Character Build ideas


Pathfinder First Edition General Discussion


Alright everyone i'm struggling to come up with a PC that isn't just a plain and boring build for a new campaign that i'm starting in a few weeks. The campaign is Strange Aeons. I have Prerolled stats, the first one being Grid=
S |D |C
I|10|16|15
W|12|12|16
CH|14|15|10
Then i have weighted= S=16 D=18 C=9 I=14 W=15 CH=10, Then i have 1DA= 17,14,11,10,14,10 used in anyway, and i also have a crappy Mixed Bag= 5,12,11,8,10,6 used in anyway.

Rules for the build are as follows:
Traits= standard two traits + One Campaign only trait
Races= any core race and Oread,Undine,Sylph,Eefrit,Changeling,Suli

General Rules:
Starting at level 1
150gp to start
Hit Points will be done same as PFS
(Anit)paladins are alignment of their deity
Any questions about rules can be passed by GM for a House Rule ruling.

I'm looking for a odd build that you dont see alot, i also am playing a white hair witch right now so probably not doing that again for this campaign.

If any of you theory crafters out there could give me a idea/build going up to say level 10 that would be awesome. I'm just stuck in a rut for new ideas.


Do you have an idea of what your party members will play as, and do you favor casters before martials?

I'd probably play it safe and take the Rich Parents/Chosen One trait to afford a Wand of Infernal Healing/CLW from the start.


Unit620 wrote:
I'm looking for a odd build that you dont see alot

How about a Goblin named BONZAI!!!


Unit620 wrote:
I'm looking for a odd build that you dont see alot

Natural Attack Builds are pretty unusual. Here's one:

Angry Bird!
Tengu with Claws
Level 1, Barbarian1: Dreadnaught, only +2 ST & Con, but no Fatigue, Weapon Focus Armor Spikes, BAB +1

With your Strength 16, your Natural Attacks all do +3 Damage, and you get 3 Attacks/round. Your Rage raises this to +4. Respectable.

2B2: Lesser Fiend Totem (Gore), BAB+2
3B2Ranger1: Freebooter, Improved Unarmed Strike, BAB+3

Freebooter's Bane replaces Favored Enemy. You designate 1 target as a Move Action, everyone gets +1 Attack and Damage against him until you re-designate or the Combat is over. Also, DR is the bane of this character. Even 1 level in Ranger lets you use Wands with Ranger Spells like Magic Fang. Now you have 4 attacks/round: Gore (1d8+5), Bite (1d6+5), and 2 Claws (1d4+5)

4B2R1Warpriest1: Spells, Sacred Weapon 1d6, Weapon Focus Claws

Now your Natural Attacks can start doing Sacred Weapon Damage instead of the usual damage. That does mean taking Weapon Focus multiple times, but since the Tengu Bite does 1d6 normally, there is no need to take it before 5 levels in Warpriest, and since the Rage Power Gore does 1d8, there's no need to take Weapon Focus Gore before your 10th level in Warpriest. Also, if worship a deity that uses a natural attack as a favored weapon, you don't need to take Weapon Focus for that one to use it as a Sacred Weapon. There are plenty of Pathfinder Deities that favor Bite.

5B2R1W1Witch1: White Haired Witch, Weapon Focus, White Hair

I know you said you don't want to play a White Haired Witch again, but this is the only level, taking a dip to add the Hair Attack to your Full Attack. At this point, you should start wearing Armor Spikes. Your Hair gets a free Grapple Attack, and when you are wearing Armor Spikes, you get to do an extra 1d6 Damage with a successful Grapple Attack.

6B2R1W2H1: Fervor 1d6, BAB+4
7B2R1W3H1, Weapon Versatility: Claws, Improved Grapple, BAB +5
8B2R1W4H1: Channel Energy, Sacred Weapon +1, BAB+6
9B2R1W4H1Living Monolith1: Iron Will, Ka Stone

Your base Damage for your Gore is 1d8, Bite and claws 1d6. The Ka Stone lets you Enlarge Person as a Swift Action, raising base damage to 2d6/1d8. Also, with that level in Ranger you can further buff yourself with a Wand of Strong Jaw a further 2 virtual sizes: 4d6/3d6.

10B2R1W5H1L1: Sacred Weapon 1d8

So when you buff yourself, that becomes 4d6.

11B2R1W6H1L1: Hamatula Strike, Greater Grapple

Whenever you hit with piercing weapon, such as your Gore, Bite or Claws when you use Weapon Versatility, Hamatula Strike gives you a free (cheaper than free) Grapple. Whenever you score a Grapple Attack, you also do Armor Spike Damage, which also does Sacred Weapon Damage: 2d6 when Enlarged.

This character gets like 10 Attacks/round with high base damage and lots of bonuses with lots of self-buffing options. And, I think you will agree is about as unusual as characters get.


Half Elf, Danny Kite

1Fighter1: Precise Shot
2F1Ninja1: Sneak Attack, Poison
3F1N2: Ki Pool, Vanishing Trick, Extra Trick: Rogue Talent: False Attacker

There is a Half Elf Alternative Racial Trait that lets you use any Sorcer or Wizard Wand.

When combat begins, you Vanish, then Stealth, then Snipe from hiding making Ranged Touch Attacks vs. Flatfooted AC that lock in your Sneak Attack Damage. False Attacker lets you make a Bluff Check when you attack from hiding. If it's successful, your target thinks the attack came from some other direction, and you don't break Stealth. That means you can keep shooting your Wand of Scorching Ray, and keep doing Sneak Attack Damage.

This effect is up and running by the time you are level 3. You have great potential to increase your Sneak Attack Damage very fast. You can have lots of utility with that ability to use magic wands and those levels in Ninja, and you have a really neat combat trick.


Wonderstell wrote:

Do you have an idea of what your party members will play as, and do you favor casters before martials?

I am not a huge caster person, i think we will have an arcane caster already. and i think a rogue as well


Unit620 wrote:
I am not a huge caster person, i think we will have an arcane caster already. and i think a rogue as well

I have a document of theorycraft builds you're welcome to look at. But what kind of thing might you want to do in combat and out of combat? it helps narrow things down.


Chain biting barbarian goblin?


LordKailas wrote:
Unit620 wrote:
I am not a huge caster person, i think we will have an arcane caster already. and i think a rogue as well
I have a document of theorycraft builds you're welcome to look at. But what kind of thing might you want to do in combat and out of combat? it helps narrow things down.

i prefer to be the main damage dealer, the other people i play with like to do more of the out of combat stuff, i like to be able to do unusual things in combat


Someday I'd love to play my Bbn/Mnk (Martial Artist) using Tiger Style.

If you want a decent martial character, I think he would be a blast.

Sovereign Court

Unit620 wrote:
Races= any core race and Oread,Undine,Sylph,Eefrit,Changeling,Suli

Presumably you meant Ifrit and not Efreeti...

My only Ifrit was a Blistering Feint Inquisitor (Sacred Huntsmaster/Green Faith Marshal) with a level dip in Mesmerist(Fey Trickster). The big draw was using a battle poi to feint as a move action for ~40 fire damage, hit for 40 more, and swift action feint for another 40. However it takes multiple rounds to get all of the swift actions aligned for the full burn.
One of my friends did a low Cha Sorcerer (with Fire affinity to mitigate that) with high strength and wielded a greatsword just for fun.
One of my characters fights unarmed from prone(pretending to be a merfolk on land) with his squirrel familiar also prone in his square... and is surprisingly effective.
I've got an Alchemist/URogue that automatically Blinds, Sickens, and Entangles with a near-auto Shaken and Debilitating Strike for -4 AC and lower chance of Nauseate, Immobilize, and Frightened on a near-auto-feinted touch attack. Doesn't do too much damage, but basically that monster just sits in a corner and cries.
Then there is the Half-orc Skald with a Bloodrager dip and a Valet familiar that is just a Celestial Tiger with Pounce and mid-upper 30s strength for the fights that matter.


Unit620 wrote:
LordKailas wrote:
Unit620 wrote:
I am not a huge caster person, i think we will have an arcane caster already. and i think a rogue as well
I have a document of theorycraft builds you're welcome to look at. But what kind of thing might you want to do in combat and out of combat? it helps narrow things down.
i prefer to be the main damage dealer, the other people i play with like to do more of the out of combat stuff, i like to be able to do unusual things in combat

in terms of doing unusual things in combat. I have intimidate builds that combine the rogue archetype thug, with the feats like Cornugon Smash to make enemies run away from you, including a variation that does the same sort of thing using throwing stars.

I've got several grapple builds where the grappler has a nauseating stench. This is note worthy because it takes a standard action to break free of a grapple and the nauseated condition leaves you with only a move action. Meaning your target(s) can't do anything useful on their turn.

The only other builds that stand out to me are the ones I have built around Body Bludgeon. Where you combine it with things like Hamatula Strike. This lets you use an enemy as an improvised weapon and even impale enemies with said enemy. The primary downside to it is that there's no way to bring the key ability (body bludgeon) online any earlier then 10th level. So, until then you're just a rage based character that's really good with improvised weapons.


Unit620 wrote:
LordKailas wrote:
Unit620 wrote:
I am not a huge caster person, i think we will have an arcane caster already. and i think a rogue as well
I have a document of theorycraft builds you're welcome to look at. But what kind of thing might you want to do in combat and out of combat? it helps narrow things down.
i prefer to be the main damage dealer, the other people i play with like to do more of the out of combat stuff, i like to be able to do unusual things in combat

Use my Angry Bird build, and you will probably be the main damage dealer. My Goblin Bonzai will likewise do a respectable amount of damage, and certainly will be unusual in combat.

My ranged touch sneak attacking build could be made to do lots of damage: I only took it to level 3: you can go in a lot of directions from there.

iirc, Wonderstell has an infinity-damage build. I had one, but they changed the rules so that it is no longer legal.

LordKailas wrote:
I've got several grapple builds

My Angry Bird build uses Grappling. I have a couple of other ways of using grappling to powerful effect.


Unit620 wrote:
i prefer to be the main damage dealer, the other people i play with like to do more of the out of combat stuff, i like to be able to do unusual things in combat

Since you're starting at lv 1, you may want a build that comes online real quick. I've had a lot of early level fun with the Reach Battle Dancer and all the mobility it gives you, so I do recommend it for people starting at lower levels as you're fully online at lv 3.

If you like reach weapons, tactical movement, and denying enemies their full-attacks while forcing AoOs then it might be a good fit.

I'd recommend this spread for a Strength-based build.

Stats (Grid):
Str 14+2 (Human)
Dex 16
Con 15
Int 10
Wis 16
Cha 15


Given the constant saving-throws promised (or at least assumed) by the title of the campaign, starting with 'em sky-high wouldn't be such a bad idea.

Attributes w/build linked (I have no idea what that "grid" gobbledegook is, so I'm just shifting the numbers used by Wonderstell)....

STR: 16 (raise 12+manual)
DEX: 15 (raise 4th or 8th)
CON+ 18
INT: 15 (raise 4th or 8th)
WIS+ 18
CHA- 8


Slim Jim wrote:
Attributes w/build linked (I have no idea what that "grid" gobbledegook is, so I'm just shifting the numbers used by Wonderstell)....

You roll for one ability score nine times and place them in a 3x3 grid, with the mental attributes aligned to rows and physical to columns. You can only chose one particular score once, and it disappears from both row and column when chosen.

Example:

----|St |D |Co
Int|10|16|15
Wi|12|12|16
Ch|14|15|10

So if we want to choose a Dexterity score with this particular grid, we have three choices: 16, 12, and 15.
We'll take the 16.

----|St |D |Co
Int|10|-X|15
Wi|12|12|16
Ch|14|15|10

==========

Between the choices of 12, 12, or 16, we want our Wisdom high so we take the 16.

----|St |D |Co
Int|10|-X|15
Wi|12|12|-X
Ch|14|15|10

And since we'd rather not start with 10 Constitution, we pick the 15.

----|St |D |Co
Int|10|-X|-X
Wi|12|12|-X
Ch|14|15|10

This leaves us with only one choice for Intelligence, which lands on the 10.

----|St |D |Co
Int|--X|-X|-X
Wi|12|12|-X
Ch|14|15|10

ETC

The grid can't result in a Strength score over 14, so I'd probably use the "1DA= 17,14,11,10,14,10" spread for your build, since it can be used in any way you want.

Str 17, Dex 14, Con 14+2, Int 10, Wis 11+2, Cha 10-2


Wonderstell wrote:
Unit620 wrote:
i prefer to be the main damage dealer, the other people i play with like to do more of the out of combat stuff, i like to be able to do unusual things in combat

Since you're starting at lv 1, you may want a build that comes online real quick. I've had a lot of early level fun with the Reach Battle Dancer and all the mobility it gives you, so I do recommend it for people starting at lower levels as you're fully online at lv 3.

If you like reach weapons, tactical movement, and denying enemies their full-attacks while forcing AoOs then it might be a good fit.

I'd recommend this spread for a Strength-based build.

Stats (Grid):
Str 14+2 (Human)
Dex 16
Con 15
Int 10
Wis 16
Cha 15

Do you have a link or something to this build sounds fun.


Unit620 wrote:
Do you have a link or something to this build sounds fun.

lv 3 Reach Battle Dancer:
Human

Blood Conduit Bloodrager 1 / Battle Dancer Brawler 2

Ability Scores and traits

Str 14+2 (Human)
Dex 16
Con 15
Int 10
Wis 16
Cha 15

Racial Traits:
Bonus Feat
Heart of the Fey (+1 to Will/Reflex, Low-light vision)

Traits:
Rich Parents
+1 Trait
+1 Campaign Trait

Class levels and Feats

Bloodrager 1
1 Extra Rage, Combat Reflexes, Improved Trip (B), Bloodrage, Bloodline Familiar

Brawler 1-2
2 IUS (B), Martial Flexibility
3 Friendly Switch, EWP: Double-Chained Kama, Rolling Flurry

***

Buy a wand of Infernal Healing with the extra 750 gold from Rich Parents. You'll want to use a Lucerne Hammer until you can Flurry at lv 3, so buy that in addition to your Double-Chained Kama. I'd also spend skill ranks to qualify for the Rat Catcher and Soulblade feats through Martial Flexibility for no particular reason at all. Otherwise, flex into Dedicated Adversary for an easy +2/+2 to Attack/Damage.

Also, when you can afford a Cracked Opalescent White Pyramid Ioun Stone for 1,500 gp, you may want to retrain the EWP feat into something else.

***

Rolling Flurry wrote:
When a battle dancer uses her brawler’s flurry, she must move 5 feet before each melee attack or combat maneuver. If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. This movement does not provoke attacks of opportunity if the brawler would be able to take a 5-foot step normally; if she would be unable to (for instance, if she were in difficult terrain), the movement provokes attacks of opportunity as normal unless she succeeds at the appropriate Acrobatics checks. While using this ability, she can still take her normal 5-foot step before or after making her attacks.

So let's say you've got a multi-armed monstrosity adjacent with more attacks per round than you have class levels, and you suspect that you'll not survive their next turn unless you get out of there.

So you simply begin your Flurry and move 5 ft away before your first attack, placing it within your threatened area. The second attack can't move you outside your reach, so you simply finish with your 5-foot step after flurrying to end up so far away they're unable to full-attack on their turn.

Example:

M=Monster
X=You

Starting positions
O.O.O.O.O
O.M.X.O.O
O.O.O.O.O
O.O.O.O.O
O.O.O.O.O

First attack
O.O.O.O.O
O.M.O.O.O
O.O.O.X.O
O.O.O.O.O
O.O.O.O.O

Second attack
O.O.O.O.O
O.M.O.O.O
O.O.O.O.O
O.O.O.X.O
O.O.O.O.O

5-foot step after flurry
O.O.O.O.O
O.M.O.O.O
O.O.O.O.O
O.O.O.O.O
O.O.O.O.X

***

You can also reach enemies 10 ft away from your threatened area or full-attack/escape adjacent enemies while enlarged by using your 5-foot step first.
You definitely want Longarms or Enlarge Person to out-reach most enemies, and can flex into Lunge in emergencies.

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