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Do you have any cool builds you want to share?

Being a big fan of Big Sticks I've been fiddling around with a barbarian. As I like damage I went for a Dwarven Barbarian with the giant totem.

Dwarf Barb
STR 18 DEX 14 CON 16 INT 10 WIS 12 CHA 8

Feats
Ancient Blood
Sudden Charge
Swipe
Cleave
Raging Athlete/ Sudden Leap

Maul +4 1d12+10

Not sure where to take it from here but prolly cleave feats and investing skills and feats in athletics, survival and possibly intimidate? I only get my first point of resonance at level 4 so that might be a bit late?


Goblin Alchemist level 6

Str14, Dex18, Con16, Int18, Wis10, Cha14
Ancestry Feats: Flame Heart (1), Burn It (5)

Class Feats: Far Lobber (1), Rogue Dedication (2), Rogue Feat - Quick Draw (4), Calculated Splash (6)

General Feat: Remarkable Resonance

3 attacks, Alchemist Fire 2d8+1+3persistent+4 splash(from Int)
So 3 x 2d8+8 fire damage

The quick draw feat allows a strike on my interact action to draw a weapon (bomb). Because the multiple attack penalty occurs only on attack actions, and this feat uses an interact action to strike, then you can draw three bombs and attack with them at your highest attack.

Here's the reference:
"The second time you use an attack action (anything with
the attack trait) during your turn, you take a –5 penalty
to your attack roll. On your third attack (and any
subsequent attacks if you have a way to take more) you
take a –10 penalty."

Also the alchemist class states alchemist's fire is 1d6, but the item entry says 1d8...


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Been working on a strength rogue, using intimidation, You're Next, and Dread Striker to line up death chains.

Level 5:

Str 18
Dex 16
Con 14
Int 12
Wis 12
Cha 14

Attacks: +1 Hatchet +10/+6/+2 2d6+4 agile, sweep, throw (10') sneak attack +2d6

AC 21 TAC 20 (+1 chain shirt)
HP 60

Human Feats:
Half-Orc (Orc Sight, Orc Toughness)
Orc Sight

Rogue Feats:
You're Next
Footpad's Focus
Dread Striker

Combat Skills:
Intimidation (expert) +8 (+9 coerce or demoralize)
Athletics (expert) +9

Skill Feats:
Robust Recovery (background)
Intimidating Glare
Intimidating Prowess
Assurance (Intimidation)
Assurance (Athletics)
Battle Medic

General Feat: Weapon Proficiency

Works out better than I had thought. Medicine stuff is mostly because I like battle medic (though it might be better off saving it for a few levels later, when crit fails aren't options for the DC 20 check). Uses athletics and intimidation to make foes flat-footed, then swings with the hatchet mostly chosen for not being an iconic rogue weapon.

Dark Archive

Half-elf wizard that uses rogue dedication to become an arcane trickster!

Trickster:

Str 10 Dex 16 Con 12 Int 18 Wis 10 Cha 12

Background: Noble
Trained: Acrobatics, Athletics, Deception, Diplomacy, Arcana, Society, Thievery

1 Courtly Graces, Eschew Materials, Half-elf (trained in Diplomacy, Elven Speed)
2 Rogue Dedication (Cat Fall), Steady Balance
3 Expert Deception, Half-elf (low-light vision, Elven language)
4 Conceal Spell, Pickpocket
5 Expert Thievery, Ancestral Longevity, +2 Dex, Con, Cha; +1 Int
6 Quick Preparation, Subtle Theft
7 Master Thievery, Spell Thievery
8 Skill Mastery (Deception), Master Deception, Lengthy Diversion


Terrordactyl wrote:
The quick draw feat allows a strike on my interact action to draw a weapon (bomb). Because the multiple attack penalty occurs only on attack actions, and this feat uses an interact action to strike, then you can draw three bombs and attack with them at your highest attack.

Does Strike not have the attack keyword?

Dark Archive

Colette Brunel wrote:
Terrordactyl wrote:
The quick draw feat allows a strike on my interact action to draw a weapon (bomb). Because the multiple attack penalty occurs only on attack actions, and this feat uses an interact action to strike, then you can draw three bombs and attack with them at your highest attack.
Does Strike not have the attack keyword?

Strike absolutely has the attack keyword. I believe he's making the argument that his action is doing the strike instead of his character doing it. I think that's a farfetched interpretation personally, but the rules are new.

Dark Archive

Paradozen wrote:
Been working on a strength rogue, using intimidation, You're Next, and Dread Striker to line up death chains.** spoiler omitted **Works out better than I had thought. Medicine stuff is mostly because I like battle medic (though it might be better off saving it for a few levels later, when crit fails aren't options for the DC 20 check). Uses athletics and intimidation to make foes flat-footed, then swings with the hatchet mostly chosen for not being an iconic rogue weapon.

I like your hatchet man. Very spooky weapon choice! Can I ask why Assurance? It seems like it wouldn't see too much use, as it's only better than your rolling a 5 or 6.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I made a kinda Inquisitor

Human Ranger, Hunter Background
Str: 12
Dex: 18
Con: 12
Int: 10
Wis: 16
Cha: 10

Lvl1: Incredible Initiative, Crossbow Ace
lvl2: Cleric Dedication(Desna), Battle Medic
lvl3: Shield Prof, Wep Expertise(bows)
lvl4: Domain(Luck), experienced Smuggler
lvl5: (Con,Dex,Wis,Str), Clever Improvisor

The idea is to use hand crossbow + shield when needing the defense for the increase from Crossbow Ace. (just realized I'd have to drop shield to reload so maybe no hand crossbows). Or using a normal crossbow if being able to stay at range.

Then from here I can either take favored aim/running reload or go directly into the cleric spellcasting for Magic Weapon and Crisis of Faith.


Mergy wrote:
Paradozen wrote:
Been working on a strength rogue, using intimidation, You're Next, and Dread Striker to line up death chains.** spoiler omitted **Works out better than I had thought. Medicine stuff is mostly because I like battle medic (though it might be better off saving it for a few levels later, when crit fails aren't options for the DC 20 check). Uses athletics and intimidation to make foes flat-footed, then swings with the hatchet mostly chosen for not being an iconic rogue weapon.
I like your hatchet man. Very spooky weapon choice! Can I ask why Assurance? It seems like it wouldn't see too much use, as it's only better than your rolling a 5 or 6.

Dunno about them, but as a person who rolls regularly low, and knowing a friend who rolls either 1s or 20s but at the wrong time, lemme tell you I'm gonna love that feat for my characters.


Terrordactyl wrote:

Goblin Alchemist level 6

Str14, Dex18, Con16, Int18, Wis10, Cha14
Ancestry Feats: Flame Heart (1), Burn It (5)

Class Feats: Far Lobber (1), Rogue Dedication (2), Rogue Feat - Quick Draw (4), Calculated Splash (6)

General Feat: Remarkable Resonance

3 attacks, Alchemist Fire 2d8+1+3persistent+4 splash(from Int)
So 3 x 2d8+8 fire damage

The quick draw feat allows a strike on my interact action to draw a weapon (bomb). Because the multiple attack penalty occurs only on attack actions, and this feat uses an interact action to strike, then you can draw three bombs and attack with them at your highest attack.

Here's the reference:
"The second time you use an attack action (anything with
the attack trait) during your turn, you take a –5 penalty
to your attack roll. On your third attack (and any
subsequent attacks if you have a way to take more) you
take a –10 penalty."

Also the alchemist class states alchemist's fire is 1d6, but the item entry says 1d8...

Actions that do other actions inherit their traits.

So the interact action doing a strike inherits the attack trait.

So you inherit the - 5

It's quite clearly written


Dual Wielder, Level 1:
Male Elf Fighter 1
Chaotic Good Medium Humanoid (Elf)
Hero Points 1; Resonance 1
Perception (E) +3; Senses Low-light vision
--------------------
DEFENSE
--------------------
HP 17
AC 15, TAC 14
Fort (E) +3, Ref (E) +5, Will (T) +2
Defensive Abilities None
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
. . Scimitar +4/-1/-6 (Dmg 1d6+2 S/Crit 2d6+4 S; forceful, sweep)
. . Fist +5/+1/-3 (Dmg 1d4+2 B/Crit 2d4+4 B; agile, finesse, nonlethal, unarmed)
Ranged None
Offensive Abilities Attack of Opportunity
--------------------
STATISTICS
--------------------
Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 10 (+0)
Background Acrobat
Skills
. . Untrained Arcana +1, Crafting* +1, Deception -1, Diplomacy -1, Intimidation -1, Medicine +0, Nature +0, Occultism +1, Performance -1, Religion +0, Survival +0
. . Trained Acrobatics* +4, Athletics* +3, Circus Lore* +3, Society +3, Stealth +4, Thievery +4
Feats
. . Ancestry Keen Hearing
. . Class Double Slice
. . General None
. . Skill Steady Balance
Languages Common, Elven, Goblin
Other Abilities Armor Proficiencies (Trained - Light, Medium, Heavy, Shields), Weapon Proficiencies (Trained - Exotic; Expert - Simple, Martial)
Combat Gear Scimitar x2, leather Other Gear None
Magic Items None
Money 0 platinum pieces, 0 gold pieces, 113 silver pieces, 0 copper pieces; Other Wealth None

Dual Wielder, Level 5:
Male Elf Fighter (Rogue) 5
Chaotic Good Medium Humanoid (Elf)
Hero Points 3; Resonance 2
Perception (E) +7; Senses Low-light vision
--------------------
DEFENSE
--------------------
HP 61
AC 21, TAC 20
Fort (E) +7, Ref (E) +10, Will (T) +6
Defensive Abilities Bravery
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
. . Scimitar +10/+5/+0 (Dmg 1d6+3 S/Crit 2d6+6 S, flat-footed for 1 round; forceful, sweep)
. . Fist +10/+6/+2 (Dmg 1d4+3 B/Crit 2d4+6 B; agile, finesse, nonlethal, unarmed)
Ranged None
Offensive Abilities Attack of Opportunity, Surprise Attack
--------------------
STATISTICS
--------------------
Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 16 (+3), Wis 12 (+1), Cha 12 (+1)
Background Acrobat
Skills
. . Untrained Arcana +6, Crafting +6, Medicine +4, Nature +4, Occultism +6, Performance +4, Religion +4, Survival +4
. . Trained Circus Lore +8, Deception +6, Diplomacy +6, Intimidation +6, Society +8, Stealth +9, Thievery +9
. . Expert Acrobatics +10, Athletics +9
Feats
. . Ancestry Keen Hearing, Unwavering Mien
. . Class Double Slice, Rogue Dedication, Twin Parry
. . General Feather Step
. . Skill Cat Fall, Skill Training (Deception), Skill Training (Intimidation), Steady Balance
Languages Common, Elven, Goblin
Other Abilities Armor Proficiencies (Trained - Light, Medium, Heavy, Shields), Signature Skills (Acrobatics, Athletics, Circus Lore, Crafting, Thievery), Weapon Mastery (Swords), Weapon Proficiencies (Trained - Exotic; Expert - Simple, Martial, Exotic Swords; Master - Simple Swords, Martial Swords)
Combat Gear Scimitar x2, leather Other Gear None
Magic Items None
Money 0 platinum pieces, 0 gold pieces, 113 silver pieces, 0 copper pieces; Other Wealth None

Dark Archive

F. Castor wrote:

** spoiler omitted **

** spoiler omitted **...

I think you've missed a stat boost. I'm counting +2 Str/Dex for elf, negating the -2 Con with the free boost, +2 Str/Dex for Acrobat background, and +2 Dex/Con/Int/Wis with your four level 1 boosts. You should also get +2 to Dex by virtue of being a fighter, leaving your starting stats at:

Str 14, Dex 18, Con 12, Int 14, Wis 12, Cha 10


Hmm... I should not have. Let me see...

Ancestry: +2 Dex, -2 Con, +2 Int, +2 Wis
Background: +2 Str, +2 Con
Class: +2 Dex
Level: +2 Str, +2 Dex, +2 Con, +2 Int

Which makes...

Str: 14 (10 + 0A + 2B + 0C + 2L)
Dex: 16 (10 + 2A + 0B + 2C + 2L)
Con: 12 (10 - 2A + 2B + 0C + 2L)
Int: 14 (10 + 2A + 0B + 0C + 2L)
Wis: 12 (10 + 2A + 0B + 0C + 0L)
Cha: 10 (10 + 0A + 0B + 0C + 0L)

Disclaimer: Regarding the feat choices, I just went with I thought would look appropriately suitable for an agile and fast swordsman who is light on his feet (yes, despite his choice of weapon) and can at the very least handle himself in the charm and wit department. No idea how good or optimal they are.

Dark Archive

Oops. I don't know how I forgot that elves don't get two free boosts.

That said, your overall progression would improve by starting with an 18 Dex. The attack to AC ratios seem really tight in this edition, so the extra +1 for levels 1-4, 10-14, and 20 might really be worth it.


Yeah, I think I can see that. But given his use of a non-finesse non-agile weapon in combination with a light or medium armor (preferably the former since he is going to be getting sneaky now and then) I went with keeping his Strength and Dexterity close to each other. Constitution needs to be a bit respectable at least I think and I always like to have a fair number of skills. Wisdom for the Will saves and Charisma for the Resonance thingy.

Basically he is all over the place and not sure how capable in combat situations, but if or when he dies he will do so in the coolest and wittiest way possible. :-P

Not sure if I would go with agile or non-agile weapons, i.e. shortswords or scimitars, but judging from the various two-weapon fighting fighter class feats, it seems that both choices have both advantages and disadvantages. Twin Parry for example provides a greater AC bonus if neither weapon is agile. And down the road Agile Grace and Two-Weapon Flurry do not actually work together if I understand their descriptive texts correctly.

Dark Archive

I would consider lowering lowering Wisdom by 2 and getting Iron Will to make up for it, or lowering Constitution by 2 (yikes!) and grabbing Toughness. I think it's worth an 18 in your starting stat due to how important crits are.

There's no reason to commit to a specific type of sword from the beginning, although keep in mind that scimitars are not finessable. The only non-agile finessable sword I can see is the rapier, so if you would like to dual-wield those, that's your opportunity to take advantage of Twin Parry. If you don't care about that, I would go rapier and short sword.


Has anyone been able to build anything that crits reliably versus level appropriate foes?

Cause one of the big selling points in the build up was the new critical rules (which sounded really cool) but looking at to hit and AC math in a PC vs. PC fight it looks that you will actually be critting less than in PF1

Dark Archive

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Alex Mack wrote:

Has anyone been able to build anything that crits reliably versus level appropriate foes?

Cause one of the big selling points in the build up was the new critical rules (which sounded really cool) but looking at to hit and AC math in a PC vs. PC fight it looks that you will actually be critting less than in PF1

I think that might not be taking into account conditional and circumstance bonuses available.

Let's say F. Castor's fighter (+5 to attack if he has 18 Dex) is fighting a Boggard Scout (AC 15). He hits on a 10, and crits only on a 20. That gives him a 55% chance of hitting on his first attack. However, he's got Double Slice, so when he attacks with both weapons he's actually got a 80% chance of hitting once and a 10% chance of critting once.

Now to add some bonuses! If the foe is flanked (-2 conditional penalty to AC), and F. Castor also has an ally that wants to use Assist (+2 circumstance bonus to all attacks). An allied bard has also used inspire courage (+1 conditional bonus to all attacks, as well as damage).

F. Castor now has a +8 to attack against an AC of 13. He hits on a 5 and crits on a 15, which is a 96% chance of hitting once and a 51% chance of critting at least once. He even has a 9% chance of critting with both attacks. The poor boggard has 20hp, and would likely not survive this.

...Maybe F. Castor's acrobat should use starknives if he can reliably get these boosts. Or swap to strength and dual wield a pick and a light pick.


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Any build that wants to crit often will have to wait until your proficiency in weapons get higher, because they provide the boost needed to reliably crit.

If a normal character would hit 55% of the time against a level appropriate monster (hitting on a 10), they would hit 50% of the time and crit 5% of the time. Every +1 to attack or -1 to the enemy's AC will increase the crit rate by 5%.

At high levels, a Fighter can hit up to 60% of the time, critting 10% of the time. Add Flat-Footed to the enemy (via flanking), and the crit rate becomes 20%. Conditional and Circumstance bonuses can increase that rate by up to 20% more (assuming +2 bonuses of each type).

65% hit rate is based on an optimized Fighter build with 24 STR (possible through an invested magic item), +5 weapon vs. a lvl 20 monster with 44 AC.

The Fighter has +20 (lvl) + 3 (prof rank) + 7 (STR) + 5 (item) = +35 to hit, so he hits on a 9, aka 60% chance to hit.


Mergy wrote:
Paradozen wrote:
Been working on a strength rogue, using intimidation, You're Next, and Dread Striker to line up death chains.** spoiler omitted **Works out better than I had thought. Medicine stuff is mostly because I like battle medic (though it might be better off saving it for a few levels later, when crit fails aren't options for the DC 20 check). Uses athletics and intimidation to make foes flat-footed, then swings with the hatchet mostly chosen for not being an iconic rogue weapon.
I like your hatchet man. Very spooky weapon choice! Can I ask why Assurance? It seems like it wouldn't see too much use, as it's only better than your rolling a 5 or 6.

Honestly, because I haven't gone over the skill feats too thoroughly yet (right now I'm picking through the spell lists and making a document that reorganizes them). Athletics might be a more sensible choice of skill for it, since Coercion and Demoralizing are incredibly level dependent.


Alex Mack wrote:

Has anyone been able to build anything that crits reliably versus level appropriate foes?

Cause one of the big selling points in the build up was the new critical rules (which sounded really cool) but looking at to hit and AC math in a PC vs. PC fight it looks that you will actually be critting less than in PF1

In actual gameplay crits are more often than paper dps due to teamwork.

New system promotes the party to work as a group rather than everyone being a one man army.

From level 1 you can reliably have a 5-6 modifier difference with buffs and debuffs, bringing that 5-10% chance to crit to 40+%


Thanks for the input folks...very insightful! Especially the flat footed condition seems quite simple to come by as it can easily be set up without using an attack action. I was actually considering whether feinting is an option for the barbarian build above, sadly you don't have a lot of points to invest in Charisma...

The assist option seems a bit lackluster as it uses the attack option. But for spellcasters it's actually pretty nice...


Alex Mack wrote:

Thanks for the input folks...very insightful! Especially the flat footed condition seems quite simple to come by as it can easily be set up without using an attack action. I was actually considering whether feinting is an option for the barbarian build above, sadly you don't have a lot of points to invest in Charisma...

The assist option seems a bit lackluster as it uses the attack option. But for spellcasters it's actually pretty nice...

the Sluggish condition is another achievable condition to seek for that lowers AC.

a lvl6 fighter with Shatter defences (and a bit of teamwork) can give -3 to enemy AC by himself while doing 2 attacks himself.

Similary, a level 1 bard using magic weapon and inspire adds +2 attack +1die (which can be up to 1d12) +1 damage which again is quite good.


Mergy wrote:
Colette Brunel wrote:
Terrordactyl wrote:
The quick draw feat allows a strike on my interact action to draw a weapon (bomb). Because the multiple attack penalty occurs only on attack actions, and this feat uses an interact action to strike, then you can draw three bombs and attack with them at your highest attack.
Does Strike not have the attack keyword?
Strike absolutely has the attack keyword. I believe he's making the argument that his action is doing the strike instead of his character doing it. I think that's a farfetched interpretation personally, but the rules are new.

I wanted to show that the Quick Draw has no attack trait and uses the interact action, which surpasses the multiple attack penalty and can therefore be abused by thrown weapon users, especially for thrown weapons that you can stock up on like bombs, shuriken, or daggers.


Terrordactyl wrote:
Mergy wrote:
Colette Brunel wrote:
Terrordactyl wrote:
The quick draw feat allows a strike on my interact action to draw a weapon (bomb). Because the multiple attack penalty occurs only on attack actions, and this feat uses an interact action to strike, then you can draw three bombs and attack with them at your highest attack.
Does Strike not have the attack keyword?
Strike absolutely has the attack keyword. I believe he's making the argument that his action is doing the strike instead of his character doing it. I think that's a farfetched interpretation personally, but the rules are new.
I wanted to show that the Quick Draw has no attack trait and uses the interact action, which surpasses the multiple attack penalty and can therefore be abused by thrown weapon users, especially for thrown weapons that you can stock up on like bombs, shuriken, or daggers.

but it does.

Quote:

Dependent Abi lities

An action, activity, free action, or reaction might call
on you to use a simpler ability—usually one of the
actions under Basic Actions on page 307—in a different
circumstance or with different effects. The dependent
ability still has its normal traits and is modified in any
ways listed in the more complex ability.
For example,
an activity that tells you to Stride up to double your
Speed modifies the Stride action by changing how far
you can move. The dependent ability doesn’t gain any of
the main ability’s traits unless specified. As noted under
Activities, the ability that allows you to use the dependent
action doesn’t require you to spend more actions or
reactions to use it; the cost is already figured in.

the quick draw action is a Complex Interact action that does a Dependent Strike. Strike has the Attack trait.

So, Quick draw GAINS the Attack trait.

Dark Archive

Terrordactyl wrote:
Mergy wrote:
Colette Brunel wrote:
Terrordactyl wrote:
The quick draw feat allows a strike on my interact action to draw a weapon (bomb). Because the multiple attack penalty occurs only on attack actions, and this feat uses an interact action to strike, then you can draw three bombs and attack with them at your highest attack.
Does Strike not have the attack keyword?
Strike absolutely has the attack keyword. I believe he's making the argument that his action is doing the strike instead of his character doing it. I think that's a farfetched interpretation personally, but the rules are new.
I wanted to show that the Quick Draw has no attack trait and uses the interact action, which surpasses the multiple attack penalty and can therefore be abused by thrown weapon users, especially for thrown weapons that you can stock up on like bombs, shuriken, or daggers.

Except that's ignoring the Dependent Abilities section spanning from page 296 to 297.

Dependent Abilities:
An action, activity, free action, or reaction might call on you to use a simpler ability—usually one of the actions under Basic Actions on page 307—in a different circumstance or with different effects. The dependent ability still has its normal traits and is modified in any ways listed in the more complex ability. For example, an activity that tells you to Stride up to double your Speed modifies the Stride action by changing how far you can move. The dependent ability doesn’t gain any of the main ability’s traits unless specified. As noted under Activities, the ability that allows you to use the dependent action doesn’t require you to spend more actions or reactions to use it; the cost is already figured in.

It says to Strike, so it has all the effects of a Strike, including multiple attack penalties.


my (last) try to make alchemist work somehow. I'll be testing him in combat encounters in 2 days from now at level 7/9/11 (which fits nicely as he basically needs level 10 to shine and level 8 to even begin to work)

Concept is Assassin (aka poison based rogue alternative)

(obviously a lot of the options, especially in skills, skill feats (i made him a magic crafter as an example, ancestries and etc are very flexible, that's just how i like him :D)

elf, street urchin, alchemist

starting stats (*is what I'll be upgrading at 5/10/15/20)

Spoiler:

str 10
dex 16 *
con 10 *
wis 12 *
int 18 *
cha 12

skills
Spoiler:

deception
thievery (3)(9)(17)
craft (5)(7)(15)
arcana (11)(13)(19)
stealth
acro
(10) athletics
underworld lore
(circlet) not sure
(20) not sure

Class feats
Spoiler:

1: far lobber
2: MULTI (rogue)
4: CALCULATED SPLASH
6: MULTI (rogue feat: Quick draw)
8: MULTI (rogue feat: Poison weapon)
10: POWERFUL ALCHEMY
12: EXTEND ELIXIR
14: DOUBLE MUTAGEN OR skill mastery
16: ETERNAL ELIXIR
18: IMPROBABLE ELIXIRS
20: PERFECT MUTAGEN

skill feats:
Spoiler:

1: alchemical crafting, pickpocket
2: subtle theft, arcane sense
4: specialty crafting
6: recognise spell
8: magic crafting
10: inventor
12: spell thievery
14: quick identification
16: impeccable craft
18: legendery thievery

racial feats:
Spoiler:

1: weapon familiarity
5: nimble
9: cantrip-shield/message/read aura/attack cantrip
13: mien
17: forlorn

general feats:
Spoiler:

3: extra RP
7: alertness
11: stride
15: imp initiative
19: toughness

Cool tricks:
-elf gives both shortsword and shortbow, opening up rogue options nicely

-mistform elixir allows you to "hide in plain sight" from level 3+

-before level 5 don't you even dare step into melee, you'll explode

-even without full speed sneak, you'll still be sneaking faster than most people will move with 40 base speed+accelerate from quicksilver

-Potent poisons+Poison weapon (level 10) allows you to use Potent Alchemy on poisons effectively, making them always having class DC

-Skill mastery instead of Double mutagen (from rogue multi) at level 14 plus expert deception/stealth (in place of arcana) can make you much more ninja since it will upgrade to master AND give you Slippery Secrets or Foil Senses skill feats which are both quite amazing.

-you can 1 action create potent poison, 2 action apply to arrow, 3rd action quickdraw your bow and shoot it, allowing for ranged potent poisons (always useful to have regular advanced alchemy poisons with appropriate DCs covered arrows as well, since you can choose when to shoot them)

-Drop your bow and repeat (by spending 1 extra RP and 2 gp with Returning clasp trinkets on your bow

-Surpise attack pairs with bombs somewhat, allowing a ranged touch vs flat-footed for 1st round for higher chances to crit with your opener salvo.

-quick draw allows for single action draw and bomb actions, keep in mind though that bombs are NOT agile.

-lol at level 18 permanent quick/fly/invis/etc, level 16 permanent mistform is also nice before the "capstone" of impropable elixirs

-mutagens will probably be either Juggernauts for melee, or Quicksilver for range (or both with double)

-Quicksilver helps with bombs not having good +item bonus to attack (+2 at 19...)

-Don't forget that Inhale poisons are basically better debilitating bombs (better conditions and area of effect without having to pick up feats for them)


Here's a thing I'm working on-

Dwarf Paladin of Torag
Background: Blacksmith
Str 18 Wis 16 Con 14 Dex 12 Int 10 Cha 8
Class Feats
1) Hospice Knight (you can't lay on hands yet so feel free to take anything else)
2) Cleric Dedication
4) Domain (you now key your spell point pool off of the higher of WisMod and ChaMod, so you can lay on hands now) - I like earth for the rock-throwing power.

For ancestry, skill, and general feats I'd probably lean Hardy, Magical Crafting, and Toughness or something.

Lot of directions you can take it from here, either as a Wis-based martial paladin or pick up some spellcasting.

My concern is how survivable it is for 4 levels without being able to lay on hands, but this is probably a more functional "Dwarf Paladin" thereafter than we got in PF1. It would be nice if I could take the dedication at level 1 so I could snag divine grace at level 2 though.


Human Ranger Archer with Animal Companion

most of the later level skill and general feats can be any order

Can cover Roles: Ranged Striker, Monster Knowledge (as free action), Scout, Trap Finder/Disabler

lvl1: Str(12), Dex(18), Con(12), Int(10), Wis(16), Cha(10)
lvl5: Str(14), Dex(19), Con(14), Int(10), Wis(18), Cha(10)
lvl10: Str(16), Dex(20), Con(16), Int(10), Wis(19), Cha(10)
lvl15: Str(18), Dex(21), Con(18), Int(10), Wis(19), Cha(12)
lvl20: Str(18), Dex(22), Con(18), Int(12), Wis(20), Cha(14)

Human
(8HP, Medium, Speed 25, Lang[common, *], A1: Natural Ambition)
Any Dex or Any Wis Background
Ranger
(10HP, Perception(Expert),
Fort(Expert), Ref(Expert), Will(Expert),
Simple Weapons(Trained), Martial Weapons(Trained),
Light Armor(Trained), Medium Armor(Trained),
Signiture Skills(
Acro,
Athl,
Craft,
Nature,
Stealth,
Survival),
6+int skills to trained)

*1: Hunt Target
A1: Natural Ambition(Monster Hunter)
R1: Animal Companion (Cat or Bird)

R2: Favored Aim
S2: Assurance (Nature)

*3: Weapon Expertice (Bows)
SI3: Nature to Expert
G3: Automatic Knowledge (Nature)

R4: Companion Bond or Scout's Warning
S4: Natural Medicine

AB5: Dex, Wis, Con, Str
A5: Skilled (Thevery, Medicine)
SI5: Stelath to Expert
*5: Trackless Step

R6: Full Grown Companion
S6: Forager

*7: Evasion (reflex and perception to master)
G7: Expeditious Search
SI7: Nature to Master

R8: Hazard Finder
S8: Foil Sences

A9: General Training (Trick Magic Item)
*9: Natures Edge
SI9: Stealth to Master

AB10: Dex, Con, Str, Wis
R10: Master Monster Hunter
S10: Swift Sneak (general, skill, Master Stelath, 7)

G11: Assurance (Stelath)
SI11: Thevery To Expert
*11: Wild Stride

R12: Incredible Companion (Nimble)
S12: Train Animal

A13: Haughty Obstinacy
SI13: Thevery to Master
*13: Weapon Mastery (Bows)

R14: Distracting Shot
S14: Quick Unlock

AB15: Dex, Str, Con, Cha
G15: Incredible Inititive
*15: Improved Evasion (reflex and perception to legendary)
SI15: Nature to Legendary

R16: Specialized Companion (Ambusher?)
S16: Assurance (Thevery)

A17: General Training (Feather Step)
SI17: Stealth to Legendary
*17: Masterfull Hunter

R18: Greater Distracting Shot
S18: Legendary Sneak

G19: Toughness
SI19: Thevery to Legendary
*19: Swift Target

AB20: Dex, Int, Wis, Cha
R20: See the Unseen
S20: Survey Wildlife

*fixed formatting hopefully


Mergy wrote:

Except that's ignoring the Dependent Abilities section spanning from page 296 to 297.

** spoiler omitted **

It says to Strike, so it has all the effects of a Strike, including multiple attack penalties.

I missed that...well, that's fine. Still allows for three bomb attacks with penalties.

Thanks for finding that guys!

Dark Archive

PossibleCabbage wrote:

Here's a thing I'm working on-

Dwarf Paladin of Torag
Background: Blacksmith
Str 18 Wis 16 Con 14 Dex 12 Int 10 Cha 8
Class Feats
1) Hospice Knight (you can't lay on hands yet so feel free to take anything else)
2) Cleric Dedication
4) Domain (you now key your spell point pool off of the higher of WisMod and ChaMod, so you can lay on hands now) - I like earth for the rock-throwing power.

For ancestry, skill, and general feats I'd probably lean Hardy, Magical Crafting, and Toughness or something.

Lot of directions you can take it from here, either as a Wis-based martial paladin or pick up some spellcasting.

My concern is how survivable it is for 4 levels without being able to lay on hands, but this is probably a more functional "Dwarf Paladin" thereafter than we got in PF1. It would be nice if I could take the dedication at level 1 so I could snag divine grace at level 2 though.

I really like this one, and it's also something that 1E can't do well. I might lean towards also getting Warded Touch so that there's no difficulty using a heavy shield. Alternatively, become a paladin of Irori and enjoy your 1d6 unarmed strike to go with said heavy shield.


Mergy wrote:
PossibleCabbage wrote:

Here's a thing I'm working on-

Dwarf Paladin of Torag
Background: Blacksmith
Str 18 Wis 16 Con 14 Dex 12 Int 10 Cha 8
Class Feats
1) Hospice Knight (you can't lay on hands yet so feel free to take anything else)
2) Cleric Dedication
4) Domain (you now key your spell point pool off of the higher of WisMod and ChaMod, so you can lay on hands now) - I like earth for the rock-throwing power.

For ancestry, skill, and general feats I'd probably lean Hardy, Magical Crafting, and Toughness or something.

Lot of directions you can take it from here, either as a Wis-based martial paladin or pick up some spellcasting.

My concern is how survivable it is for 4 levels without being able to lay on hands, but this is probably a more functional "Dwarf Paladin" thereafter than we got in PF1. It would be nice if I could take the dedication at level 1 so I could snag divine grace at level 2 though.

I really like this one, and it's also something that 1E can't do well. I might lean towards also getting Warded Touch so that there's no difficulty using a heavy shield. Alternatively, become a paladin of Irori and enjoy your 1d6 unarmed strike to go with said heavy shield.

Not sure why this is a better "Dwarf Paladin" than Paladin PF1. Is it because at the end of the build, you'll have better spell list than PF1?

As for me, wanted Alchemist.

Went Monk.

Human - Background Scout.
Str 16 Dex 14 Con 14 Int 10 Wis 14 Cha 10

Class Feats
1 - Tiger/Crane Style and Ki Strike.

Not sure about the system yet. The / for the style feats is that I'm unsure of which one to get. I'd probably take Crane if there wasn't another strong frontliner(Paladin, Barbarian, Fighter) and Tiger if there's enough "Tanks". Ki Strike is picked up due to Human Ancestry.

Side note, find it kinda annoying to comb through spells to get to Powers.

As for General Feat dunno. Feather Step or Fleet maybe to just dart in and out. Maybe Toughness if I needed to be stronger frontline.


Dwarf Paladin of Irori (Scholar background):
Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8
AF: Hardy. PF: Hospice Knight (as per what PossibleCabbage said, planning to MC to Cleric so it can key off Wis. Extra bonus: Medicine skill for survival til then.)
Irori's weapon is the Fist, so his unarmed strikes are 1d6, but still non-lethal. Nice in a bar fight, not much good otherwise. Instead, he'll be using a War Flail. Go big or go home, right?
Skills: Trained in Acrobatics, Athletics, Lore (Academia), Medicine, Religion, Society.

advancement:
Lvl 2: Cleric Dedication (Picking up Light, and Shield as Cantrips), Battle Medic

Lvl 3: Righteous Ally (Blade Ally), Expert in Athletics, Toughness

Lvl 4: Domain (Clerics Feat): Might, Steady Balance

Lvl 5: + Str Con, Dex, Wis; Mountain Roots, Expert in Religion, Weapon Expertise: Flails

Lvl 6: Student of the Canon, Basic Dogma (Expanded Domain: Knowledge),

Lvl 7: Armored Fortitude (I really don't like the ham-fisted forcing of Paladin and Fighter into Heavy Armor), Master in Athletics, Fleet

Lvl 8: Advanced Dogma (Advanced Domain: Might), Additional Lore: Warfare, both Lores immediately level to Expert

Lvl 9: Boulder Roll, Holy Smite (is a joke, thanks to Cha 8. Do they start healing?) Master in Religion

Lvl 10: + Str, Con, Wis, Int; Divine Will

Lvl 11: Aura of Justice, Trained in Arcana, Alertness

Lvl 12: Radiant Blade Spirit, Quick Climb

Lvl 13: Stonecunning, Armor Mastery, Trained in Occultism

Lvl 14: Lasting Reprisal, Quick Swim

Lvl 15: + Str, Con, Wis, Int; Weapon Mastery, Legendary at Athletics, Feather Step

Lvl 16: Was considering taking the Cleric feat Align Armament, but depending on what they clarify the duration to be it could be really good or completely worthless. So instead: Instrument of Zeal, Legendary Climber

Lvl 17: Legendary Armor, Legendary Religion, Giant Bane

Lvl 18: Angelic Form (Grumpy Bearded Angel!), Legendary Swimmer (even though he can fly now...)

Lvl 19: Hero's Defiance, Expert Arcana, Lightning Reflexes

Lvl 20: Pally capstones are meh. The Shield one is better than the Sword one, and the sword one sucks for this character because Keen (still) doesn't work on Bludgeoning weapons. Can we maybe rename Keen to something less specific, and stop discriminating against bludgeoning weapons for no darn reason? Celestial Mount is ok, but I don't qualify on account of being a dwarf that hates riding things. Oh well. There's no worthwhile Cleric options on the list either, so...Radiant Blade Master. At least Greater Disrupting could be handy occasionally. + Str, Con, Int, Cha (Finally no -1 on Cha checks! Now that's a capstone! lol), Skill Training: Nature.

Final Stats: Dwarf (Dwarf, Humanoid, Angel, Celestial)
Str 22(24), Dex 14, Con 20, Int 16, Wis 20(22), Cha 10

gear:
+5 Legendary Splint Mail (0 ACP, Clumsy) Speed -10(0 because of Paladin and Dwarf), Rune of Greater Fortification, Possibility Tome, Greater Armbands of Athleticism, +4 War Flail, Rune of Speed,
Headband of Inspired Wisdom, Belt of Giant Strength, Greater Frost Rune, +3 Javelin, Rune of Returning

skills:
Acrobatics (T) +22, Arcana (E) +24, Athletics (L) +35, Lore:Academia (E) +24, Lore:Warfare (E) +24, Medicine (T) +26, Nature (T) +26, Occultism (T) +23, Religion (L) +29, Society (T) +23

attacks:

War Flail: +33 5d10+7 B Sweep, Trip (+35), Disarm (+35), Greater Frost, Speed, Variable power from Blade Ally
Javelin: +23 4d6+7 P Thrown 30, Returning (Which effectively allows 3 attacks, since it automatically returns to hand at the end of the Strike action used to throw it, removing the need to "load." Pretty nice improvement for that ability.

defenses:
HP: 330
AC: 43 (Proficiency +23, Magic Armor +5, Splint Mail +5)
TAC: 40 (Proficiency +23, Magic Armor +5, Splint Mail +2)
Greater Fortification
Shield Cantrip, +1 AC, Hardness 20
Reflex (E) +23, Fortitude (M, Successes count as crits) +27, Will (M, Successes count as crits) +28, Perception (E) +27, Poison Resistance 10, +2 vs Shove and Trip

movement:
Base Speed: 25, Fly 25, Swim 25, Climb 25

spells:
SP: 12
Lay on Hands (1) 1 Somatic Action for 19d6 Healing. And +1 AC to target ally for 1 round. Same damage/AC penalty for Undead.
Athletic Exploit (1) Now useless, but still handy at lower levels. Take no armor check or move penalty for armor til end of turn for 1 Somatic Casting Action.
Lorekeepers Fortune (1) Free Action Verbal Casting. When you use an action to Seek or Recall Knowledge: Roll twice and take the better result.
Enduring Might (2) Somatic Casting Reaction. When an Attack or Effect would deal you damage: Gain Resistance to all of that attack's damage equal to you level plus your Str modifier (27).
Hero's Defiance (2) Verbal Casting Free Action. An attack other than Disintegrate/Death effect would bring you to 0 HP: Before applying the attack's damage, heal 19d4. You can't use this ability again for 1 minute. (Considering that's the exact healing a Lay on Hands grants at that level, I wonder if Hospice Knight is meant to apply to that?)

special actions:

Battle Medic (1 action) DC 20 check to heal 1d10+6 1/day/target
Boulder Roll (2 Actions) Shove enemy around, or do 27 damage if he attempts to resist.
Retributive Strike (Reaction) Attack an enemy that just hit your ally at -2. If you hit, target is enfeebled and takes persistent good damage equal to you Cha mod...in this case 0. Thanks to Lasting Reprisal, the enfeebled condition is stronger and lasts longer. Can choose to take a -5 instead, in order to grant retributive strike to allies within 10' that threaten the same enemy. Allies' Retributive Strikes don't apply enfeebled. Thanks to Instrument of Zeal, on a crit add +1 die of damage, and enemy is slowed 1 on its next turn.
Trip (1 action) As long as target is 2 sizes or less bigger than him, he can attempt an athletics check (+35) vs the targets Reflex DC. On a success the target is prone, on a crit the target also takes 1d6 bludgeoning, on a crit fail, fall prone or drop his weapon if using the War Flail.
Disarm: (1 action) As long as target is 2 sizes or less bigger than him, he can attempt an athletics check (+35) vs the targets Reflex DC. On a success the target's grasp is weakened (+2 to disarm until its turn). On a crit the item falls on the ground in its space. On a crit fail, you become flat-footed til your next turn, or drop your weapon.

tactics:
Use trip early and often. Lay on hands is a backup for emergencies, since using it in combat requires you to waste an action regripping your war flail. Mostly use the other Spells. Disarm is great against slow opponents, but you need a crit to really make it useful. The flail's critical specialization bonus, which he gets, is knockdown. Try to keep knocking them down whenever you get the chance. Shield is handy when you have to tank a big bad. Not as good as a real shield, but it doesn't require a hand either. Retributive Strikes are pretty nice, take those whenever you can, generally adding in the Aura of Justice ability to allow your buddies to get in on the action. To enable that, you're going to want to stick close to a Barbarian, or other melee who doesn't have fantastic AC. In general you want to try to stack bonuses/debuffs so you can crit a lot, you get a lot from crits. Lots of Damage, Knockdown, Slow, plus whatever you get from your Blade Ally.
Out of combat, he's gruff and not terribly personable, but he's also a font of knowledge on a wide variety of subjects, though of course his favorites to wax philosophical about are Religion and Philosophy.


Magical Mounted Knight

Elf Fighter 5:

Ancestry: Elf
Background: Warrior
Class: Fighter
Str 19
Dex 14
Con 12
Int 18
Wis 12
Cha 10

Ancestry:
30' speed, Low-Light Sight,
Common, Elvish, Dwarfish
Ancestral Longevity, Otherworldly Magic (Light)

Background:
Warfare lore trained
Quick Repair

Class:
1.) Attack of Opportunity
1.) Reactive Shield
2.) Wizard Dedication
2.) (Any skill feat)
3.) Weapon Master (Swords)
3.) Ride
4.) Basic Arcane Spellcasting
4.) Natural Medicine
5.) Bravery
6.) Shield Warden

Skills:
Trained-Lore(warfare), Acrobatics, Crafting, Medicine, Intimidation,
Expert-Nature, Athletics

Spellbook:
0 Ray of Frost 1 Mending 2 Phantom Steed
0 Shield 1 True Strike 2 Mirror Image
0 Sigil
0 Detect Magic

Spells Prepared:
0 Light (Innate)
0 Shield
0 Ray of Frost
1 True Strike
2 Phantom Steed

Gear:
+1 Half Plate
+1 Bastard Sword
Expert Heavy Steel Shield
2 Heavy Steel Shields
Spellbook
Material Component Pouch
Whatever else
Attacks:
+1 Bastard Sword +13/+8/+3 2d8+4 S Two-Hand d8
Ray of Frost +8 1d8+4 Cold

Defenses:
HP 72 AC 24 TAC 20
Fort +10 Ref +11 Will +8
Reactive Shield: Raise shield as reaction to melee strike
Raise Shield: +2 AC
Shield Block: Reaction to physical damage, shield absorbs 11 damage
Bravery: Successful saves v. fear are critical successes, critical successes add +2 on saves v. fear for 1 minute
Shield Warden: Can use shield block on an ally

The goal is to use phantom steed for adventuring days to get around the move speed penalty from heavy armor. The phantom steed is incredibly fragile, which is why shield warden was chosen, to extend the duration. The first AoE will drop it in a day, but the character still has a manageable speed off the horse, and gets some magical leverage out of 1/day true strike. The Shield cantrip is largely for when the actual shields are dented or broken, and for when offense is a priority because the knight can swap to 2-handing the bastard sword and spamming shield.

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