower shields); proficient with all simple and martial weapons; proficient with all hand and repeating crossbows; arcane bond (Large bastard sword), aura of good, bonus feats (several), cantrips, detect evil at-will, divine grace, domain (Magic) ‒ hand of the acolyte 7/day, judgement 1/day (varies, q.v.), mind arsenal 7/day, monster lore, orisons, smite evil 1/day (+4 attack bonus, +2 weapon damage bonus and bypasses DR until target is slain/defeated), spells (inquisitor and wizard), stern gaze +1, sword of the mage 11/day

Combat Gear Large adamantine +3 growing impact impervious bastard sword (81,070 gp; 12 lbs; hardness 32, 86 hp), celestial plate armor (28,650 gp; 25 lbs; ACP -3; ASF 20%; +9 armor, max Dex +6; 1/day fly on command at CL 8th; hardness 21, 120 hp); +1 adaptive composite longbow (8,400 gp; 3 lbs), and 60 adamantine +3 arrows in 3 quivers (21,603 gp; 9 lbs.)

Other Gear headband of mental superiority +4 (Perception, Stealth) (64,000 gp; 1 lb); belt of physical might +4 (Str and Con) (40,000 gp; 1 lb); cloak of resistance +5 (25,000 gp; 1 lb); boots of the winter jarl (20,000 gp; 1 lb); ring of protection +3 (18,000 gp); amulet of natural armor +4 (18,000 gp); handy haversack (2,000 gp; 5 lbs.); a string of 20 pearls of power (1st level) worn about the neck (20,000 gp); 1 fully charged wand of Extended shield (CL 3rd; 4,500 gp), 2 fully charged wands of cure light wounds (1,500 gp), wizard spell book and spell component pouch in haversack. Arcane foci for true strike. Encumbrance 33 lbs.

Wizard Spellbook


  • 5th Level fabricate, teleport
  • 4th Level dimension door, emergency force sphere
  • 3rd Level fly, haste
  • 2nd Level bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, make whole, owl’s wisdom
  • 1st Level enlarge person, endure elements, feather fall, magic missile, shield, true strike
  • Cantrips grasp, oath of anonymity, sotto voce plus CRB cantrips

Notes No background skills or traits have been applied although I normally use both. Remaining gear budget/tender of 7,812 gp to be spent as the player sees fit.

Getting as many fling sword effects as possible significantly dilutes hitting reliability without assistance from the character's allies and being willing to fling 1/2 rounds via true strike. On the upside, the character can so fling 24 times in a day, only 1 shy of their daily ability to do so.

At 16th level the character's base attack bonus improves to +11/+6/+1, right on time to pick up Improved Vital Strike for even more raw damage output via fling propeller.

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