[PFS] Looking for an interesting build.


Advice

Grand Lodge

Greeting all. I'm stumped as to what to build next, as one of my builds for PFS.
My last build i sought help on- a Occultist not dependent on the Transmutation school doesn't look like it would pan out as i hoped it would; and i haven't gotten any advice in making it functional build with the direction i hoped to take it.
So, i'm turning to the collective "community" for interesting builds.

These are my other builds in my PFS career- Selvaxri's characters. if you have any questions on specifics on the builds, you can ask- or just search for my threads.

I'm open to most builds, haven't played many dedicated casters. I had access to playing a Tiefling or Aasimir through the Regional Support program.
I typically don't like one-trick ponies, and typically like off-the-wall builds. I've wanted to build a Tortured Crusader, but never liked Paladins.

So, hit me up with some interesting builds. I hate admitting i can't think of some builds i'd enjoy.


Halcyon Druid with a level of Anger Id Rager Urban Bloodrager, wielding a Furious scythe and using stoneplate (with Longstrider). Dual Talent Human: 15/17, 14, 14, 10, 15/17, 7. Traits: Magical Knack, Wayang Spellhunter: Dazzling Blade.

Take Dazzling Blade, Sense Vitals, and Heroism as bonus arcane spells. In combat you buff with Sense Vitals and then slap swift-action blind on targets with Persistent Dazzling Blade. Then you start harvesting chunks of enemy with Sneak Attack Anger Bloodrage Furious scythe strikes. With level 9 Sense Vitals, a +4STR belt, and a +2 Furious scythe, you can deal almost 40 damage per hit (and instakill on scythe crits). With stoneplate and Barkskin you've got great AC. And you've still got access to good Druid spellcasting as an option too, even if your spellslots are mostly blinding and buffing.


The terrakineticist archetype of the kineticist looks fun. The most annoying part of the kineticist is how few tricks you're locked in to. A terrakineticist switches to a different character almost whenever you move to different terrain. Roleplaying the character you might back that up with different moods if not different personalities.

A sylvan trickster rogue also looks good. Your hexes might supplement your rogue abilities with flight etc., or you might use things like enforcer/a cruel weapon etc. to soften your enemies up for your hexes. Or both.


Ouch, so translation to OP, "After Ekibus spent a couple hours trying to get the Summoning focused Occultist to work, but found it not to work the way I wanted. Thank you Ekibus for the great suggestion of the arcanist with the archetype Occultist for summoning. But I decided to get other opinions."

Again for your original intent the arcanist would give you the summons you wanted and you could still keep your spells pretty intact (or have a couple summons waiting.) It is a pretty forgiving caster Since you prepare some spells but can cast them like a sorcerer. So say you needed that second magic missile you can still do it. You can pick up a familiar, potent magic, quick study and consume magic item might be fun in PFS.

Another fun one was a investigator X swashbuckler 1... Having a cha 7 while being the face of the party is always fun :) but add in a insane umd and alchemical allocation and he is one of the most versatile characters around.

I've posted many times about my archer inquisitor.."nobody expects the inquisition." or at least not a class too well known for archery destroying encounters.

Last one was a bloodrager 1, skald x...getting +8 str and con at level 3 is always fun

Grand Lodge

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I have a ton of characters that have many strength fill multiple roles in a group. I will give broad strokes if you want more info just ask. Most are focuced on action economy so you get to do a lot.

Dual cures battle oracle - great melee, misfortune for support strong action economy, Human FCB and mnemonic vestment for utility. Battle has some of the most unique powers in the game.

Sylvan sorcerer - 9th level arcane casting with a buff tiger. Grapple for extra support played as a control caster, tank (AC + shield companion), pounce for damage.

Swashigator + 1 level of unchained barb for insane parry accuracy, solid damage, amazing skills.

Shaman Arcane wandering spirit to cast of three lists and use hexes great all around cast.

Two different skalds- Knowledge monkey striker with spirit totem line. provide extra damage with every round, miss chance, hit like a truck, give fast healing extra hp, better saves. Also spell kening is a life saver.

The second is totem skald tiger wild shape, raging grappler, planer wild shape that's a fast healing high AC smiting tiger.

Fighter mutation warrior, eldritch guardian, martial master. The fighter that flys, laughs at ghost and swarms. You can spec a familiar to be ~ your fighter cr-1. Outflank + Paired opportunist + combat ref you're a terror. That can heal and fly and do lots of fun stuff. Also if you take half-elf arcane training you can use wands and scrolls.

Sword and board slayer - good skill great damage not that odd or anything go iron will > improved familiar to get some strangeness going.

Druid + 1 level Unmonk - this dwarf does good damage via frostbite flurry but can summon, crank ac, has a 19 starting casting stat (with good melee stats). This animal companion trample (psudo pounce), knocks prone sets up amazing flanks, and took extra traits so it can stabilize fallen teammates.

Id rager alchemist - built fight like Deathstroke. Closes the distance with bombs, only for the enemy to find your much deadlier up close (natural weapon grenadier build).

Eye biter mesmerist - Amazing support and debuffer. Mesmerist gets insane action economy through tricks. Also, you get an eyeball familiar.

Evangelist cleric with the animal domain. Offensive spontaneous casting, animal + cleric + bard buffs, great support spells.

Exemplar brawler - This is the non-magical general build, grab teamwork feats, hand them out, inspire (all in one round). Then beat the crap out of people. Super versatile melee build.

Two Natures fang druids- Archer with the eagle domain. You get archery feats almost as fast as a slayer, you have spontanious summons, 9th level casting , a protector familiar, 1/2 level to attack on your many shots 3+wise times a day. The other is a Sword and Board with a wolf animal companion for triping (bully archetype) most of the same benifits as above.

Bloodconduit bloodrage Investigaor. The grapple investigator! great grappler, with extracts for utility. I made mine a bonded investigator so my familiar can buff with extracts and stab what I grapple. I used an Imp it works great and sage means even more skills.

Shaman monk hexstriker - evil eye, entangle, fatigue, shaken in one round + solid damage and 9th level prepared spell casting.

Ranger 1 Goliath Druid with shapshifting hunter. All the druid goodness + favorite enemy.

Magus - Kensai whip rime frost bite, damage, debuff, control, utility casting, wand wielder for CMB via true strike.

Hafling mounted inquisitor (on a heron). This is a flying (level 2) mounted build with all the inquisitor utility, mounted combat feats, bane, rage(from inquisition), divine favor. Nearly unmatched maneuverability great damage a +5 weapon on demand at level 7.

My non-multiclass multiclass build. Sanctified slayer + Rage inquisition. Rage, sneak attack, teamwork feats, study target, divine favour. 1 Class all those great abilites + all the great inquisitor stuff.

Every character on the list can fill several roles. All have a few skill they are exceptional at. Several are exceptional in many skills. Everyone has answers to all the tough stuff in PFS. Incorporeal, swarms, DR, etc that may trip up builds more singularly focused on damage. Everyone has excelled in combat in PFS.


I don't have access to your previous characters. Maybe you can just copy and paste them into this thread.

So, are you not interested in any non-occultist summoner?


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

How about a Human Vigilante (Warlock) who floats around using Magic Trick (Floating Disk) blasting people with TWF touch-attack Mystic Bolts and spells.

When you have to move you have a pretty good AC, when you stand still you can open up with a barrage of bolts and when you feel like it you can use spells like grease to mess up terrain in ways that don't affect you whilst you're on your hover-board.

Grand Lodge

ekibus wrote:
Ouch, so translation to OP, "After Ekibus spent a couple hours trying to get the Summoning focused Occultist to work, but found it not to work the way I wanted. Thank you Ekibus for the great suggestion of the arcanist with the archetype Occultist for summoning. But I decided to get other opinions."

No, it was the general lack of assistance that i was [or rather not] receiving. Your input was appreciated, but i was hoping for a little more assistance.

If you had read what i posted in the original thread- A friend of mine is also playing a Occultist archetype, and i don't want o copy him; and also playing an Occultist archetype in an Ironfang Invasion game. I'd prefer not to copy'n'paste a character from an active campaign.

Melkiador wrote:

I don't have access to your previous characters. Maybe you can just copy and paste them into this thread.

So, are you not interested in any non-occultist summoner?

Sorry, forgot doc was locked. Here's an open link: Characters

To sum up my characters: 1- Monk, 2- Sorcerer, 3- Alchemist, 4- Druid, 5- Shaman [gm baby], 6-Ranger/Swashbuckler, 7- Bloodrager/Spiritualist, 8- U.Rogue/Warpriest, 9-Fighter (Emerald Spire]), 10- Magus, 11- Warpriest/Gunslinger, 12- Brawler/Cavalier/Fighter/U.Rogue, 13- Kineticist, 14- Cleric (Core), 15- Inquisitor, 16- Slayer/Mesmerist, 17- Barbarian, 18- Wizard (gm blob), 19- <character build wanted>, 20- Brawler

My main intent for my Occultist was to not be so focused around the Transmutation school. Conjuration got me a Summoned Servitor, Necromancy got me a Skeleton Servitor, transmutation would just be a supplemental school.
Ekibus tried to get my idea to work for him, but i don't think he has the same mindset i do.


So, you've been around the block. Not a lot that you haven't tried, and a lot of what you have tried is a bit samey. I'm not seeing a lot of pet builds and it sounded like you wanted to do an Occultist pet build, so what are your feelings towards the other pet class options: hunter and summoner?

If you want to try an off the wall summoner, then make a grappling eidolon build, based on the dirty fighting feat. Almost everyone goes for pounce on their eidolons, but the grapple build can be a lot of fun and still pretty effective. The trick is that the grab evolution gives you a flat +4 to grapple that still applies on non-grab-based grappling attempts. But you're not a one trick pony, because you still have the caster half of the summoner and the summon monster SLA.


Grandlounge had about twenty ideas, there's a handful from the rest of us. Do you want a more complete build or more ideas at this point?


So he was using a arcanist? I tried to clarify that but must have been overlooked.

I agree with Avr, Grandlounge gave a ton of ideas the cleric sounds pretty fun

Grand Lodge

Melkiador wrote:
So, you've been around the block. Not a lot that you haven't tried, and a lot of what you have tried is a bit samey. I'm not seeing a lot of pet builds and it sounded like you wanted to do an Occultist pet build, so what are your feelings towards the other pet class options: hunter and summoner?

Honestly, the Hunter just feels like a reskinned druid. unless it's really unique build- I'll pass, until i get an idea to make the build "interesting"

As for the summoner, the obvious focus is around the eidolon; leaving the summoner itself a mediocre caster. again, i'll try any interesting build- as long as it doesn't fell like something that everyone has built- i'll pass for now.

I haven't played Clerics, Oracles, bards/skalds or Witches... can't figure out an interesting build for either.
I had an idea for Mute Musician (Bard) with a Pooka (imp. familiar). I built a Dwarf Skald for a friend's one-shot.
I built a Skald with a Bear companion for an Ironfang Invasion homebrew that lasted all of 2 sessions before dying to a Black Dragon's Acid Breath.

avr wrote:
Grandlounge had about twenty ideas, there's a handful from the rest of us. Do you want a more complete build or more ideas at this point?

i'm more or less fishing for ideas. I'd rather not be handed a complete build with someone saying "this worked for me" and just copy-pasting their build.

Make a build sound interesting, and i'll look into it myself.


No oracles ever? There's a lot of different ways you can take that class. The psychic searcher archetype makes it more of a skill monkey, which might help a mounted character keep their mount alive (I once played a halfling psychic searcher oracle who cast ranged spells and used the odd ranged weapon (obsidian javelins; long story) from wolf-back) or which might help an unarmed character stay alive via snake style. Revelation strike and a monk dip can make for a decent unarmed character.

Alternately mysteries like shadow or heavens turn an oracle into a sorcerer with a better class chassis (divine caster i.e. armour allowed, d8 HD etc.) There are ways to make it a debuffer or melee type, or a blaster (though not one of the best at that last it makes an acceptable second role for a given oracle character.)


The best thing about Oracle (in my opinion) are the Revelations that let you sub CHA for DEX. Lore, Nature, Lunar are all very cool themes with great powers, and each lets you sub your casting stat for DEX when it comes to Dodge bonus. Instant frontline caster stuff. Throw in the feat Noble Scion: of War and the trait Irrepressible and your initiative and Compulsion Will Save are also based on CHA. Use a Dual Talent Human or Aasimar and you're a hybrid monster.

Or to put it another way...C-H-A-Based.


skinshaper druid is my best one EVER.

human, 9 level casting.
1 feat for heavy armor and wear a stone plate.
animal companion = Roc at lvl 7+, whatever before.

feats: mounted combat + power attack.
than at high level take some metamagic or summon feats.

you are the most versitile player on the table.
skills : stealth , diplomacy,ride, perception

here is what you gain :
1. a "shifting" +2 - +6 to ANY ability.
when i am in a city? i alter to a commonn looking city folk and boost charisma (base of 10-12). so now i have above average charisma, with diplomacy and cool RP.
the mount? stored with carry companion.

2. go Rider.
i alter to a small race, but boost STR.
mount = reduce animal (all day lasting spell).
it's the ONLY rider that have the super STR of a large mount, but no hinder of the size... a med mount, small rider = i ride everywhere.
full plate, lance, shield and barksking = i TANK .
Roc wear a armor and tank himself.

3. go caster.
the ability move to WIS, mount is the wall that cover me.
the spell DC grow nicely.

4. spy mode.
stealth + alter self , mount in a pocket (figurine via carry companion) = 007 style.
i get in, spy , earth glide (spell) , turn to gas (spell) and run away (or alter my looks.... )

good skills, god rp node decent melee, full caster and a mount.
great saves.

Dark Archive

So it seems that you are seeking a concept that deviates from the normal way people play the game. In that case it usually a good idea to look at other archetypes, spells or feat lines, and build around that.

Some options:

  • * Dispel focused caster: Either an Arcanist or Spellscar Oracle can be extremely efficient at this, combined with Dispel Focus and Greater Dispel Focus.
  • * Variant Channeling: there are a couple of good/fun ones. Disease skyrockets at lvl 10, Madness can be hilarious (albeit dangerous), Rulership is OP, Fire sets things on fire, Envy forces people to steal, etc.
  • * Storm Caller (unchained summoner) has a strange positioning game where the enemy must be between the Eidolon and the Summoner to electrocute them (This probably involves an melee summoner with a melee Eidolon).
  • * You could go Elf Summoner and max the FCB to summon your Eidolon within a single round. Allows you to mix up combats with the Eidolon and without relatively easy.
  • * A Maneuver Master Monk with the Uncivilized Tactics feat tree allows you to shut down enemies like crazy, you could even go Dex by being adopted by Halflings.
  • * Be the ultimate conman and do a Beguiling Gift build (either through Heightened Metamagic on a caster or through the Hoaxer Bard).
  • * Break through enemy lines with the Charging Bullete Style (Siegebreaker Fighter synergizes well).
  • * A muscle-wizard can be fun. High strength wizard that conjures up swords to attack with (Optimal? No. Fun? Maybe.).
  • * Druid/Hunter/Cleric with animal Domain, and pick a Companion that you usually never see. Forfeit dinosaurs, lions and rocs, it is all Turtles and Giant Slugs (That last one can be combined with the Vermin Rider Cavalier).
  • * Use a Summoner or a Prometean Alchemist and build towards Artillery Team. It is an horrible feat, but hilarious.
  • * You could make a dangerous juggler by combining the Underground Chemist Rogue with the Juggler Bard. Just don’t get hit while you are juggling those Alchemist Fires…
  • * Be psychic bunny/mouse for hours by playing a crossblooded sorcerer (psychic/shapechanger).
  • * Or grant other people’s wishes as a Wishcrafter (Ifrit Sorcerer).
  • * You could even take an unusual (unoptimal) weapon and focus on that; Bladeboot, Mancatcher, Battle Ladder, Flying Blade, Rope Dart, Slaver’s Crossbow, etc.


i also had load of fun with :

1. Melee Bard (if group has a great #1 melee). or battle herald.

2. Samurai X / unchanied rogue 4. dex basd 2 weapon dagger master. you have good saves, skills, attack, debuff, some smite and a full animal companion. my halfling was a great killer.
charge = sneak (scout / thug archtype) .
another melee = flank (gang up as i ride my dog).
throw daggers for some range dex to hit and damage style.

3.Oracle of lunar that focus on melee with shadow bloodline for hide in plain sight at lvl 11.

4. Melee Bard with shadow bloodline for hide in plain sight at lvl 11.


666bender wrote:

skinshaper druid is my best one EVER.

human, 9 level casting.
1 feat for heavy armor and wear a stone plate.
animal companion = Roc at lvl 7+, whatever before.

feats: mounted combat + power attack.
than at high level take some metamagic or summon feats.

you are the most versitile player on the table.
skills : stealth , diplomacy,ride, perception

here is what you gain :
1. a "shifting" +2 - +6 to ANY ability.
when i am in a city? i alter to a commonn looking city folk and boost charisma (base of 10-12). so now i have above average charisma, with diplomacy and cool RP.
the mount? stored with carry companion.

2. go Rider.
i alter to a small race, but boost STR.
mount = reduce animal (all day lasting spell).
it's the ONLY rider that have the super STR of a large mount, but no hinder of the size... a med mount, small rider = i ride everywhere.
full plate, lance, shield and barksking = i TANK .
Roc wear a armor and tank himself.

3. go caster.
the ability move to WIS, mount is the wall that cover me.
the spell DC grow nicely.

4. spy mode.
stealth + alter self , mount in a pocket (figurine via carry companion) = 007 style.
i get in, spy , earth glide (spell) , turn to gas (spell) and run away (or alter my looks.... )

good skills, god rp node decent melee, full caster and a mount.
great saves.

og... and forgot:

Go Troll.
sewer troll for 3 attacks with reach.

Go Humanoid with wings:
fly all day long with your weapon at hand.

go triton :
and swim for days in the sea.

Go goblin:
and get a climb speed...

with echolocation spell your are batman, daredevil and some more all in one toon


Selvaxri wrote:
As for the summoner, the obvious focus is around the eidolon; leaving the summoner itself a mediocre caster.

It’s all one class though. You play both the eidolon and the summoner. What really matters is that you, the player, will have something interesting to do every round, and the summoner gives you that. And if you want to be unique as a summoner, there are plenty of ways to do that too

Grand Lodge

How monk 1 and either cleric or arcane healer bard with crusaders flurry. Flurry with Glave have great casting support spells.

Grand Lodge

Mr. Bonkers wrote:
So it seems that you are seeking a concept that deviates from the normal way people play the game. In that case it usually a good idea to look at other archetypes, spells or feat lines, and build around that.

pretty much. My Barbarian has the Pack Rager archetype, as was meant to tagteam my with friend's gulchgunner- yes, they're both ratfolks. I'd rarely play a vanilla barbarian otherwise.

I've always wanted to build a character using a battle ladder, but never really had a direction. didn't want to go Trip-oriented, as the usefulness of tripping falls off late level when you encounter larger creatures, fliers, and incorporeals.

666bender wrote:

skinshaper druid is my best one EVER.

og... and forgot:

Go Troll.
sewer troll for 3 attacks with reach.

Go Humanoid with wings:
fly all day long with your weapon at hand.

go triton :
and swim for days in the sea.

Go goblin:
and get a climb speed...

with echolocation spell your are batman, daredevil and some more all in one toon

Yea, I'm not asking for your build to copy and paste. lastly, most these options aren't PFS legal...

Grand Lodge

Answer two questions:

- What mechanics in the game do you still want to explore?
- What is a character you like that has a different personality from what you have played?

Grand Lodge

Grandlounge wrote:

Answer two questions:

- What mechanics in the game do you still want to explore?
- What is a character you like that has a different personality from what you have played?

My druid was pretty poorly built- a halfling with intent of going Dervish Dance, but never committing. his Dino, an ankyolosaur, is more a tank than other options- so he does what tanks do.

So i'd like to look into another Pet build.

I don't have many dedicated caster classes, and Oracles can fill both rolls- Lunar gets me an animal companion; nature gets me an intelligent mount.

i find the idea of a Lunar Hermit somewhat enticing, especially if i could some how work in some Tortured Crusader (Paladin) levels. Add a wolf via Boon Companion...

If a weird Oradin can be created, i wouldn't mind attempting a Crusader's Flurry- but that would distract from a possible casting focus.

A crusader flurry with a battle ladder would be funny.


Biggest problem with oracle and tortured crusader is that the oracle is cha based and the tortured crusader is wis based. You could always go Shaman (life) and Tortured crusader..it would kinda play against what the tortured crusader is suppose to be about but that would make a interesting oradin (shadin?) No pet but something different.

Again the recommendation:
Evangelist cleric with the animal domain. Offensive spontaneous casting, animal + cleric + bard buffs, great support spells.
Simply put it would give you a animal companion, full caster, along with inspire courage I mean c'mon. Seen someone make that and go with a mount/reach build...it sounded terrifying.


Create a Separatist Cleric with the Heroism and Wolf Domains, filling Domain slots from 3 up with Aspect of the Wolf - a cheap lesser Extend rod means plenty of pre-buffed min/day. Specialize in tripping with Dirty Fighting, Fury's Fall and Greater Trip, with Aspect of the Wolf granting +4 to STR and DEX (so +4 to tripping with Fury's Fall) and allowing you to trip as a swift action. Swift action tripping and then Greater Trip at level 8 means you can trip -> AoO with a swift action even on a round where you cast a spell and moved. And of course, it means you can start a full attack with a swift trip strike too. Between Aspect Fury's Fall, Divine Favor/Power and Heroism buffing and the usual trip stuff like the CMB gauntlets you should have an absolutely brutal trip ability.

Cleric spellcasting should remain pretty solid if splitting stats with a double race bonus. With Aspect's dual enhancement bonuses, you could potentially put an Elven curved blade to great use - 14,15/17,14,10,15/17,7 on a Plumekith Aasimar, maybe, where you end up finessing a curved blade with 18STR/22DEX. But there are plenty of options with STR or DEX that still keep WIS decent. Heroism offers a power that adds level to CHA checks, so even with low CHA you can actually Excel at CHA checks by higher levels.

One level of a martial class is pretty painless on a Cleric if it should prove useful.

Feats are manageable even with tripping, since you get Improved Trip free with Wolf Domain and Combat Reflexes isn't vital. A Fighter dip helps both proficiencies and feats if needed.

Grand Lodge

I made a warsighted dual cursed Lunar Oracle that was pretty fun. 20 point buy half orc, 14 str, 14 Con, 16+2 Cha. 10 everything else. Level 3 pick up extra revelation for prophetic armor and 3rd level revelation is primal companion for a tiger, because why not.
Martial Flexibility was great at it let me fill up roles based on what was needed at the time. With divine favor and the dedicated adversary feat gained through flexing, I could be in the front line with the rest of them. Defenses were good too in light armor and cha to A.C. (and initiative with noble scion of war). Saves were good, especially with sacred tattoo and fates favored. Weapon familiarity gave him access to the greataxe which was also really helpful.

I roleplayed him as the son of a taldan noble.


Sacred Servant paladin (of Erastil) with Animal Domain
boon companion feat
asimar, celestial companion

Grand Lodge

ekibus wrote:
Biggest problem with oracle and tortured crusader is that the oracle is cha based and the tortured crusader is wis based.

Depends on how you build it. 2 levels of Paladin gets me the "triggered" Lay on hands. going to third will get mercy and immunity... Though i have a Curse of Lycantropy boon i'd been sitting on...

[random:
Spoiler:
Can there be Paladins of Evil gods, or are those Anti-paladins?

As i said, you and i have different mindsets to making characters. just because Paladins are full-bab characters, doesn't mean they have to be martial. a two level dip would be more flavor that anything- i know i can go warpriest for fervor- but i already have two warpriests and imo, feel more martial inclined.
i want to try a more casting-focused direction...

BadBird wrote:
Feats are manageable even with tripping, since you get Improved Trip free with Wolf Domain and Combat Reflexes isn't vital. A Fighter dip helps both proficiencies and feats if needed.

focusing in a trip build is too one-trick-pony'ish and will fall off later levels with huge+ and/or flying creatures. also, who said i wanted to be martial with this current build?

Syries wrote:
I made a warsighted dual cursed Lunar Oracle that was pretty fun.

*slow clap* I'M NOT LOOKING TO COPY-PASTE BUILDS. and again, who says i want to play a martial character?

i'm right now considering piety towards an evil god. i have an inquisitor of Zon-Kuthon, so why not Jezelda- Mother of Werewolves?
This current build doesn't have to use the Aasimir/Tiefling boon, but could be an excuse to use my Lycanthropy boon and would be fun to roleplay- "why aren't you striving to cure your lycanthropy?" "My god wouldn't allow it."

Grand Lodge

Quote:

I don't have many dedicated caster classes, and Oracles can fill both rolls- Lunar gets me an animal companion; nature gets me an intelligent mount.

i find the idea of a Lunar Hermit somewhat enticing, especially if i could some how work in some Tortured Crusader (Paladin) levels. Add a wolf via Boon Companion...

If a weird Oradin can be created, I wouldn't mind attempting a Crusader's Flurry- but that would distract from a possible casting focus.

Lunar oracles are great but a two-level dip on a spontaneous caster can hurt. It means that half the time you are 2 spell levels behind. This is fine if you want to heal but a bummer if you want to cast offensively.

Dual cursed is good for this build because you can use the wolf scar (thematic) deaf (to offset wolf scar) which is a combination that some people like and it would fit the build well.

If you want lay on hands you can go Pei Zin Practitioner. If you want to go tortured crusader assimar works well (Cha Wis) and they have a great animal companion feat. It seems the obvious choice for the build.


So the whole paladin worshiping a evil god...not really. You have to keep in mind that most evil gods will require "evil" things as worship (human sacrifice etc) If you wish to ignore that it still comes down to the code: You may not perform a evil act and really does not work well with evil characters (by extension gods) So pretty much by the basis of the class, I'd say no, and I don't think they ever came out a archetype that would allow it.

Ok you seem to ignore this question but I really am thinking this is what you are looking for, and your characters link showed no arcanist..so have you played a arcanist? Seriously I would like to know because that would be the answer.

A spirit guide oracle might be interesting at third level you get a Spirit and the spells associated with it at 4th...So say you sit down at the pfs table and healing is non-existant...go life..you know get all those spells and at level 7 you can now channel. No spellcaster maybe go flame, etc etc You would have to do some research and maybe have a couple as back up but it would give you some flexibility. Huh was gonna say go sacred summons but a Oracle doesn't have a aura?? Odd didn't realize that.

Grand Lodge

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There is a fallen palidin archetype now that may work but it's on the weaker side I believe.


Selvaxri wrote:
BadBird wrote:
Feats are manageable even with tripping, since you get Improved Trip free with Wolf Domain and Combat Reflexes isn't vital. A Fighter dip helps both proficiencies and feats if needed.
focusing in a trip build is too one-trick-pony'ish and will fall off later levels with huge+ and/or flying creatures. also, who said i wanted to be martial with this current build?

The point of that particular concept is that with swift action tripping and strong split Ability scores, you can act like a full caster if you want and still move around tripping things *at the same time*. Having strong spellcasting ability, strong melee ability with very strong tripping, and a swift-trip ability which lets you use both at the same time is the exact opposite of a "one-trick pony".


Grandlounge wrote:
Hafling mounted inquisitor (on a heron). This is a flying (level 2) mounted build with all the inquisitor utility, mounted combat feats, bane, rage(from inquisition), divine favor. Nearly unmatched maneuverability great damage a +5 weapon on demand at level 7.

How does that work? (Archetype?)


BadBird wrote:

Create a Separatist Cleric with the Heroism and Wolf Domains, filling Domain slots from 3 up with Aspect of the Wolf - a cheap lesser Extend rod means plenty of pre-buffed min/day. Specialize in tripping with Dirty Fighting, Fury's Fall and Greater Trip, with Aspect of the Wolf granting +4 to STR and DEX (so +4 to tripping with Fury's Fall) and allowing you to trip as a swift action. Swift action tripping and then Greater Trip at level 8 means you can trip -> AoO with a swift action even on a round where you cast a spell and moved. And of course, it means you can start a full attack with a swift trip strike too. Between Aspect Fury's Fall, Divine Favor/Power and Heroism buffing and the usual trip stuff like the CMB gauntlets you should have an absolutely brutal trip ability.

Cleric spellcasting should remain pretty solid if splitting stats with a double race bonus. With Aspect's dual enhancement bonuses, you could potentially put an Elven curved blade to great use - 14,15/17,14,10,15/17,7 on a Plumekith Aasimar, maybe, where you end up finessing a curved blade with 18STR/22DEX. But there are plenty of options with STR or DEX that still keep WIS decent. Heroism offers a power that adds level to CHA checks, so even with low CHA you can actually Excel at CHA checks by higher levels.

One level of a martial class is pretty painless on a Cleric if it should prove useful.

Feats are manageable even with tripping, since you get Improved Trip free with Wolf Domain and Combat Reflexes isn't vital. A Fighter dip helps both proficiencies and feats if needed.

this built is special for wisdom to hits like guided hand.

than you are a full caster and a full melee

Grand Lodge

Slim Jim wrote:
Grandlounge wrote:
Hafling mounted inquisitor (on a heron). This is a flying (level 2) mounted build with all the inquisitor utility, mounted combat feats, bane, rage(from inquisition), divine favor. Nearly unmatched maneuverability great damage a +5 weapon on demand at level 7.
How does that work? (Archetype?)

There are several versions of the build. I like my builds to have there 'tricks' by level 3 because I play virtually ever character I post. So the build is:

Halfling 18-2 str. You have the same accuracy as a medium but slightly less damage, but it eventually does not matter.

I choose 1 level of fighter dragoon (feat, armor better at ride) + sacred huntmaster inquisitor. Bodyguard animal companion with defensive feats. Yolubilis heron mount.

Anger inquisiton retrain to rage domain.

My teamwork feats are escape route, sacred leigon, and shake it off.

My weapon in furious and can be baned when needed.


Shake it Off looks like a great feat (+1 untyped bonus to all saves if you're permanently in the saddle). Scarred Legion's morale bonus unfortunately won't stack with the rage bonus to will saves (but that doesn't appear to be a factor until the build reaches 8th in Inquisitor and retrains to the Destruction/Rage subdomain. Certainly wouldn't want to point-buy an 18-2=16 (seventeen points) in a halfling, so definitely better in a roll-your-smokes game if you get one.

Hmm..... Halfling "Joust" character, kludge #1....

(15-2=13), (14+2=16), 14, 7, 14, (12+2=14) 20pt-buy

01 SavTech1 Extra Rage
02 Hunter1 [Primal Companion][heron AC]
03 Dragoon1 [Mounted Combat][SF:Ride], Boon Companion
04 Hunter2 [Outflank]
05 Hunter3 [teamwork feat] or Barb2 [rage power], FEAT(g)

* Rages to 17 str, 20 dex at 1st level with only 12 build points in those stats
* 3 ranks in Ride (segue Mounted Combat) is +14 while raging at 3rd
* Hunter accesses unabridged druid and ranger spell lists (Strong Jaw, Aspect of the Wolf, Bloodsworn Retribution, Bow Spirit, Tree Stride, etc, and this is very powerful in a Hunter as they can cast high-level Ranger spells three levels earlier than rangers themselves can!)
* Primal Companion archetype dispenses very nice buffs to the bird.
* Barb2 (at some point...5th?) for rage-power Bestial Mount + Amplified Rage = mount rages too, and bounce-back double-buffs you both. Annoyance is delaying spell progression further. Arguably worth it if built this way, arguably not with core barbarian or bloodrager.

-- Inquisitors versus Hunters do have a better saving-throw track (fast Will rather than Ref per Hunter), and scaling Divine Favor from the down-low. Spell advancement and # per day, # skillpoints per level, and hit-dice are identical between the too, so individual taste there. Inquisitor does grant the charisma skills as class.

Grand Lodge

Grandlounge wrote:

Lunar oracles are great but a two-level dip on a spontaneous caster can hurt. It means that half the time you are 2 spell levels behind. This is fine if you want to heal but a bummer if you want to cast offensively.

Dual cursed is good for this build because you can use the wolf scar (thematic) deaf (to offset wolf scar) which is a combination that some people like and it would fit the build well.

If you want lay on hands you can go Pei Zin Practitioner. If you want to go tortured crusader assimar works well (Cha Wis) and they have a great animal companion feat. It seems the obvious choice for the build.

I already mentioned that the dip would only be flavor, and not really necessary. I find myself leaning closer to the Hermit Lunar Oracle idea; casting focuses with a wolf companion... Deity? Ashava. Emperial Lords get no respect. :p

ekibus wrote:
Ok you seem to ignore this question but I really am thinking this is what you are looking for, and your characters link showed no arcanist..so have you played a arcanist? Seriously I would like to know because that would be the answer.

I didn't ignore your question. The arcanist is in a home-game. so it obviously not in my PFS list of characters. [I also have a Spellslinger in an Iron Gods campaign.] I have planned the Arcanist to be more of a crafting build with Craft Wands and Scribe Scrolls, but we haven't really had time to sit down for long enough for the character to actually craft a wand and am considering asking the GM if i can retrain some feats into Spell Focus (Conjuration) and Augmented Summoning when we actually have in-game time to retrain.

BadBird wrote:
The point of that particular concept is that with swift action tripping and strong split Ability scores, you can act like a full caster if you want and still move around tripping things *at the same time*. Having strong spellcasting ability, strong melee ability with very strong tripping, and a swift-trip ability which lets you use both at the same time is the exact opposite of a "one-trick pony".

seems like it will take a while to come on line, though. Since your entire build suggesting plying the use of Heroism and Aspect of the Wolf- it doesn't seem like it'll get any steam until those spells become available. lastly, Wolf Domain is a Druid domain- i don't see how a Cleric can gain access to that domain.

Grand Lodge

Dumped Cha has had no problems. The teamwork feats are not to buff the PC but to make the animal companions save rock solid. That is the obvious weakness of either build.

Mine has ride buy at level 1 and spirited charge at level 3.

None of the buffs you posted are as good as Heroism, divine favor, bane, true strike (for blowing up enemies with mirror image), divine power. Utility like instant weapon, and align weapon, silence, expeditious retreat, restoration line, or stalwart resolve make every gm trick trivial. Plus you get greater invisibility, defending bone, and shield of darkness.

Mine you can retrain out of extra rage as the rage actually scales.

Using a lance means also having a shield while getting the benefits of a two-handed weapon

You are wasting a feat on mounted combat if you're not getting the ride by feat line. How are you getting an orc feat on halfing?


True Strike does not negate Mirror Image (which doles out illusory duplicates, not concealment; you can target them all perfectly fine).

Grand Lodge

Correct. Miss chance. Don't write after a week of insomnia. That what true seeing is for. Another inquisitor spell


The only requirement for a Separatist Cleric's second Domain is that it's not on their deity's list. And the Animal and Terrain Domains section specifically says at the bottom that other classes may take them.

The build "comes online" as a hybrid combat/caster Cleric from the start; you can cast spells and/or attack with Divine Favor just fine at level 1. The tripping stuff builds up to Greater Trip at 8, which isn't that different from any other martial with a trip build getting trip AoOs at 6. You can use Aspect and trip before that, of course. Heroism isn't needed to be effective, it's just very useful when CMD is going up at the higher end of PFS.

Most builds that do something crazy like swift-action AoO trip or throwing Dazing fireballs take a while to get there, but they still work fine before that as typical fighters or casters.

Speaking of builds that "come online" at middle PFS levels, you could also run a hybrid full caster with Dimensional Dervish - there are ways to get a Cleric or Shaman using Dimensional Dervish by level 7/8 with PFS Retraining rules.

Grand Lodge

i'm not quite done fishing for ideas.

recently a player in my one regular group has showed off his dual-cursed life-pillar oracle, while another has been building a Reincarnated Oracle with his samsaran- so, as much as i like the Lunar Hermit with a Wolf- I may have to put that build on ice.

As much as i'm not into a trip-focused build, a Seperatist is not out of realm of reasoning. I can stick with the idea of being a Jezelda theme, but i'd need Boon Companion to keep my wolf companion on level [compared to the on-level oracle revelation.] and even go the route of a Negative Channeller.
Though, i'm sure an oracle can do the same thing...

As i said, i made this thread to bounce ideas around. i may eventually make that Tortured Crusader... as i've always had a dream to make a katana wielding halfling.


Tortured Crusader kind of screams Unchained Monk 1 dip to me. Flurry with a 9-ring sword or temple sword on a Paladin with WIS AC, and a split-stat STR/WIS, something like 16/18, 10, 12, 12, 16/18, 7.

Grand Lodge

Why Monk? Why not just Crusader's Flurry? also, why you always want to dump charisma?

So, i've come to conclusion to try to build a full-caster with pet...

Animal-domain Cleric means i'll need Boon Companion to keep it at my level and i could potentially use variant channel shenanigans.
Lunar Oracle means i get a pet as a druid, still a decent full caster, but currently my group has a few oracles already.

I could attempt to build a Summoner, but the summoners spell list is mostly buff/support. My friend built a summoner where the summoner was more melee oriented, and the eidolon was a skill bot- literally, it's a biped construct.


There's the Herald Caller Cleric, if you want to summon and have the animal domain and still have variant channel. Though part of the beauty of the herald caller is that you don't need handle animal, which you will still need if you have an animal companion. Also, Herald Caller is a lot better if your deity's alignment has one neutral component.


Selvaxri wrote:
Why Monk? Why not just Crusader's Flurry? also, why you always want to dump charisma?

Crusader's Flurry requires Channel Energy and Flurry of Blows, so I don't know how you'd take it without a level of Monk or Sacred Fist and a class that grants Channel Energy. And while Crusader's Flurry is cool for allowing flurry with favored weapons, you can just flurry with a Monk sword and save 1-2 feats if it matters.

As far as CHA dumping goes... well, you're right really. It's not needed. People seem to do it all the time in PFS especially, but 18/18 isn't much different from 17/17 and not dumping - it means 18/18 or 20/18 by level 8. To each their own.

Selvaxri wrote:

So, i've come to conclusion to try to build a full-caster with pet...

Animal-domain Cleric means i'll need Boon Companion to keep it at my level and i could potentially use variant channel shenanigans.
Lunar Oracle means i get a pet as a druid, still a decent full caster, but currently my group has a few oracles already.

Prophetic Armor from Lunar Oracle is one of the three Ability-score-substituting Oracle wonders. Besides CHA to Dodge AC, there's the feat Noble Scion: of War, which is CHA to initiative, and the trait Irrepressible, which is CHA to the most important Will saves. Mithral medium armor and a high CHA with Prophetic Armor is exceptional AC.

As far as Cleric with Animal Domain goes, Separatist (I know, I repeat myself) allows customization of secondary Domains. And Cleric with one level dip has the same spell level as Oracle. Combat Teamwork Feats with a pet are pretty awesome - Tandem Trip, Coordinated Maneuver, Paired Opportunists, and the wolf pet gets free trips. Lots to think about. A dip in Monk makes Vicious Stomp easy, and that's awesome with Paired Opportunists and a wolf.


The thing with oracles is that they can be made to play very differently depending on how you've made them. A lunar oracle who chose inflict spells and the touch of the moon revelation is going to be doing different things in combat to the life oracle you mentioned once. Add in a tiger (or whatever) and it looks different again IMO. It's not hard to make them different to roleplay either.

Grand Lodge

Full caster with pets I think I recommended 4 or 5 of them.

Sylvan sorcerer. Best Spell list. Best offensive caster.

Nature's fang druid. Great paired combatants.

Standard Druid - Spell list has great Animal buffs druid ability make you super versatile.

Cleric (especially evangelist) - best buff spells in the game + inspire courage + discordant voice.

All have lots of utility casting, can run crowd control, while filling some other roles (scout, faces etc.)


BadBird wrote:

Halcyon Druid with a level of Anger Id Rager Urban Bloodrager, wielding a Furious scythe and using stoneplate (with Longstrider). Dual Talent Human: 15/17, 14, 14, 10, 15/17, 7. Traits: Magical Knack, Wayang Spellhunter: Dazzling Blade.

Take Dazzling Blade, Sense Vitals, and Heroism as bonus arcane spells. In combat you buff with Sense Vitals and then slap swift-action blind on targets with Persistent Dazzling Blade. Then you start harvesting chunks of enemy with Sneak Attack Anger Bloodrage Furious scythe strikes. With level 9 Sense Vitals, a +4STR belt, and a +2 Furious scythe, you can deal almost 40 damage per hit (and instakill on scythe crits). With stoneplate and Barkskin you've got great AC. And you've still got access to good Druid spellcasting as an option too, even if your spellslots are mostly blinding and buffing.

I have to ask, do you have a full build for this character?

I'm going to be making a second level character to replace my recently deceased sorcerer and I'd love to see exactly what you have in mind for this build.

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