Help me build supervillains for a Superhero Campaign


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There is something out there stalking gentlemen nobles and ripping them to shreds! Beware,

The Ripper:

Catfolk Achemist/Ninja w/ Vicious Claws upgrade sneak to d8's

Why not invest in an alchemist? at level 2 they can pick up infusions and then your other characters can carry around and use his infusions while they are out and about. He has the caster levels to let him pull double duty as Item Making Monkey as well.

For real builds there is a bit of chicanery you can pull with a cat-folk rouge, take the claws alternate racial trait, use your racial feat to pick up Cat-Folk Exemplar, then use your first level feat to take Aspect of the Beast for 2 more claws (2 hand+ 2 feet= 4 claws). you can use your second level rouge talent to pick up Vicious Claws and upgrade your sneak attack dice to d8's. Its a hefty improvement over your standard TWF rouge because the Natural weapons don't suffer the TWF penalty or the Incremental attack penalty, making you a good deal more accurate,i. If you pick up weapon focus for claws, Improved unarmed strike (both of these can be grabbed with rouge talents), you can grab Feral combat training and have your natural attacks count as unarmed attacks, this has 2 real benefits 1.

You can pick up some Cetus/Knuckle weapons for your Hands/Feet then enchant them to get bonuses to unarmed attacks which then becomes a bonus to your claws (this will be on top of an amulet of mighty fists which is useful for keeping costs low by exploiting the incremental increase of magic item prices) 2. when you hit 10th level you can grab Unarmed Combat Mastery and have your unarmed strikes do as much damage as a monk 4 levels lower. Since Feral Combat Training will let you apply this to your claws it will give you 4 High damage High accuracy attacks, with a boosted sneak attack damage. (This is even compatible with the Sap Adept/Mastery tricks if you want to deal massive amounts of Non-Lethal).

To summarize since all your natural attacks are primary by pathfinder rules you get 4 attacks per round at your full attack bonus and all your attacks do full bonus damage (your two weapon fighting friends only do half ability bonus damage on off hand attacks and suffer that -2/-2/-7/-7 penalty to their attack bonus). if you pick up improved natural attack and the claw boost from Cat-Folk Exemplar the you are looking at about 6d8+6 per hit with sneak attack at level 9 and with no attack penalties all your attacks should be pretty accurate. at 10th level with Feral Combat Training and Unarmed Combat Mastery you are looking at 3d6+5d8+6 damage per hit with sneak attack.

Ninja is recommended as Poison Use means that you can use your pet alchemist to make you Poisons at 1/3 price(at this level they can take the Lasting Poison discovery which lets them make their poisons last for a number of hits equal to their 1+ their int mod which should be at least 6 by this point, though it does were off a few hours after applications). Combine this with the Adder's Fist feat and the Deadly Scratch talent you can poison 2 of your claws with this stuff as a swift action, this combo will let you get a lot of mileage on your poisons. For one last dirty trick you can spend 45,000GP (22,500GP if your Alchemist makes it for you, even cheaper if you do some custom requirement tailoring) to get an amulet of might fists that grants the speed bonus all your Natural attacks get to make an extra attack at the full bonus, giving you 8 attacks at MAX ATTACK BONUS. (GM may veto this, and rightfully so as even for 45K this is ridiculous)

Note that putting claw attack on the feet of humanoids is definitely against the developers intent, and might not even be rules-legal.


He's out, in the middle of the crowd, silent & deadly, when he pulls the trigger. The crowd suddenly, silently covered in a spray of blood, bone and other... stuff. And the assailant is off and running through the confused onlookers. No one hears the start of the screams.

The Silencer:
This villains tactic is to drop a silence spell on an onlooker, then he opens fire on the crowd and his target is the first to go...

Goblin
Fighter (weapon master) 4
Gunslinger (Pisterello) 6

Attributes:
Str: 10
Dex: 21+4= 25
Con: 13
Int: 10
Wis: 14
Cha: 06

Feats:
9 feats total (5, 3 fighter bonus, 1 gunslinger bonus)
Point Blank Shot
Precise Shot
Rapid Shot
Deadly Aim
Weapon Focus (Double Barreled Pistol)
Weapon Specialization (double Barreled Pistol)
Iron Will
Rapid Reload (Double Barrel Pistol)
Improved Critical (Double Barrel Pistol)

Equipment
Gloves of Duelling 15,000
Belt of Dexterity 16,000
Double Barrelled Pistol (+3) 20,050
Mithril Breast-Plate +1 5350
Cloak of Resistance +2 4,000
Wand of Silence 50 charges 4,500

Fortitude: 11
Will: 8
Reflex: 14
AC: 25=10+7(armour)+5(dex)+2(dodge)+ 1(size)

Double Barrel Guns aren't broken so here is the maths of me trying to break them.

AB
10 (bab)+7(dex)+1(size)+1(focus)+3(weapons training) + 3(enhancement) = 25, 20

AB (deadly aim)
10 (bab)+7(dex)+1(size)+1(focus)+3(weapons training) + 3(enhancement) – 3(DA) = 22, 17

AB: (rapid shot + deadly aim)
10 (bab)+7(dex)+1(size)+1(focus)+3(weapons training) + 3(enhancement) – 3(DA) -2(RS) = 20,20, 15

AB (rapid shot + deadly aim + double firing)

10 (bab)+7(dex)+1(size)+1(focus)+3(weapons training) + 3(enhancement) – 3(DA) -2(RS) -4 (DF) = 16,16,16,16,11, 11

Damage
1d6+7(dex)+6(DA)+ 3(en)+ 3(WT)+2(WS)
1d6+21

0.95(6d6+126)+0.3(126)
139.65+37.8=177.45


There is terror in the streets and alleys. Witnesses describe a two headed aberration with a single long sharp horn, the victims with at least two impaling stab wounds and tearing bite marks along the calves and legs. Then the creature pads off into the night, no one brave enough to follow...

Rage Lance Pouncer:
Halfling Barbarian (Mounted Fury) 10

Here is a halfling barbarian with mounted fury and RAGELANCEPOUNCE. I made him small so that he would fit in dungeons/streets better. His mount is a wolf, as any interesting flying mount would require some sort of DM approval otherwise. He gets a huge power boost with a 20 point by and level 11, which was how I had originally statted him. Probably very squishy from levels 5-9.

Material used: CRB, APG
Ability Scores:
STR: 18 (+4) (15 base, -2 Racial, +1 level, +4 Belt)
DEX: 16 (+3) (13 base, +2 racial, +1 level)
CON: 14 (+2)
INT: 10 (0)
WIS: 12 (+1)
CHA: 10 (0) (8 base, +2 Racial)
HP: 100 HP (10d12+30)
Saving Throws:
Fort: +14 Ref: +9 Will: +7
(+2 vs fear)

AC: 24 - Touch 15, Flatfooted 21, (+7 armor (+1 breast plate), +2 (+1 light shield), +3 dex, +1 Ring of Protection, +1 Size)
Attacks: +1 lance of speed +13/+13/+8, 1d6+10 (15) dmg (two handed) (20x3)
RAGE: +6 Morale Str, +6 Morale Con, +3 Morale Will, -2AC, +4 Morale vs Sp and Su, +3 dmg vs casters, -3AC +3 Attack, +3 Natural AC
summary (+6 attack, +3 damage, +30hp, -2AC, +3 Will or +4 Sp and Su)
Charge: +2 att, -2 AC

Race and Class Abilities:
Small, Slow, Fearless, Halfling Luck, Keen Senses, Outrider, Fast Mount, Greater Rage, Trap Sense, Beastial Mount, Damage Reduction,
BAB: +10 CMB: +13 CMD: 26

Feats:
1: Power Attack
3: Mounted Combat
5: Ride By Attack
7: Spirited Charge
9: Extra Rage Power

Rage Powers:
2: Superstition
4: Witch Hunter
6: Reckless Abandon
8: Lesser Beast Totem
9ERP: Beast Totem
10: Greater Beast Totem

Skills:
A high Ride, Perception, 2 More

Gear: Haversack (2000), Lance of Speed +1 (32010) [slightly over ½ budget], Belt of Giant Strength +4 (16000), Breast Plate +1 (1350), Small Shield +1 (1153), Ring of Protection +1 (2000), Cloak of Resistance +2 (4000), Horseshoes of A Zephyr

Notes: Will Save doesn’t meet +8 requirement, but rage offers Bonuses. He will be raging as much as possible. Lance is over the ½ of wealth rule by 1010gp. Hopefully you will forgive this. This build gets a big boost at level 11 with another iterative attack and enough wealth to make the lance adamantine, boost defenses, and add a +1 backup weapon.

Mount:
Summary: 90ft movement.
Wolf with level 4 alternate boost of +2 Dex, +2 Con instead of Large size. Medium size is for dungeon convenience. I know nailing horseshoes to a wolf sounds really cruel, but hey, the description just says “mount”. So could adjust to Dog Booties of Zephyr.

Ability Scores:
STR: 15 (+3) (13 base, +2 bonus)
DEX: 19 (+4) (15 base, +2 bonus, +2 advancement)
CON: 17 (+2) (15 base, +2 advancement)
INT: 3 (-4) (2 base, +1 level)
WIS: 12 (+1)
CHA: 6 (-2)
HP: 54 HP (6d8+24)

Saving Throws:
Fort: +10 Ref: +9 Will: +5 (+4 vs enchantments)
AC: 20 - Touch 14, Flatfooted 16, (+6 Natural AC, +4 Dex)
Attacks: Bite (Trip) +6 (1d6+2), Movement 90ft (50 base + 10 barbarian ability +30 horseshoes)

Race and Class Abilities:
Link, Share Spells, Evasion, Devotion, Low Light Vision, Scent
BAB: +4 CMB: +6 CMD: 17 (21 vs trip)

Feats:
Toughness
Iron Will
Great Fortitiude

Skills:
Standard Wolf

Attacking Strategy: Always Power Attacking, Charge, RAGELANCEPOUNCE, and Ride By. With Wolfy-Wolf’s 90ft base movement, ride by attack puts him out of range for a double move for most creatures. In this case, he uses the lance 2 handed and pounces every round. If he is concerned about getting hit by a readied action, he uses a shield and the lance one handed. If he can’t charge, he full attacks with a backup weapon and shield, and is generally ineffective.

DPR Two Handed RAGELANCEPOUNCE: 163.3

math:
Reduced RLP Equation: DPR = hd(a+tc)
h = Chance to hit, expressed as a percentage. Remember, this will never exceed .95 or go below .05.
d = Average damage per hit.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.
a = lance charge damage multiplier (triple with spirited charge)
Math: h = [0.90, 0.90, 0.65], d = 21.5, t= 0.05, c = 2, a = 3
1st attack, 2nd attack: 0.90*21.5*(3+0.05*2) = 59.99
3rd attack: 0.65*21.5*(3+0.05*2) = 43.32

DPR One Handed RAGELANCEPOUNCE: 125.33

Math: h = [0.90, 0.90, 0.65], d = 16.5, t= 0.05, c = 2, a = 3
1st attack, 2nd attack: 0.90*21.5*(3+0.05*2) = 46.04
3rd attack: 0.65*21.5*(3+0.05*2) = 33.25

DPR Boost with +1 Attack: +10 DPR
DPR Boost with +1 Damage: +7.6 DPR


I "almost" hate to double post this, but:

Nugrah the Decrepit... his wife died giving birth to their son (the Stag Lord), and in my version of this sad tale, Nugrah looked to necromancy in an attempt to raise his wife.

Nugrah is a Blight Druid with the Death Domain. His research into the dark arts has led him to tracking down the pieces of a cursed, sentient item known as the Phylactery of Jadis-Vel.

As he collects the pieces of the mysterious headband, he is driven more and more into the world of necromancy, and the desire to become a Lich starts to become overwhelmingly insatiable.

Since he is already so old and frail, before completing the ritual into Lichdom, he consumes Ghost Syrup, becoming Incorpreal.

Once the ritual is complete, the trickery is obvious. The soul of Nugrah is trapped in the headband and the soul of Jadis-Vel now inhabits Nugrah's newly-incorpreal body.
.......................................
Jadis-Vel (formerly Nugrah the Decrepit)
Blight Druid-13/Agent of the Grave-5
Human(old age) Incorpreal Undead/Lich
Comprehensive Education and Focused Study, as alternative racial features.
18HD, CR20
Neutral Evil, worships Urgathoa

Stats w/4 stat bumps, Ghost Syrup & Lich:
-,17,-,18,20,20

No items, yet, WBL=1,800,000gp

Traits:
Warded Against Nature (Drawback)
Silent Hunter (Regional)
???
???

Feats:
1(human). Skill Focus Stealth
1. Shade of the Woodlands
3. Eldritch Heritage (Ghoul Bloodline)
5. Spell Focus Necromancy
7. Mage's Tattoo Necromancy
8(human). Skill Focus Perception
9. Undead Master
11. Craft Wondrous Item
13. Imp. Eldritch Heritage
15. Combat Reflexes???
16(human). Skill Focus Spellcraft
17. Greater Eldritch Heritage

Death Domain spells:
0-none
1-Cause Fear
2-Death Knell
3-Animate Dead
4-Death Ward
5-Slay Living
6-Create Undead
7-Destruction
8-Create Undead, Greater
9-Wail of the Banshee

Shadow of the Woodlands spells:
0-Disrupt Undead, Ray of Frost
1-Ghost Sound, Touch of Fatigue
2-Chill Touch, Spectral Hand
3-Ghoul Touch, Invisibility
4-Displacement, Ray of Exhaustion
5-Animate Dead, Phantasm Killer
6-Nightmare, Waves of Fatigue
7-Circle of Death, Shadow Walk
8-Mass Invisibility, Waves of Exhaustion
9-Horrid Wilting, Weird

AoG Secrets of Death spells:
Command Undead
???
???
???

Offense...

Death Domain ability:
Bleeding Touch Sp., touch attack, 1D6 Bleed damage for 6rnds, 3+WIS/day

Ghoul Bloodline abilities:
Ghoulish Claws Su., two claw attacks, 1D4+Paralysis 1D4+1rnds, 3+CHA rnds/day

Ravenous Frenzy Ex., Haste for 16rnds/day, additional 1D4 Bleed damage if you hit with both claws whilst hasted

Earth Crawler Su., 30' burrow speed, Fast Healing 10 up to 160hp/day

Agent of the Grave ability:
Lich's Touch Su., touch attack, 5D6 negative energy damage, 3+CHA/day

Lich ability:
Melee Attack, touch attack, 1/rnd, 1D8+9 negative energy damage, plus permanent paralysis

Mage's Tattoo ability:
Touch of Fatigue 3/day (as SLA)

Defense...

Incorpreal traits

Undead traits

Lich traits

Miasma Ex., adjacent opponents must make a Fort save or be Sickened

Death's Embrace Ex., healed by negative energy

Blightblooded Ex., immunity to disease, Sickened, and Nauseated

Plaguebearer Ex., opponents who attack with touch attacks, unarmed strikes, or natural attacks must make a Fort save or get a disease

I have the following abilities helping with the whole Necromancer thing...

Urgathoa's obedience: +1 CL for Necromancy spells

Mage's Tattoo: +1 CL for Necromancy spells

Undead Master: +4 levels to determine max HD for Animate Dead, and double duration of Command Undead spell

Inspired Necromancy: count Agent of the Grave levels twice to determine max HD I can command.

Negative Energy Conduit/Desecrate/Urgathoa alter: Animate Dead does 4HD/CL instead of 2HD/CL, all created get +2 Profane bonus to attack/damage/saves, and +2HP/HD.
.................................
Definitely not the best Necromancer, but possibly the best Lich, just hiding underground, invisible, raising the dead, making them invisible...


In case it hasn't otherwise been linked here - I can't be bothered rereading to check.

PFizing characters from other media.


From the Game of Thrones, taking justice in his own hands;

Oberyn Martell, The Red Viper:

Prince Oberyn Martell is a younger son of the Martell family. While the seat of his family's power is in Sunspear, Oberyn has ranged far and wide in his pursuit for women and battle. When his sister Elia was murdered along with her children during the purge of the Targaryns that followed King Robert's rise to the Iron Throne, Oberyn set his sights on vengeance. A skilled warrior whose name and reputation are known and feared throughout the Seven Kingdoms of Westeros, he has a difficult legacy to live up to for players who want to do him justice. This guide will help you recreate the Red Viper for your Pathfinder campaign, and provide a framework for all the abilities you need.

The Skin

Attributes and Traits
Prince Oberyn, like most other members of the Game of Thrones cast, is human. He's whipcord fast, vicious, and he takes no prisoners. Strong and tough, he often lets his temper and his pride get the better of him despite his education and experience. Put another way, you should invest his highest stat into dexterity, while still giving solid numbers to his strength and constitution. Oberyn was educated at the Tower by Maesters, and he's shown himself to be extremely intelligent. He's also a charmer, with daughters aplenty to prove it. Then again, while he may have poor self-control at times, would a man with a weak will go to the lengths he has to avenge his sister's death?

As to the Red Viper's traits, you should make sure you choose ones that fit which you will use often. Reactionary (+2 trait bonus to your initiative) is one of the most obvious choices, followed by Alchemical Adept (+2 trait bonus on all craft (alchemy) checks, and if you don't fail a check by 5 or more you ruin no raw materials). Because, as we all know, the craft (alchemy) skill is what you use to make poisons.

The Fangs

Character Classes
Oberyn Martell is a complicated man with a long history of unusual training. His penchant for poisons, when combined with his unsettling speed, is what earned him the name the Red Viper of Dorne. As such, the simplest beginning for Oberyn is the Poisoner archetype, found on page 134 of the Advanced Player's Guide. This class gives you poison use at level one, swapping out trapfinding and ensuring that you can never accidentally poison yourself when applying poison to a weapon, or using an envenomed weapon. While 1 level would be worth it for that ability alone, the third level gives you Master Poisoner, trading trap sense for the ability to change the type of poison (injury, inhaled, contact, etc.) in order to make it better fit your purposes. You'll also gain a rogue talent, and while there are all sorts of tasty options in the books it's hard to go wrong with Bleeding Attack.

The second part of Prince Oberyn's formula is the Swashbuckler. This class option limits you to the short spear (a one-handed piercing weapon), but it gives you access to a variety of deeds that make you a deadlier combatant. It is also lets you use your dexterity modifier with any and all light or one-handed piercing weapons without eating up a feat slot for them. A high charisma score will be a boon using this option.

It should be noted that for players who wish to utilize reach weapons and larger polearms (something the Swashbuckler really isn't meant for), the Polearm Master archetype on page 106 of the Advanced Player's Guide may work as well. You get bonuses to spear fighting, the ability to shorten up your grip on a reach weapon, and even the ability to treat any polearm as having the trip quality.

The Venom

Skills and Feats
Oberyn is going to have a lot of skill points to throw around thanks to his rogue levels, but they won't go too far thanks to his combat class levels. So it's best to focus on skills you're going to use often, and then just toss the leftover points into skills you're all right with not maxing out. For example, skills you're going to want at their highest will be Acrobatics, Bluff, Escape Artist, Perception, and Craft (Alchemy). Other skills Oberyn should have, but which might not be something you'll use very often, include Intimidate, Ride, Sense Motive, Knowledge (Local), and Knowledge (Dungeoneering).

Now, onto the Red Viper's feats!

Prince Oberyn is a canny fighter, and he relies on his skill and speed (along with his poisons) to give him the advantage over his enemies. Feats you should take to mimic this fighting style (assuming the Swashbuckler option) include:

- Weapon Focus and Greater Weapon Focus (Core Rule Book 136 and 126): Gain +1 to attack with a specific weapon (the type of spear you're using, most likely), and an addition +1.

- Combat Reflexes (Core Rule Book 119): Gain an additional number of attacks of opportunity equal to your dexterity modifier (which you can sacrifice for additional uses of your parry ability).

- Combat Expertise (Core Rule Book 119): Take a negative to your attack to increase your armor class (since Oberyn tends to wear light armor and to use a light shield).

- Improved Feint (Core Rule Book 127): May feint as a move instead of a standard action in combat.

- Improved Trip and Greater Trip (Core Rule Book 128 and 126): Make trip attempts at a total of +4, and you don't provoke attacks of opportunity when tripping. Your opponent, upon falling, does provoke.

These are the basic combat capabilities we see from Prince Oberyn. He is a skilled fighter and a skilled defender, but he doesn't require any exotic feats or unusual combat styles. A high BAB, high attack stat, and keeping your opponent flat-footed (if not on his back) may be all you need. Additional useful, but not required, feats include: Improved Initiative, Quick Draw, Shield Specialization, and Dazzling Display. You may, if you have the feats available, also want to invest in Dodge, Mobility, and Spring Attack to represent Oberyn's quickness and speed on the battlefield.

The Finishing Touches

Gear and Story
Despite the return of magic into the world of Westeros, magic items are really quite rare. While some members of the cast wield enchanted steel or call upon dark powers, the Red Viper relies on his armor, his weapons, and his wits. In the book he's described as wearing light armor, wielding a short spear in one hand, and carrying a small shield (roughly the size of a buckler) in the other hand. While no doubt of master wrought quality given that Oberyn is a prince of one of the most noted places in Westeros, there's nothing magical about his skills (though you should feel free to update them if you gain access to magic weapons and armor).

As regards the Red Viper's background, you need to ask how much you're keeping for your portrayal. The vengeance-driven warrior is a common archetype, but was it his sister who was murdered? His lover? A brother? A child? Or are you more interested in a younger Oberyn who is still sowing his wild oats wherever his horse takes him? Are you more interested in portraying one of the Sand Snakes, but using her father's skill set as the mold she's fitting into?

Once you know that, you're pretty much good to go.

Spoilers! Have you read past book three? If not, stop reading!

Is that everyone? Good.

One of the big questions folks have is what poison best represents what Oberyn put onto his spear during his duel with the Mountain. Deathblade (Core Rule Book 559) is a con killer that would take any lesser man to his knees and kill him quickly. Only the Mountain, inhumanly strong and tough, could survive even as he succumbed to its deadly effects.


c'mon folks, i feel like i've taken over Arkhadtoa's thread, and i know there are some more villainous creations out here...

If you hear the music, it's already too late. The great strength of the class: support through control, buff and debuffing.

Flame Dancer Bard:

THE BUILD
Race
: Half Elf Racial Traits: Elven immunities, Adaptability, Keen senses, Low-Light Vision, Elf blood, Arcane Training
We ditch multi-talented since we go with a singular class.

Character Traits: Maestro of the Society, Reactionary
Three extra uses of bardic performance and +2 to initiative. Good stuff.

Class: Bard (Flame Dancer) 20
ABILITIES 25 point buy:
STR 7 DEX 12 CON 14 INT 14 WIS 10 CHA 20 (+2 CHA)
20 point buy:
STR 8 DEX 12 CON 14 INT 14 WIS 10 CHA 18 (+2 CHA)
15 point buy:
STR 7 DEX 12 CON 14 INT 14 WIS 10 CHA 17 (+2 CHA)

Try to max your CHA, is the key element of the build since everything depends on it. CON or INT should go next, if you cannot afford them both to be decent or want one to be higher, your choice. Then goes DEX if only for initiative purposes, followed by WIS and finally your dump stat, STR.

Skills: Perception, Performance (Oratory), Performance (Act), Performance (Dance), Intimidate, Knowledge (Local), Knowledge (Arcane), Use Magic Device, Appraise, Knowledge (Nature), Knowledge (Planes), Knowledge (Religion)

With the three performance skills we get: Diplomacy, Sense motive (Oratory); Bluff, Disguise (Act), Acrobatics, Fly (Dance). All usable with your CHA instead or the default stat, and we get to save skills points. Although, this can be a hard route in a low level game, because for the sake of saving those points, you will not have access to some skills until you reach the versatile performance levels associated with each one. Talk to your GM to see if he allows retraining, and if so, then go for it. If not, you will have to sacrifice skill points to be able to do the things you are expected to, until you can switch to the performance skills. The other skills listed are the suggested options, but you don't have to max them. For the knowledge skills, focus in the most common for your campaign and allocate 1 rank in the rest.

Languages: Common, Elven, Dwarf, Gnome
Those are only examples. Pick whatever feels appropriate for your campaign.

PROGRESSION:
1 - Bardic knowledge, Bardic performance, Cantrips, Fire Dancer, Distraction, Fascinate, Inspire Courage +1, Weapon Focus (Whip), Skill Focus (Performance: Oratory), *Favored class bonus (+1 round of bardic performance), Should you go human and don't feel the skill focus that important, change it for improved initiative
2 - Versatile Performance (Oratory), Well-versed, *Favored class bonus (+1 round of bardic performance)
3 - Song of the Fiery Gaze, Dazzling Display, *Favored class bonus (+1 round of bardic performance)
4 - +1 CHA, *Favored class bonus (+1 1st level spell known)
5 - Inspire Courage +2, Lore Master 1/day, Lingering Performance, *Favored class bonus (+1 1st level spell known)
6 - Versatile Performance (Act), Fire Break, *Favored class bonus (+1 1st level spell known)
7 - Spell Focus (Enchantment), *Favored class bonus (+1 2nd level spell known)
8 - Fan the Flames, +1 CHA, *Favored class bonus (+1 2nd level spell known)
9 - Inspire Greatness, Spellsong, *Favored class bonus (+1 2nd level spell known)
10 - Versatile Performance (Dance), Jack-of-all-trades, *Favored class bonus (+1 3rd level spell known)
11 - Lore Master 2/day, Inspire Courage +3, Discordant Voice, *Favored class bonus (+1 3rd level spell known)
12 - Soothing performance, +1 CHA, *Favored class bonus (+1 3rd level spell known)
13 - Greater Spell Focus (Enchantment), *Favored class bonus (+1 4th level spell known)
14 - Frightening Tune, Versatile Performance (Wind), *Favored class bonus (+1 4th level spell known)
15 - Inspire Heroics, Elven spirit, *Favored class bonus (+1 4th level spell known)
16 - +1 CHA, *Favored class bonus (+1 5th level spell known)
17 - Inspire Courage +4, Lore Master 3/day, Spell Penetration, *Favored class bonus (+1 5th level spell known)
18 - Mass Suggestion, Versatile Performance (Sing), *Favored class bonus (+1 5th level spell known)
19 - Greater Spell Penetration, *Favored class bonus (+1 Xth level spell known)
20 - Deadly Performance, +1 CHA, *Favored class bonus (+1 Xth level spell known)

Ok, for starters, if you commence at first level, you'll have a difficult road on your beginnings combat wise. So just try to stay out of trouble doing your bardic performance and using daze, grease or hideous laughter to anything that comes too close. Let your buddies do the rough work for now.

By second level, you start your diplomatic career, but you are still nothing else than the party face and minor battlefield controller.

Third level brings us the firsts rips. Dazzling display was written for bards, just stay behind the tank and start shaken your foes with your menacing performance. You also get a nice trick with the Song of the Fiery Gaze, ask the wizard to cast fog cloud on your enemies and let the party rain arrows on them with their new improved vision. This is even better later when firewalls become available.

Fourth level get second level spells online and if you are whiling to allocate 4 ranks in performance singing, you can get Rondeau of Heavenly Order, an excellent battlefield control option as well as a funny one. The other performance available at this level is Pageant of the Peacock which is a nice buff for bluffing and disguise.

Fifth level, Lingering performance is here! Now that we have a good performance selection, that gives us nice options to switch between them and get 3 round effects for 1 use of bardic performance.

Sixth level finally let us become the social authority with the second versatile performance assigned to Act. Now you can go and play spy, you have the skills, spells and features to do so.

Seventh level finally, 3rd level spells are here. This will be a tough level for the spell selection. There is so much candy in here. If there is another caster in the group, check his spells to try to complement each other. We get access to another performance masterpiece, Symphony of the Elysian Heart, this will require 7 ranks in either wind or keyboard, which hurts your skill point economy, but, this is a great trick to have at hand, is basically freedom of movement in area, and this can be a total life saver. If you have the points to spare, is a nice extra to have. Still, you can get it later anyways. Also we get a boost to a lot of our spells with spell focus.

Eighth level, extra spells! Burning hand is completely forgettable, but flaming sphere has it uses (combo with pyrotechnics) and fireball transform you into a support blaster.

Ninth level, spellsong! Such a good feat, disguise your casting with a performance check or keep concentration spending bardic performance use. Kudos to this! So many possibilities, specially in social situations (example: guard doesn't let you pass, make a story (oratory/act) and follow with suggestion or charm person = Jedi trick at its finest)

Tenth level, we suddenly become agile with the new versatile performance (dance), we get access to 4th level spells and can check any skill untrained. We also get access to Vindictive Soliloquy and performance that imitates Call lightning storm but do sonic damage. If you feel a big fight is coming, is a nice trick to have at hand to deal some ranged support if needed.

Eleventh level, now, every time we do a bardic performance we grant extra sonic damage to our allies. Another masterpiece is available: Pallavi of Nirvana’s Blossoming, this is brutal in an undead heavy campaign, and is still useful since it counters any darkness effect no matter the level.

Twelfth level net us a performance that could have been awesome till you read that you have to be 4 entire rounds performing it to have any effect. Shame. Still, is an extra healing option out of combat.

Thirteenth level, 5th level spells and extra DC to our Enchantments. Nice. Get the Shadowbard spell! Having two performances at the same time enhances your effectiveness greatly.

Fourteenth level, Frightening Tune, and excellent add, specially if you use it after you have debuffed the enemy. (Try this: Dazzling display, quickened Crushing despair (with a rod), Frightening tune. Enjoy watching you enemies flee). Get anything you want for the versatile performance granted.

Fifteenth level, another good buff and some spell penetration (by this level anyone and their mother has SR)

Sixteenth level, our capstone spells are here. Pick whatever you feel is needed in your campaign, although, the Overwhelming Presence spell will make your Rogue love you (coup the graces for everyone! ^^)

Seventeenth level, More bard goodies and extra spell penetration.

Eighteenth level, Mass suggestion can have great uses to do your bidding at the social stage, but really, by this level you have enough power to already had done so anyways.

Nineteenth level, you get more spell penetration totaling a +6 to those checks. Considering most of your spell arsenal grants SR, it is important to have the best piercing spells you can afford.

Twentieth level, well, we are finally here. The capstone ability is pretty decent, a save or die effect, and even if the ST is passed, the target is staggered 1D4 rounds. Not bad.

How to play it
Overall, this is a build that is weak at his very beginning but gets the pace pretty quickly. You have to be careful which what you do and when you do it, this type of character is not for everyone. Most of the time you are full support and it will be a while till you have some decent attack options (and by the level you get them, most characters can outclass you in damage).
No, this character requires tactical and micromanagement abilities, as well as cunning and silver tongue. You have a great range of features and later you can do more than one at once (when your performance can be done with a move or swift action, and through quickening rods). You have access to lots of spells and performances that boost your party and even more that debuff your enemies, as well as utility and battlefield control. And that should essentially be your focus.
You also have some illusion spells that can be of great use in you have some imagination, and yes, in an emergency or once the enemy cannot be more bullied with your spells, you can go and blast it if none can reach it or just to finish it. But remember, this character is fragile, you don't have a ton of HP, your AC sucks and your ST are pretty average. So your first order of business should be to protect yourself and stay away from the front. You can keep your performances with a free action, so if you need to withdraw or run to get to a safe position, DO IT. Whatever you do, do not engage, stay at a safe distance an like a director conduct the battle. It is easier said than done, but the build has more than enough potential to do it.


You'd think the best Archer Fighter would be the archetype, but going straight fighter really is better. This build excels with a bow, even in close quarters. It can also potentially deal a crazy amount of bleed damage.

The Archer:

Lv. Class Feats and Abilities
1 Fighter 1 Point-Blank Shot, Precise Shot, Rapid Shot
2 Fighter 2 Weapon Focus (Composite Longbow)
3 Fighter 3 Deadly Aim
4 Fighter 4 Weapon Specialization (Composite Longbow)
5 Fighter 5 Point Blank Master
6 Fighter 6 Manyshot
7 Fighter 7 Snap Shot
8 Fighter 8 Greater Weapon Focus (Composite Longbow)
9 Fighter 9 Improved Snap Shot
10 Fighter 10 Combat Reflexes
11 Fighter 11 Improved Precise Shot
12 Fighter 12 Greater Weapon Specialization (Composite Longbow)
13 Fighter 13 Clustered Shots
14 Fighter 14 Penetrating Strike (Composite Longbow)
15 Fighter 15 Greater Snap Shot
16 Fighter 16 Greater Penetrating Strike (Composite Longbow)
17 Fighter 17 Improved Critical (Composite Longbow)
18 Fighter 18 Far Shot
19 Fighter 19 Disrupting Shot
20 Fighter 20 Pinpoint Targeting

Feats and Abilities Breakdown
Point-Blank Shot - Helps us hit more often at lower levels, and gives our damage a kick.
Precise Shot - You're pretty much always shooting into melee.
Rapid Shot - Two shots at level one! Better odds of hitting, even with a -2.
Weapon Focus (Composite Longbow) - Helps us hit more often at lower levels.
Deadly Aim - Power attack for bows, absolutely necessary if we want good damage.
Weapon Specialization (Composite Longbow) - Brings our damage to 1d8+5 with point blank and deadly aim at 4th level.
Point Blank Master - We need this early. You never want to be pushed into a corner with a bow.
Manyshot - Jump up to four arrows a round at level six.
Snap Shot - Make attacks of opportunity with our bow.
Greater Weapon Focus (Composite Longbow) - Increase our chances to hit.
Improved Snap Shot - Our threatened range is now 10 ft. Get a free shot before they get to you.
Combat Reflexes - Make more use of our snap shot feats, plus we already have a high Dex.
Improved Precise Shot - Never worry about cover again.
Greater Weapon Specialization (Composite Longbow) - More damage is always welcome.
Clustered Shots - Now we start to ignore damage reduction.
Penetrating Strike (Composite Longbow) - Now we ignore more damage reduction.
Greater Snap Shot - Increased damage with our snap shot.
Greater Penetrating Strike (Composite Longbow) - What's damage reduction again?
Improved Critical (Composite Longbow)- Why not?
Far Shot - Start a little farther back in combat.
Disrupting Shot - Keep those casters at bay.
Pinpoint Targeting - Get at least one attack that will most ikely hit.

Equipment
Thistle Arrows - Holy smokes, we can do a ton of bleed damage now.
Blunt Arrows - Use blunt arrows to bypass damage reduction. Very useful.
Efficient Quiver - This is a must have for archers.


if ever there was a more sadistic bastard,

Gregor Clegane- The Mountain That Rides:

Gregor Clegane is a man of many names. Called The Mountain That Rides, as well as Tywin Lannister's Mad Dog, he is one of the most dangerous warriors in Westeros. Freakishly big and inhumanly strong Ser Gregor has murdered countless men in combat, as well as untold numbers of women, children, and civilians. The mailed fist of the Lannisters, the elder Clegane is a force to be reckoned with. For those who want to recreate the brutal might of this monstrous villain this guide should help you build this hard-hitting black knight in all his infamy.

The Foothills
Attributes, Race, and Traits

If you want to stay absolutely true to Gregor you should make him a human (an obscenely big human, but a human nonetheless). If your DM would allow you though a half-orc or full orc would also be appropriate for the tone and theme. It means that your Mountain will be able to see in the dark, and possess other non-canon powers, but accuracy is the trade off when you use a high fantasy race.

Regarding his attributes Gregor is a warrior, plain and simple. His strength and constitution are legendary, and while he's quicker than you'd expect a man of his size to be Gregor's armor and shield protect him far more than his fast footwork. While he isn't particularly smart or wise, The Mountain does possess a fearsome demeanor and force of personality that he wields like a hammer (even though talking is an option he rarely uses).

As far as his background traits go Gregor is not a man given to magic or faith. That said traits like Killer (+1 to confirm critical hits), Bully (+1 to intimidate and intimidate is always a class skill), or Bloodthirsty (whenever you knock a creature down to 0 hit points or confirm a critical you deal 1 additional point of damage, in the latter case multiplied by your weapon's critical multiplier) are the best fit for a character who is most comfortable covered in someone else's blood and brains.

Training The Monster
The Mountain's Classes

Gregor possesses certain trademarks that make him recognizable as a character. His sheer size and raw physical might are the most noticeable, but he can also wield his titanic greatsword in one hand. In Pathfinder that means he needs at least two levels of the Titan Mauler barbarian variant (Ultimate Combat 30), which gives you the ability jotungrip, allowing you to wield a two-handed weapon sized for you in a single hand at a -2 penalty. The first level ability Big Game Hunter will also be useful if Gregor is going to go killing horses in a single blow, and he'll have access to quite a few rounds of rage to fuel his frenzies.

The second class that goes into the make up of the Mountain is the Two-Handed Fighter archetype (Advanced Player's Guide 108). The archetype is focused on using a two-handed weapon to its fullest effect, allowing you to double your strength on a single attack at third level, and then to double the damage from your power attack at 15th level. Not much can stand in the Mountain's path when he decides to cut his way through.

Feats of Strength
And Other Feats As Well

Gregor's fighting style is pure brute force refined to a razor's edge. Whether on horseback or on foot he's a human thresher. The feats listed for him are in order of effectiveness, and not listed by class, level progression, bonus feats, etc. If players want to take certain feats earlier or later (or replace them entirely) that's just fine. This list should be used as a guideline, not a final blueprint.

- Power Attack (Core Rulebook 131): Do more damage at the cost of accuracy (basically The Mountain's fighting style summed up in a single feat).

- Furious Focus (Advanced Player's Guide 161): Ignore the penalty from power attack on the first melee attack you make each turn.

- Weapon Focus (Greatsword) (Core Rulebook 136): Add +1 to hit with selected weapon.

- Toughness (Core Rulebook 135): Gain additional hit points (Gregor is hard to kill).

- Great Fortitude (Core Rulebook 124): Gain +2 to fortitude saves (again, he's hard to kill. Especially with poison.).

- Improved Great Fortitude (Core Rulebook 127): Once per day re-roll a single fortitude save.

- Improved Sunder (Core Rulebook 128): +2 to sunder attempts and defense, and you don't provoke attacks of opportunity (and your build will give you more bonuses to sunder too).

- Vital Strike (Core Rulebook 136): Use the attack action to make a single attack at your highest base attack bonus and roll your weapon damage twice. All other bonuses are counted normally.

- Improved Vital Strike (Core Rulebook 128): Same as Vital Strike, but roll damage 3 times.

- Greater Vital Strike (Core Rulebook 126): Same as Vital Strike, but roll damage 4 times.

- Devastating Strike (Ultimate Combat 95): Add +2 to each damage die when using Vital Strike, Improved Vital Strike, or Greater Vital Strike (maximum +6).

- Furious Finish (Ultimate Combat 102): When raging and using Vital Strike you may choose not to roll your damage dice and instead to simply maximize them. Your rage immediately ends and you are fatigued, even if you normally wouldn't be.

- Death or Glory (Ultimate Combat 94): As a full round action you may make a single melee attack a single creature size Large or larger with a lot of bonuses, but once the attack is resolved the target may spent an immediate action to attack you with the same bonuses. This can be combined with Vital Strike.

The Finishing Touches
Skills, Equipment, and Story

The Mountain is a simple man, and all of his pursuits tend to be on the battlefield or in fighting pits. He won't get many skills even with the human bonus point (your favored class bonus should probably be going into hit points), but of those skills intimidate, ride, survival, and perception should be on the list.

When it comes to equipment Ser Gregor prefers deadly tools for deadly work. He bears no magical equipment, but all of his gear is the finest money can buy since his paymaster is one of the wealthiest of Westeros's noble families. As well it should be, since outfitting a man of Clegane's size would take a small fortune. Beyond his sword, shield, and plate armor though there is very little we tend to see him with.

Lastly you need to ask yourself an important question; how closely are you going to adhere to the story of Tywin Lannister's Mad Dog? Gregor Clegane is a violent sociopath, a murderer, a defiler, and worse. He is chaotic evil, and valued for his ability to wield a sword and to cause terror in all those who would oppose his master. So ask yourself whether or not your version of The Mountain is the same kind of villain, or if there's more to him before you decide to draw your steel and step into the ring.


brainwashed into becoming the perfect killer without a conscience . . .

The Winter Soldier:

Human ‘Sniper’ Slayer 2/’Snakebite Striker’ Brawler 1/’Sniper Slayer 8
CG Medium humanoid (human)
Init +5; Senses Perception +14 (+19 against traps)

DEFENSE
AC 26, touch 17, flat-footed 19 (+7 armor, +5 Dex, +2 natural armor, +2 deflection)
hp 92 (11d10+22)
Fort +13, Ref +16 (+19 against traps), Will +6 (+8 against divination effects)

OFFENSE
Speed 30 ft.
Melee +1 Dagger +15/+12/+5 (1d4+4/x2; 10 ft., slashing)
Melee Unarmed Strike +14/+11/+4 (1d6+3/x2; 10 ft., bludgeoning)
Ranged Dagger +18/+13/+8 (1d4+4/x2; 10 ft., slashing)
Ranged +1 Pistol +19/+14/+9 (1d8+1/x4; 20ft.; bludgeoning & piercing)
Ranged (against Humans) +3 Pistol +21/+16/+11 (1d8+3+2d6/x4; 20ft.; bludgeoning & piercing)
Ranged +1 Musket +17 (1d12+1/x4; 40ft.; bludgeoning & piercing)
Special Attacks Sneak Attack (+4d6)

STATISTICS
Str 16, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +14; CMD 29

Feats Point Blank Shot [1st], Rapid Reload (Pistol) [Human], Rapid Shot [3rd], Improved Unarmed Strike [Brawler1], Shadow Strike [5th], Precise Shot [Slayer4], Deadly Aim [7th], Improved Precise Shot [Slayer 6], Clustered Shot [9th] & Extra Slayer Talent (Ranger Combat Style: Pinpoint Targeting) [11th]

Skills Acrobatics +18 (11 ranks +5 dex +3 bonus -1 acp), Bluff +13 (10 ranks +0 cha +3 bonus), Climb +9 (2 ranks +3 str +3 bonus -1 acp), Disable Device +23 (11 ranks +5 dex +3 bonus +5 trapfinding bonus -1 acp), Disguise +5 (2 ranks +0 cha +3 bonus), Escape Artist +9 (5 ranks +5 dex -1 acp), Heal +5 (2 ranks +0 wis +3 bonus), Knowledge (Dungeoneering) +6 (1 rank +2 int +3 bonus), Knowledge (Geography) +6 (1 rank +2 int +3 bonus), Knowledge (Local) +15 (10 ranks +2 int +3 bonus), Perception +14 (11 ranks +0 wis +3 bonus), Sense Motive +14 (11 ranks +0 wis +3 bonus), Sleight of Hand +9 (5 ranks +5 dex -1 acp), Stealth +18 (11 ranks +5 dex +3 bonus -1 acp), Survival +5 (2 ranks +0 wis +3 bonus) & Swim +9 (2 ranks +3 str +3 bonus -1 acp)

Languages Common
Traits Carefully Hidden & Defensive Strategist

SQ Studied Target (+3; 3 targets/encounter), Accuracy, Deadly Range, Brawler’s Cunning, Martial Training, Sneak Attack (+4d6), Unarmed Strike, Slayer Talents (Trapfinding & Ranger Combat Style: Precise Shot, Improved Precise Shot & Pinpoint Targeting) & Stalker Advanced Talents (Assassinate)

Equipment +2 Amulet of Natural Armor, +2 Belt of Incredible Dexterity, +2 Cloak of Resistance, Clockwork Prosthesis Arm, 4 Daggers, +1 Dagger, Endless Bandolier, 2 Fuse Grenades, Gunsmith’s Kit, 4 Iron Pellet Grenades, +1 Mithral Breastplate, +1 Musket, Oil of Silence, 30 Paper Alchemical Cartridges, +1 Human-Bane Pistol, 4 Potions of Cure Light Wounds, Potion of Darkvision, Potion of Invisibility, Potion of Pass Without Trace, Ring of Mind Shielding, +2 Ring of Protection & Sniper Goggles

Character Traits
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Defensive Strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

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